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Sean E
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Bugs

Mon Dec 01, 2008 12:54 pm

Can we start a sticky thread with a list of all known bugs and if they are being actioned on?

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calvinus
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Mon Dec 01, 2008 1:10 pm

You're welcome. :thumbsup:

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Sean E
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Mon Dec 01, 2008 2:33 pm

Naval air units don’t have anchor on unit.

-Noted

Generals not appearing at HQs but listed as in command of said HQ.

-Noted

After battle enemy and friendly units occupying same area. Side effect of WEGO mode.

-Still Investigating

Map texture problems causing sea zones and land zones to merge.

-Noted

Dropping reinforcements in HQs within the vertical HQ bar they sometimes end up in wrong HQ.

-?

If Afghanistan, China, Mexico or Persia become allies to either side there is a problem as the corresponding activation file is missing. The AI goes into an infinite thinking loop during the Political Phase.

-Noted

In Grand Campaign, Summer 1916, British III and IV Army seem to be missing.

-Still Investigating

Capotetto scenario, 2 Austrian units placed in Impassable terrain.

-Noted

Some difficulty in moving the munitions production sliders. (not sure if bug or what?)

-?

Combat results , especially in sieges, being displayed on top of each making unreadable.

-?

All of the following German Naval units are shown as Subs. Dresden, Emden, Koenigsberg and Karlsruhe. Should be Light Cruisers.

-Noted

Moving corps in the redeployment phase and then combing with detachments causes the detachment to become independent. (a bug?)

-?




Ok any others and I will edit this post to include so they stay at top of thread.
There are numerous spelling and grammar mistakes but that's another problem.

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calvinus
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Mon Dec 01, 2008 2:47 pm

Sean E wrote:After battle enemy and friendly units occupying same area. Side effect of WEGO mode.


Problem resolved with 1.0.4f under work.

Sean E wrote:If Afghanistan, China, Mexico or Persia become allies to either side there is a problem as the corresponding activation file is missing. The AI goes into an infinite thinking loop during the Political Phase.


Fixed with 1.0.4f under work.

Sean E wrote:In Grand Campaign, Summer 1916, British III and IV Army seem to be missing.


Scenario DB error. These armies (and some other ones) are to be built in the Recruitments window, but the guy in charge of scenario design job forgot to mark them as "buildable".

Fix under work.

Sean E wrote:Capotetto scenario, 2 Austrian units placed in Impassable terrain.


Another scenario design error. Fix under work.

Sean E wrote:Some difficulty in moving the munitions production sliders. (not sure if bug or what?)


I'm not able to reproduce these lags. Savegame welcome.

Sean E wrote:Combat results , especially in sieges, being displayed on top of each making unreadable.


Version 1.0.5 (or 1.0.6 depending if 1.0.4f will be delivered if as "1.0.5" ;) ) will contain the new features:
- combat log;
- battle animations.

Sean E wrote:Moving corps in the redeployment phase and then combing with detachments causes the detachment to become independent. (a bug?)


Not a bug. Dragging with the right mouse button allows you indeed to change the army assignment... ;)

Thanks,
Calvinus.

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Rafiki
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Mon Dec 01, 2008 2:50 pm

[color="Blue"]This looks well suited for the tech forum :) [/color]
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vonRocko
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Mon Dec 01, 2008 3:12 pm

another one: when you refill wounded corps and reach your limit in pts.,if you save game,quit and reload,you can refill more units. I think the ai does also.

johanssb
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Limit

Mon Dec 01, 2008 6:00 pm

It would be nice to know ahead of time what that limit is on each front.

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Le Ricain
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Mon Dec 01, 2008 6:22 pm

johanssb wrote:It would be nice to know ahead of time what that limit is on each front.


The limit, I believe, is half the number of your RP's.
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TheDeadeye
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Mon Dec 01, 2008 7:06 pm

I can confirm that detaching units from a HQ is sometimes non responsive. :confused:

I have tried dragging the corps by using the left and the right mouse button. Sometimes it works and I can create an independent stack and sometimes the counter of the corps just hovers over the region and seems to be stuck to the mouse pointer.

TheDeadeye
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Mon Dec 01, 2008 8:39 pm

I seem to have a constant crash now with a new game I started in August 1914. This bug always happens after all battles have been concluded. It seems to be a debug crash, whatever that is.

I have attached a save file.
Attachments
August 1914.rar
(374.61 KiB) Downloaded 306 times

abulbulian
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Mon Dec 01, 2008 9:15 pm

I have same problem in 1914, after I end turn with deployment phase it crashes to windows.

I posted a separate thread for this 'Help!'.

But I did attach again another save that I tried end the deployment phase.

I was able to get farther in the first patch b, now e and d are killing me and my time :(
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crashes_when_end_deployment_turn.zip
(418.37 KiB) Downloaded 316 times

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calvinus
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Mon Dec 01, 2008 9:53 pm

Quick suggestion for TheDeadeye and abululian, waiting the 1.04f that will bring the fixes and AI boost, play in not-strictly-turn-based mode and clear the AI cache (click on the trashcan button inside the Options window).

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calvinus
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Mon Dec 01, 2008 10:16 pm

TheDeadeye wrote:I seem to have a constant crash now with a new game I started in August 1914. This bug always happens after all battles have been concluded. It seems to be a debug crash, whatever that is.

I have attached a save file.


Fixed. Next patch. Thanks. :love:

TheDeadeye
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Mon Dec 01, 2008 11:48 pm

calvinus wrote:Fixed. Next patch. Thanks. :love:


You are the man! :D

Also to echo Abulbian from another thread, he seems to have some problems with the lagging of sliders in general. I also have this problem. It really just beats me what the cause is to this is. The mouse pointer seems to be still stuck to the slider button and it causes big lags while changing setting making fine tuning adjustments to the budgets impossible.

Could you detect that from the saves (both Abulbian's and mine) Calvinus?

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calvinus
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Mon Dec 01, 2008 11:52 pm

I just fixed these lags.

They are caused by loooong calculation of Italian/French budget, because of the "areas waiting liberation" (Trento, Trieste, Alsace Lorraine...).

Fixed.

TheDeadeye
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Tue Dec 02, 2008 12:24 am

Sweet!

I have another thing to add to the bug list.

The detaching units from armies seems to be really unresponse too. Sometimes it works, sometimes it doesn't. The counter just seems to be stuck at the mouse pointer regardless if I dragged the counter via the left or right mouse button.

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Haplo_Patryn
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Tue Dec 02, 2008 1:34 am

calvinus wrote:I just fixed these lags.

They are caused by loooong calculation of Italian/French budget, because of the "areas waiting liberation" (Trento, Trieste, Alsace Lorraine...).

Fixed.


Lag in tech slider has also been fixed? :sourcil:

vonRocko
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HQ reserves

Tue Dec 02, 2008 5:39 am

All my HQ's have a reserve capacity of 9?
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B.zip
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calvinus
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Tue Dec 02, 2008 8:18 am

Haplo_Patryn wrote:Lag in tech slider has also been fixed? :sourcil:


Yes, all sliders.

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calvinus
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Tue Dec 02, 2008 8:19 am

vonRocko wrote:All my HQ's have a reserve capacity of 9?


Still not examined the savegame. Just one quick question... are you counting only the corps or all unit tyeps??? The reserves capacity refers to corps only.

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calvinus
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Tue Dec 02, 2008 8:20 am

TheDeadeye wrote:The detaching units from armies seems to be really unresponse too. Sometimes it works, sometimes it doesn't. The counter just seems to be stuck at the mouse pointer regardless if I dragged the counter via the left or right mouse button.


Ok, scheduled.

vonRocko
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Tue Dec 02, 2008 2:02 pm

calvinus wrote:Still not examined the savegame. Just one quick question... are you counting only the corps or all unit tyeps??? The reserves capacity refers to corps only.


Calvinus
It is just the number on the HQ counter,I don't actually have 9 corps in each.
thanks!

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Haplo_Patryn
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Tue Dec 02, 2008 2:18 pm

calvinus wrote:Yes, all sliders.


Great work, Calvinus. Thank you. It seems next patch will be great. ;)

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calvinus
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Tue Dec 02, 2008 6:18 pm

vonRocko wrote:All my HQ's have a reserve capacity of 9?


Ugh! How did happen??? :blink:
There's no place in the source code where reserve value of HQs can be altered...
Is it a joke?? Have you altered the savegame?? :blink: :mdr: :D

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calvinus
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Tue Dec 02, 2008 6:23 pm

Ok, I found the reason... never mind! ;)

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calvinus
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Tue Dec 02, 2008 6:52 pm

The 9 reserve value bug is fixed. Next patch. :love:

vonRocko
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Tue Dec 02, 2008 8:28 pm

calvinus wrote:The 9 reserve value bug is fixed. Next patch. :love:


Thank you calvinus!
:)

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Sean E
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Wed Dec 03, 2008 9:38 am

Twice now I have saved a game, given the save a name, had the saved to pc screen come up. Then no saved game.

Looked in the the game files, can't be found there either. A new bug?

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calvinus
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Wed Dec 03, 2008 9:48 am

Wrong file name? It's strange, because the not valid characters are removed automatically. Try using a simple filename.

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Sean E
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Wed Dec 03, 2008 1:35 pm

The file name i used was the one suggested plus an A or B.

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