TF formation bug fixed in WitP; to be fixed in UV? (Full Version)

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popejoy1 -> TF formation bug fixed in WitP; to be fixed in UV? (6/10/2005 1:48:49 AM)

Hi!

WiTP V1.5 fixed the following bug that I often found in Uncommon Valor:

quote:

24) When a task force was created, all data was not properly cleared, causing the new task force to have the destination, loading status or speed settings of the previous task force with the same number. Fixed.


I don't ever recall seeing this bug fixed in any of the UV updates. Are there any plans to incorporate this bugfix in the future?

Thanks!

Pablo




TAIL GUNNER -> RE: TF formation bug fixed in WitP; to be fixed in UV? (6/10/2005 6:04:19 AM)

That's a new one to me......never seen that problem in UV 2.30 anyway...

Chad




popejoy1 -> RE: TF formation bug fixed in WitP; to be fixed in UV? (6/21/2005 6:08:25 AM)

Hi!

It's pretty easy to duplicate:

  • Start with a lot of smallish transports in a port (e.g., Espiritu Santo), with a lot of big units (like U.S. Marine Regiments) to transport.

  • Split the transports into TFs of two or three transports each, with each TF handling one regiment (e.g., TF 201, 202, 203, etc.)

  • Once all the transport TFs have started loading, merge all the transport TFs into one big TF, e.g., TF 201.

  • At a different hex (e.g., Sydney), create a new transport TF (e.g., TF202). You will find that the new TF (with the same ID number as one of the "temporary" TFs you just created and deleted at Espiritu Santo) will have a lot of the same information as the "temporary" TF, including cargo and passengers from Espiritu Santo, is now loading that cargo and Marine units from Espiritu Santo even though the TF is in Sydney Harbor.

I couldn't count on the AI loadmasters do the job efficiently, so I either had to micromanage or send lots of extra transports to ensure all the troops were properly loaded.

I sent in detailed, repeatable instructions to Matrix a long time ago, but it probably wasn't an ultra-high priority fix. I'm glad it's found and fixed in WitP - maybe I'll buy that game, now [:)] - and so I'm hoping it will also be fixed in UV.

Pablo




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