Artillery "0" unit bug and proposed solution (Full Version)

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Svennemir -> Artillery "0" unit bug and proposed solution (2/23/2002 12:18:00 AM)

Artillery 0 unit bug. The following describes a rather serious bug regarding use of On-Board artillery "0" units. The bug has been around since Steel Panthers 1 (though things worked differently back then). It has been mail to Vebber and posted on the forums (except for the part describing how to use the exploit!): Buy any platoon(s) of on-board artillery (mortars, howitzers, rockets etc.).
[Rest of the description is CENSORED since I don't want cheaters all around!] Now watch as the deadly rockets or whatever pound the intended hex with 0.1 turn delay - ANYWHERE on the map ! You don't need to use [CENSORED] in order to exploit the bug. At any time, with any delay, you can [CENSORED]. This is even difficult to avoid if you do NOT intend to use the exploit! As can be easily seen, this bug is serious indeed and must be fixed. I do not know whether an engine fix is possible disabling the bug for good. But I have another suggestion that might help, though it will not totally eliminate the bug: Include one infantry squad has "0" unit for every On-board artillery platoon. It will then work as spotter for the artillery units, while not being affected by the bug itself since it cannot bombard. Preferably the infantry unit could be a Scout Patrol (or a "crew" if need be), since they are cheap and do hold a few men so they are not so easily killed. If they get killed one of the artillery units will be the new "0" unit and the problem will be there again. If the player changes the HQ to an artillery unit the fix can be avoided. But still, this solution is clearly(!) better than not doing anything. Thanks, Svennemir.




skukko -> (2/23/2002 2:17:00 AM)

In what kind of game it is problem? In Online, pbem, against AI ? Don't use bug unless really in emergency. Cycles all arty-missions thru FOs or company-captains. AI don't use this bug. Human does... mosh




lnp4668 -> (2/23/2002 2:23:00 AM)

I noticed this behavior in all types of game. Never really pay much attention to it until Svennemir bought it up.




Svennemir -> (2/23/2002 2:32:00 AM)

Nonetheless, it is serious, since you can get maybe ½ of your on-board artillery to fire with 0.1 delay. It is also difficult to avoid "using" the bug, since it is easily triggered - at times the effect is more a nuisance than a help (won't go into details).




Colonel von Blitz -> (2/25/2002 6:54:00 PM)

There is A LOT of things in SPWaW that can be exploited and this way "cheat" your way to victory. The best way to avoid this, is of course, to eliminate the problem in the program. However, computer programs will propably never be bug-free. Thus, the best way to eliminate these kind of problems is to play against different people, then you just continue playing with those, who you "know" as non-cheaters. Also, it helps if one agrees with opponent not to exploit clear bugs. For example, I usually want to prevent on-board arty "hunts"...so I want to agree with my opponent, that no indirect fire is fired based on smoke puffs. Colonel von Blitz




Svennemir -> (2/25/2002 8:32:00 PM)

Yeah that can solve a lot, but still this bug can sometimes be easy to avoid. Personally I like playing w/ NO spotters, no priority hexes, and no artillery spotting for itself at all. That makes for slower response times, but shift fire can still make well-placed bombardments *very* effective.




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