Some snafus in the HoN UI

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nostradunwhich
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Some snafus in the HoN UI

Post by nostradunwhich » Thu Oct 01, 2015 6:32 pm

Hello,

In the 5th tutorial campaign, I assaulted the half-track with Clint and killed it, but did not get credit for the Secondary Objective. I suspect that was due to the assault.

Also, there have been a few cases where I have had to click on the board to get the game out of its "pause to show results" mode, but there has been no prompt with a "combat result" (miss,hit,unit detroyed) as there usually is.

Otherwise UI works very well and I really want a version of the combat calculator that I can run on my Android phone and use to resolve combats in the boardgame :D

Bjerregrav
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Re: Some snafus in the HoN UI

Post by Bjerregrav » Fri Oct 02, 2015 4:30 pm

Hi

I have the same problem, no credit for the kill and I assaulted it with Clint

visualrob
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Re: Some snafus in the HoN UI

Post by visualrob » Fri Oct 02, 2015 8:09 pm

Hi, Bjerregrav and nostradunwitch!

I'm going to check this Clint thing immediately: my guess is that it's an error in the condition for the secondary objective, but I'll be more precise after the analysis.

Did the "waiting to press" thing happen again, even in non-tutorial missions?

PS: One of the things I'll really want to do when I get a couple of free hours from patching/answering/followingUp/developingTheEditor, is writing an article on our development blog, about how we calculate the percentages of the firing actions and assault actions. A printable pdf with the tables our AI uses would really help the board gamers. And if I had an additional couple of hours I could easily write a webapp with the combat calculator :)

Back to work, though...

Moomer
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Re: Some snafus in the HoN UI

Post by Moomer » Fri Oct 02, 2015 8:12 pm

No credit for the kill, got rid of the vehicle with a grenade.

IronFist00
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Re: Some snafus in the HoN UI

Post by IronFist00 » Fri Oct 02, 2015 8:19 pm

I've destroyed in with the Stuart's main gun in addition to what other posters have said and not gotten credit for the Secondary Objective. Out of 5 times playing this mission, 4 times I have not received credit for the secondary objective even though the HT was destroyed in each game.

visualrob
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Re: Some snafus in the HoN UI

Post by visualrob » Fri Oct 02, 2015 8:25 pm

There's a mistake in the secondary objective condition.

Thanks to our awesome automatic updater, we can correct this without even releasing a patch.
Just let me check and upload, I'll let you know when the problem is corrected.

Thank you so much for helping us catch this bug.

nostradunwhich
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Re: Some snafus in the HoN UI

Post by nostradunwhich » Fri Oct 02, 2015 9:11 pm

Great to hear CatRabbit is right on this issue!

I would like to praise the engine in general. It has caught me forgetting a couple of rules while playing. Although there are a few elements missing still.

Is Machine Gunner implemented? (That is the one that lets a machine gun spread its bonus over multiple targets.) Given the UI, I can understand why not, but the symbol is still on all the units so for someone who plays the physical version of the game it is a bit disconcerting :)

I do miss the Action Cards. Hopefully that can be implemented at some point.

Moomer
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Re: Some snafus in the HoN UI

Post by Moomer » Sat Oct 03, 2015 1:17 am

Slow road to hell : nothing happens upon passing over counter with equipment crate on the far right in bushes.

tycoon
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Re: Some snafus in the HoN UI

Post by tycoon » Sat Oct 03, 2015 5:17 pm

in the 1 x 2 skirmishes, "water under the bridge" map, US side, "bullets are plenty " troop choise with Clint added for 30 gold, the game freezes after he picks up the box on the bridge
Be carefull what you wish for, you just might get it!

tycoon
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Re: Some snafus in the HoN UI

Post by tycoon » Sun Oct 04, 2015 12:36 am

Have noticed that fire on the move penalties are double of what they should be sometimes - will try to remember to take a screenshot next time
Be carefull what you wish for, you just might get it!

jack54
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Re: Some snafus in the HoN UI

Post by jack54 » Sun Oct 04, 2015 12:52 am

tycoon wrote:in the 1 x 2 skirmishes, "water under the bridge" map, US side, "bullets are plenty " troop choise with Clint added for 30 gold, the game freezes after he picks up the box on the bridge
I set the game up the same and also had it freeze....

Moomer
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Re: Some snafus in the HoN UI

Post by Moomer » Sun Oct 04, 2015 2:06 am

Activating Clint causes the next given official order in the line of orders to disappear and the ordered unit can no longer be activated that turn. It's also impossible to activate Clint after all other official orders are executed.

tycoon
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Re: Some snafus in the HoN UI

Post by tycoon » Sun Oct 04, 2015 3:00 am

Moomer wrote:Activating Clint causes the next given official order in the line of orders to disappear and the ordered unit can no longer be activated that turn. It's also impossible to activate Clint after all other official orders are executed.
Actualy, you can do whatever needs dooing with Clint before or after the unit who's order is up, Just don't use the proceed buton till after both the unit and Clint have done what you hoped for.
Be carefull what you wish for, you just might get it!

Moomer
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Re: Some snafus in the HoN UI

Post by Moomer » Sun Oct 04, 2015 6:30 pm

Thanks for the info. Works like a dream.

visualrob
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Re: Some snafus in the HoN UI

Post by visualrob » Sun Oct 04, 2015 6:44 pm

We probably corrected the error that was causing the freeze with the box, and we already released a fix with a silent patch.

Hopefully you shouldn't experience the same problem anymore. (if you do, please tell us)

Moomer
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Re: Some snafus in the HoN UI

Post by Moomer » Mon Oct 12, 2015 10:17 pm

Last mission of the first commonwealth campaign.
Shouldn't the bazooka be able to fire at the tank? Line of sight across open fields and a pond.
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Uncle_Joe
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Re: Some snafus in the HoN UI

Post by Uncle_Joe » Mon Oct 12, 2015 10:26 pm

What is the square directly adjacent to the Bazooka ('below' it)? If it's a hedgerow then it would block LOS to everything 'below' the diagonal line (so you can see the pond, but nothing 'south' of it). Does that make sense?

zakblood
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Re: Some snafus in the HoN UI

Post by zakblood » Tue Oct 13, 2015 3:13 am

Bazooka is limited by range

Uncle_Joe
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Re: Some snafus in the HoN UI

Post by Uncle_Joe » Tue Oct 13, 2015 3:27 am

zakblood_slith wrote:Bazooka is limited by range
That was my first thought but it should still be range 7 which is clearly in range in the picture. I believe it's the hedgerow blocking as I indicated above.

zakblood
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Re: Some snafus in the HoN UI

Post by zakblood » Tue Oct 13, 2015 3:29 am

my guess as well would be yes, easy to check mind you, as if you haven't got a shot, then it's blocked, it's that simple

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