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RE: ver1.25 bug thread

 
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RE: ver1.25 bug thread - 11/7/2008 9:15:20 PM   
Naskra

 

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Another issue (old):  Map errata

1) The turkish hexes 31,41 and 32,42 are sea hexes when scrolled over
2) The label "Pskov" and its identifying dot are two hexes apart.

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Post #: 31
RE: ver1.25 bug thread - 11/7/2008 9:16:01 PM   
hjaco

 

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I am not aware whether this is a bug with 1.25 or always have been in effect but violation of stacking limits in America due to newly arriving units results in overstacking and elimination of the units to arrive if units are not being transported away........

Its probably just the same code in effect checking for overstacking all around the map but it seems silly that there is not enough space in America

Then again its a tribute to Lascars last "march of the Ents" with his German navy wristing away Entente control of the North Atlantic in summer of 17'

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Post #: 32
RE: ver1.25 bug thread - 11/7/2008 9:56:43 PM   
Lascar


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quote:

ORIGINAL: Naskra

Yes, Lascar, if Germany does nothing to stop it.

Since Turkey is neutral at that point that should be allowed. I must say I never thought of doing that myself. It is a clever way to get some food to Russia before they become isolated. I am assuming then that after August 1914 Britain is unable to send any food to Russia, at least until they capture Gallipoli and Constantinople.


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Post #: 33
RE: ver1.25 bug thread - 11/7/2008 10:00:35 PM   
Lascar


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quote:

ORIGINAL: Naskra

Another issue (old): Map errata

1) The turkish hexes 31,41 and 32,42 are sea hexes when scrolled over
2) The label "Pskov" and its identifying dot are two hexes apart.

There is a map mod made by a player that correctly positions the city graphics for Pskov and also adds them for Ostende and Florence.

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Post #: 34
RE: ver1.25 bug thread - 11/7/2008 10:28:56 PM   
Lascar


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quote:

ORIGINAL: Naskra

And ... .csp files no longer load.

quote:

csp

I also confirm that the setup (csp files) do not load. Also, that Industrial point transfers do not show up in the target country's screen in the turn of the transfer like they did previously. I don't know if this is a bug or a design change.

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Post #: 35
RE: ver1.25 bug thread - 11/8/2008 12:37:27 AM   
Naskra

 

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Lascar, the transfers show up in the target country on the next turn.  It is a design change.

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Post #: 36
RE: ver1.25 bug thread - 11/8/2008 1:30:07 PM   
Naskra

 

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HQs don't have names until turn 2.

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Post #: 37
RE: ver1.25 bug thread - 11/8/2008 3:52:24 PM   
BK6583

 

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Frank,

How do you attach a saved game file? I can never tell wether it's that @!#$ Vista or a legit bug. When I go into a saved game, no units are visible. They're visible on the zoom out map but not on the regular map. Afraid I'm going to have to go back to 1.24. Darn - I liked the new out of supply rules where before entire corps could last for years.

Bob

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Post #: 38
RE: ver1.25 bug thread - 11/8/2008 5:29:34 PM   
hjaco

 

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Bought HQ's appear at the production queue with name when its being bought. After accepting and exiting the screen however it no longer appears in the production queue?

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Post #: 39
RE: ver1.25 bug thread - 11/8/2008 6:06:40 PM   
FrankHunter

 

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BK6583, that's right, when you load a saved PBEM game the units remain hidden until you exit the phase your opponent ended off at. Then units should appear. If this isn't a saved game and is instead just a regular you versus the computer and the phase you're in is one of yours (such as you're the CP and its the CP Activation Phase) then if your units are not appearing its a bug.

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Post #: 40
RE: ver1.25 bug thread - 11/8/2008 7:09:13 PM   
hjaco

 

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quote:

ORIGINAL: hjaco

Bought HQ's appear at the production queue with name when its being bought. After accepting and exiting the screen however it no longer appears in the production queue?


The HQ is added after the strategy phase and before the first impulse

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Post #: 41
RE: ver1.25 bug thread - 11/8/2008 7:20:58 PM   
Naskra

 

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Naval units can refit at sea.
Submarines damage, but never sink transports. (maybe not a bug)
The icon for transports in the naval orders screen is a DN.

Right thread this time.

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Post #: 42
RE: ver1.25 bug thread - 11/8/2008 7:28:09 PM   
FrankHunter

 

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quote:

Naval units can refit at sea.


Naskra, can I get more information on this one?

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Post #: 43
RE: ver1.25 bug thread - 11/8/2008 7:36:38 PM   
Naskra

 

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Just select a damaged patrolling ship and then click refit.  2 damage points are removed.
Transports in port can also be refitted instantaneously, i.e. refit and go to sea the same turn. Don't know if that's wrong or not.

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Post #: 44
RE: ver1.25 bug thread - 11/8/2008 7:50:47 PM   
Naskra

 

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I should add that you must reload the screen to see the damage removal.

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Post #: 45
RE: ver1.25 bug thread - 11/8/2008 8:27:29 PM   
hjaco

 

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Thats supposed to be that way. If damage is to great the naval squadron will automatical return to port.

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Post #: 46
RE: ver1.25 bug thread - 11/8/2008 8:50:47 PM   
FrankHunter

 

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It was half a bug (can I say that?) part of it was supposed to work that way and part of it wasn't.

Anyway, that's fixed, the US overstacking in New York is fixed, the 2 Turkish hexes is fixed, the wrong icon for transports on the Naval Orders screen is fixed, as is the US naval screen update for transfers, and I'm going to check the subs vs transports.



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Post #: 47
RE: ver1.25 bug thread - 11/8/2008 9:07:56 PM   
Naskra

 

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Trade can occur in an enemy-controlled sea zone.

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Post #: 48
RE: ver1.25 bug thread - 11/8/2008 9:23:16 PM   
Naskra

 

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like this:




Attachment (1)

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Post #: 49
RE: ver1.25 bug thread - 11/8/2008 9:30:53 PM   
FrankHunter

 

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This is an old one, as long as the shipping survives combat they're allowed to trade.

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Post #: 50
RE: ver1.25 bug thread - 11/8/2008 10:04:09 PM   
Naskra

 

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And the Russian PD Petropavlosk is to keep its uber-PD status?

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Post #: 51
RE: ver1.25 bug thread - 11/9/2008 1:29:41 AM   
FrankHunter

 

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Been a long time since I did the ships data but the thing is all the countries didn't build the exact same ship designs. Especially among the PDs their were big differences. So one Russian PD (the Petropavlosk) got greater than average protection and the other, the Evstaffi, got less than average protection to represent that some of those PDs were heavily armoured and others were very lightly armoured.

The Petropavlosk does have normal PD firepower.

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Post #: 52
RE: ver1.25 bug thread - 11/9/2008 8:20:21 AM   
hjaco

 

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Exactly. Try comparing protection value of the French toothpick PD with the Russian one and you will notice the difference.

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Post #: 53
RE: ver1.25 bug thread - 11/9/2008 12:29:03 PM   
Naskra

 

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quote:

Exactly. Try comparing protection value of the French toothpick PD with the Russian one and you will notice the difference


It was comparison with Petropavlosk's likely foe, Elsass that I had in mind. It is in speed and guns that P. has the advantage, not armor.
Of course my real interest here is to take control of the Baltic, not get all the naval details right.

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Post #: 54
RE: ver1.25 bug thread - 11/9/2008 2:38:00 PM   
BK6583

 

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quote:

ORIGINAL: FrankHunter

BK6583, that's right, when you load a saved PBEM game the units remain hidden until you exit the phase your opponent ended off at. Then units should appear. If this isn't a saved game and is instead just a regular you versus the computer and the phase you're in is one of yours (such as you're the CP and its the CP Activation Phase) then if your units are not appearing its a bug.



Frank,

It's me against the computer so it's a bug. Do you need a saved game file and if so, how do I attach it?

Bob

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Post #: 55
RE: ver1.25 bug thread - 11/9/2008 6:48:31 PM   
Naskra

 

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quote:

just a regular you versus the computer and the phase you're in is one of yours (such as you're the CP and its the CP Activation Phase) then if your units are not appearing its a bug.


This is exactly what happens. If you save during Activation, then load the save, all units are invisible. You can continue activating if you can find HQs by scrolling. The units re-appear only when you move to the Orders phase.

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Post #: 56
RE: ver1.25 bug thread - 11/9/2008 6:50:10 PM   
FrankHunter

 

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Naskra, Looking at the data, Petro has a firepower of 5 and a protection of 22 whereas Elsaas has a firepower of 5 and a protection of 14.

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Post #: 57
RE: ver1.25 bug thread - 11/9/2008 6:51:03 PM   
FrankHunter

 

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BK6583, I shouldn't need a save, I'll follow what Naskra says and look at it. Thanks!

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Post #: 58
RE: ver1.25 bug thread - 11/9/2008 7:10:03 PM   
Naskra

 

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quote:

It was comparison with Petropavlosk's likely foe, Elsass that I had in mind. It is in speed and guns that P. has the advantage, not armor.


I meant this as the historical case. They both have about 9" belt armor whereas the P. has more and larger guns.
But like I said, I don't mean to make an historical vs. game argument (don't get me started, please!), I'm just lobbying for Germany.

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Post #: 59
RE: ver1.25 bug thread - 11/9/2008 7:26:36 PM   
FrankHunter

 

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The names are just for colour, as with the names on the HQs. The numbers and types of squadrons were selected based on trying to get the right feel vis a vis the strategic naval balance.

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Post #: 60
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