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A few bugs and suggestions...

 
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A few bugs and suggestions... - 2/12/2005 11:45:29 PM   
CapnDarwin


Posts: 8467
Joined: 2/12/2005
From: Newark, OH
Status: offline
Having played a few missions and doing a couple ad-hoc scenarios this is a list of things that look buggy and also some suggestions.

Buggy Items
1. In ad-hoc scenarios the AI is not using its Arty and air assests. In one case none of the 4 air units or 3 helo flights left the rear area to engage in the battle. In another case only 2 units helo units went forward into my forces but never engaged anyone and the arty units never fired a shot.

2. I've noiced that there are no ADA forces to select in ad-hoc missions.

3. May not be a bug, but I've killed more enemy helos with arty (MLRS) then anything else. Helo's appear way too vunerable to this mechanic. I'll agree that helos on the ground are easy prey, but moving in combat is a little much.

4. My ad-hoc games are also having a weird combat resolution issue. I'll issue order, click procede, one unit will move, then I'll be dumped back out to orders. Then next procede fire off a full round of action. Appears to be a timing bug of some sort. Either the full turn is coming up short or there is a reset of the clock issue.

UPDATED 5. The AI does not appear to use Tac Air assests during scenarios too. Playing Tank Rush once from each side I've seen no Tac Air. I know that the WP does not have any in this scenario, but UK does and never flew them. Also missed any messages of one plane being engaged and shot down by ADA.

UPDATED 6. WP AI spends 95% of its Arty fire during first UK/WP scenario pounding my one main HQ unit instead of using it to soften dug in troops. AI even NATO spends time hitting HQ's, some counter-battery of on board assets, but does not use mines to slow or channel enemy (my best tactic for breaking a Red advance).

NEW 7. As noticed by a few others, AI HQ units are getting in front of their sub units during battle. May be the fact that HQ units have no real delay in movement orders compared to the sub units. I've had the problem myself with an HQ jumping forward before the subs moved.

NEW 8. As reported elsewhere the final game results for step and vehical loss are not accurate for the opposing forces.

NEW 9. The data in the D column of the CVS exports is corrupt. It is trying to interpret the string tag as a date. When importing it sticks the date as the ID tag.

Suggestions
1. Show arty and air strike mission markers on the map during the orders phase. I keep losing track of who is shooting what where.

2. Have a dedicated combat results window. I'd like to know who shot what for what results. FOW still could be used by saying tank or vehical if ID is unclear.

3. Adopt a point system for costing units and OOB's to get scenario totals and handicaps balanced.

4. Add minefield density and also reduction of minefiled from arty attacks.

NEW 5. Add a tool tip popup to the units to show composition of that unit. Maybe even include moral, fatigue, ammo, state etc.

Questions
1. Can Arty fire destroy bridges? I've targets the squares, but never seem to do anything to them.

2. ANSWERED: Why isn't the A-10 and Su-25 equipped with there tank killer gun? In the rule book, just took time to get that far between games.

3. Can aircraft spot units in the area of their target point? Even if it is temporary.

NEW 4. Does off board arty counter fire opposing off board arty? If so how do you know?

5. Answered: Does the game consider hull down units? Once again reading the rules helped.

NEW 6. If a unit is spotted are all runners also spotted. May make for a better dynamic if each runner has to be spotted to be hit.

NEW 7. Will there be engineering units in the future. Bridging, mine clearing/laying, demo etc?

NEW/ 8. Will scout helos be added at a later date (like the OH-58).

NEW 9. Do units crossing rivers and streams have a reduced spotting range for being below the local terrain level? It takes units a very long time to cross and leaves them at the mercy of any units in visual range.

NEW 10. Does the game know how wide a water crossing is or is it a constant speed penalty?

NEW 11. Why is the Su-25 rated so inferior to the A-10 in attack power (bombs) being a very similar/equal machine?

NEW 12. Should the T-80U have a stabilized gun and thermal sights? Why does the T-55 have stabilization?


That's all for now. Thanks for the great game and for your support.

S!

Cap'n Darwin

< Message edited by Capn Darwin -- 2/15/2005 1:24:48 AM >
Post #: 1
RE: A few bugs and suggestions... - 2/13/2005 3:26:39 AM   
Mike_w

 

Posts: 54
Joined: 1/30/2005
Status: offline
quote:

4. My ad-hoc games are also having a weird combat resolution issue. I'll issue order, click procede, one unit will move, then I'll be dumped back out to orders. Then next procede fire off a full round of action. Appears to be a timing bug of some sort. Either the full turn is coming up short or there is a reset of the clock issue.


I had this problem too (See lower post) and have notified Rob about it. here is is response

have never encountered this particular glitch before but I will look into it asap. If possible, could anyone who has experienced this problem look in the root game directory for a file named "fpg_report.txt", zip it up and post it here if it exists? It might help me isolate the problem a great deal faster.

quote:

Why isn't the A-10 and Su-25 equipped with there tank killer gun?


As for this one, They do; but it is included in the "bomb" count. A-10 has 8 "bombs" to represent dropped ordinance as well as a cannon. Don't think of a "bomb" in this context as a real bomb, it is just a number of combat power. In comparison, a Harrier only has 2 "bombs"

< Message edited by Mike_w -- 2/13/2005 1:29:04 AM >

(in reply to CapnDarwin)
Post #: 2
RE: A few bugs and suggestions... - 2/18/2005 4:13:34 AM   
CapnDarwin


Posts: 8467
Joined: 2/12/2005
From: Newark, OH
Status: offline
Answered.
S!

Cap'n D

< Message edited by Capn Darwin -- 2/19/2005 7:16:12 PM >

(in reply to CapnDarwin)
Post #: 3
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