Playing custom Rommel at Normandy 1.4 as Germans. Fired an artillery shot at a British artillery piece, and the game froze. This seems to be a one-off thing.
A crash log didn't generate, so I ran the Get Log File file to get the output_log attached.
Search found 28 matches
- Sat Nov 09, 2019 8:45 pm
- Forum: Order of Battle Bug Submissions
- Topic: [PBEM Bug][Game freeze when firing artillery][New]
- Replies: 0
- Views: 495
- Fri Oct 25, 2019 3:51 am
- Forum: Order of Battle Bug Submissions
- Topic: [PBEM Bug][Can read enemies' private chat messages][New]
- Replies: 7
- Views: 1302
Re: [PBEM Bug][Can read enemies' private chat messages][New]
It's worse than that. I can read the enemy's direct messages to each other.
- Wed Oct 23, 2019 5:42 pm
- Forum: Order of Battle Bug Submissions
- Topic: [PBEM Bug][Can read enemies' private chat messages][New]
- Replies: 7
- Views: 1302
Re: [PBEM Bug][Can read enemies' private chat messages][New]
1.4 should be the latest version.
- Wed Oct 23, 2019 4:52 am
- Forum: Order of Battle Bug Submissions
- Topic: [PBEM Bug][Can read enemies' private chat messages][New]
- Replies: 7
- Views: 1302
[PBEM Bug][Can read enemies' private chat messages][New]
Playing Rommel at Normandy 1.4 as the Germans, and I can read the American and British messages to each other that are sent to #allies, even though I am not one of their allies.
- Fri Oct 18, 2019 7:50 pm
- Forum: Order of Battle : World War II - Scenario Design
- Topic: Erik's Multiplayer scenarios
- Replies: 1262
- Views: 212882
Re: Erik's Multiplayer scenarios
Erik, Sorry, I wasn't familiar with the team/alliance/nation distinction. It seems like the secondary objectives trigger when 2 of the alliance's own tanks are destroyed. For example, the US's 'destroy 2 panzers' objective seems to fire when 2 of the US's tanks are destroyed/the Germans destroy 2 US...
- Thu Oct 17, 2019 10:23 pm
- Forum: Order of Battle : World War II - Scenario Design
- Topic: Erik's Multiplayer scenarios
- Replies: 1262
- Views: 212882
Re: Erik's Multiplayer scenarios
While I'm looking over the files, might as well start nitpicking. In Rommel at Normandy, anyone know what happens when the US player takes Cherbourg? If I'm reading the events properly, the game will try to spawn 7 units on that hex. Do all of them actually spawn? Also, it seems that the units will ...
- Thu Oct 17, 2019 12:43 am
- Forum: Order of Battle : World War II - Scenario Design
- Topic: Erik's Multiplayer scenarios
- Replies: 1262
- Views: 212882
Re: Erik's Multiplayer scenarios
Erik,
In Rommel at Normandy 1.1, the German income changes on T4 and T20 have = instead of + for income.
In Rommel at Normandy 1.1, the German income changes on T4 and T20 have = instead of + for income.
- Thu Oct 17, 2019 12:25 am
- Forum: Order of Battle Bug Submissions
- Topic: [PBEM Bug][Crash during the game][New]
- Replies: 0
- Views: 432
[PBEM Bug][Crash during the game][New]
Was playing Erik's Rommel at Normandy 1.1 scenario as the Germans, and the game crashed when I fired a fortress at American paratroopers. Here's the error log: Order of Battle - WWII [version: Unity 2017.2.3p2 (21333da13d02)] KERNELBASE.dll caused an Access Violation (0xc0000005) in module KERNELBAS...
- Fri Oct 04, 2019 10:12 pm
- Forum: Order of Battle : World War II - Scenario Design
- Topic: Erik's Multiplayer scenarios
- Replies: 1262
- Views: 212882
Re: Erik's Multiplayer scenarios
Erik, Just checked, the possible issues are also in the Rommel at Normandy 1.0. Another possible oversight, it seems like the German/SS income increases are tied to the original reinforcements, not the revised ones. This is most obvious with the SS faction, which starts with units on the map but no ...
- Fri Oct 04, 2019 4:52 pm
- Forum: Order of Battle : World War II - Scenario Design
- Topic: Erik's Multiplayer scenarios
- Replies: 1262
- Views: 212882
Re: Erik's Multiplayer scenarios
Erik,
No, this is Normandy 1.1.
No, this is Normandy 1.1.
- Thu Oct 03, 2019 5:32 pm
- Forum: Order of Battle : World War II - Scenario Design
- Topic: Erik's Multiplayer scenarios
- Replies: 1262
- Views: 212882
Re: Erik's Multiplayer scenarios
Erik, This isn't exhaustive, but there seem to be a couple of oversights in the Normandy scenario. -The German T3 air reinforcements don't have a target hex, so they don't spawn. If the intention was for them to be in reserve so the Germans can deploy them, it doesn't seem to be working - the units ...
- Tue Sep 17, 2019 11:08 pm
- Forum: Order of Battle : World War II - Scenario Design
- Topic: Erik's Multiplayer scenarios
- Replies: 1262
- Views: 212882
Re: Erik's Multiplayer scenarios
Erik,
In Salerno to Rome, the Canadians start with 9 land command points. Is this intentional?
In Salerno to Rome, the Canadians start with 9 land command points. Is this intentional?
- Sun Jul 14, 2019 12:45 pm
- Forum: Order of Battle : World War II - Scenario Design
- Topic: Erik's Multiplayer scenarios
- Replies: 1262
- Views: 212882
Re: Erik's Multiplayer scenarios
Erik,
Salerno to Rome link seems to be down.
Salerno to Rome link seems to be down.
- Tue Mar 12, 2019 9:27 pm
- Forum: Order of Battle Bug Submissions
- Topic: [PBEM Bug][Fighters move and damage themselves][New]
- Replies: 2
- Views: 914
Re: [PBEM Bug][Fighters move and damage themselves][New]
Here are my DirectX/log files/setting files. The forum was giving me trouble attaching all those images.
- Tue Mar 12, 2019 9:26 pm
- Forum: Order of Battle Bug Submissions
- Topic: [PBEM Bug][Fighters move and damage themselves][New]
- Replies: 2
- Views: 914
Re: [PBEM Bug][Fighters move and damage themselves][New]
It happened again, so here are images. As shown in Image 1, even though I've selected the Free French fighter over Lille, the unit data is not appearing. As shown in Image 2, the Free French fighter is displayed as hovering over a different hex, and has had its health reduced from 10 to 6. As shown ...
- Tue Mar 12, 2019 4:49 am
- Forum: Order of Battle Bug Submissions
- Topic: [PBEM Bug][Fighters move and damage themselves][New]
- Replies: 2
- Views: 914
[PBEM Bug][Fighters move and damage themselves][New]
With apologies for forgetting to take pictures, and being a PBEM game so that I can't provide autosaves, I have a problem with fighters. About 30% of the time when selecting fighters, I can't move them. Clicking on an empty hex in range simply deselects them. After attempting to move the fighter a f...
- Wed Mar 06, 2019 5:35 am
- Forum: Order of Battle : World War II - Scenario Design
- Topic: Erik's Multiplayer scenarios
- Replies: 1262
- Views: 212882
Re: Erik's Multiplayer scenarios
Erik, Here's the proposed Velikiye Luki 2.5. Changed Ju52 spawn condition from Deployed to Available. This fixes the landing at airstrip bug. Added German secondary objectives and changed Soviet secondary objective descriptions to make it clear that Ju52s go to Velikiye Luki and armored trains go to...
- Sun Mar 03, 2019 3:17 am
- Forum: Order of Battle : World War II - Scenario Design
- Topic: Erik's Multiplayer scenarios
- Replies: 1262
- Views: 212882
Re: Erik's Multiplayer scenarios
Erik,
In Bulge to the Rhine 2.2, all sides can still purchase new units.
Also, could you update the Velikiye Luki link to 2.5, or is there something you'd like changed in the proposed update?
In Bulge to the Rhine 2.2, all sides can still purchase new units.
Also, could you update the Velikiye Luki link to 2.5, or is there something you'd like changed in the proposed update?
- Fri Feb 08, 2019 7:11 pm
- Forum: Order of Battle : World War II - Scenario Design
- Topic: Erik's Multiplayer scenarios
- Replies: 1262
- Views: 212882
Re: Erik's Multiplayer scenarios
Erik, Here's Velikiye Luki 2.5. Changed Ju52 spawn condition from Deployed to Available. This fixes the landing at airstrip bug. Added German secondary objectives and changed Soviet secondary objective descriptions to make it clear that Ju52s go to Velikiye Luki and armored trains go to Novosokolnik...
- Mon Jan 21, 2019 6:24 pm
- Forum: Order of Battle : World War II - Scenario Design
- Topic: Erik's Multiplayer scenarios
- Replies: 1262
- Views: 212882
Re: Erik's Multiplayer scenarios
Haven't looked/tested this extensively yet, but I think the problem is that the Ju52 is set to spawn when 0 Ju52s are deployed, and landing an air unit at an airfield counts as undeploying. I'll see if I can cook something up.