V1.04 bugs

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Shrike
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V1.04 bugs

Post by Shrike » Sat Feb 14, 2015 12:55 pm

The win condition for Obedience to orders is wrong. Took the village hex on turn 12.

Image

* Looks like this can happen on any map. Same thing on Final Stand at Acheron.
Last edited by Shrike on Sun Feb 15, 2015 1:43 pm, edited 2 times in total.

fsx
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Re: V1.04 bugs

Post by fsx » Sat Feb 14, 2015 1:14 pm

It looks like the sequence in the victory conditions is wrong.

Shrike
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Re: V1.04 bugs

Post by Shrike » Sat Feb 14, 2015 10:40 pm

Hades trap scenario start offers less unit options to spend requisition points on than the previous one (e.g. Veteran Ogryns and Basilisk Armageddon Pattern are not available anymore).

Dayta
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Re: V1.04 bugs

Post by Dayta » Sat Feb 14, 2015 10:48 pm

This has been brought up before iirc. If I'm not mistaken the "win" for getting the titan there happens after the "lose" from time up, so you need to get it there a turn early.

Also for Hades Trap this is the case in several campaign missions. There tends to be a high point, and then some missions with lower req limits, then another high point letting you expand/replace all loses. Second Act has the Highest Ramping up. First and Third Acts have fairly long stretches of lower Req. The high points generally coincides with plot points.

Shrike
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Re: V1.04 bugs

Post by Shrike » Sat Feb 14, 2015 11:29 pm

Dayta, I know about the requisition points level, but that's not the bug I'm reporting. This is about inconsistent unit selection options, so it probably requires a fix in the data files that set the allowed units progress per scenario.

FuFuHunt3r
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Re: V1.04 bugs

Post by FuFuHunt3r » Tue Feb 24, 2015 7:18 pm

Just another small bug I just discovered. Probably not even worth fixing if it takes a lot of time.
If I save my games and use the * sign in the savegames title my game will crash.

Example: "this is the name of the *savegame*" will make my game crash every time.

Kerensky
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Re: V1.04 bugs

Post by Kerensky » Wed Feb 25, 2015 7:28 pm

Hmm, I'll make a note for future investigation. Thanks! :D

FuFuHunt3r
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Re: V1.04 bugs

Post by FuFuHunt3r » Fri Feb 27, 2015 4:21 pm

There seems to be some problem with the "ambush" situations, in case the ambushing unit cannot attack.

What I observed:
My stormboys where on the hunt for some singled out scout snipers on pretty open terrain. I knew the snipers were somewhere there and had to send the stormboys in, guessing where the scouts are. I found them even closer than expected. My boys stopped as they would have run right through the target.
Now in these situations the scouts “ambush” the boys so they are allowed to fire first (no matter the initiative). After that my boys would attack (ranged and melee). That is not what happened. The scouts cannot attack due to the minimum range. After that my stormboys did not attack them back. However, the attack was lost and I was not able to give them the order to attack. I lost an attack round for nothing.
By the way: If the boys would have just run by the target, they would have also stopped but no one would have attacked. After that, I would have been able to attack the scouts in the same round.

Conclusion: the whole ambushing system works fine and well unless the ambushing unit cannot attack.

Sorry if I may be a bit mad. This was a pretty decisive moment in a multiplayer match just now :(

Kerensky
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Re: V1.04 bugs

Post by Kerensky » Thu Mar 05, 2015 11:03 pm

Adding this here for my future reference.
http://slitherine.com/forum/viewtopic.php?f=235&t=62892

Shrike
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Re: V1.04 bugs

Post by Shrike » Sat Mar 14, 2015 5:36 pm

Doesn't look like 1.05 fixed these.

FuFuHunt3r
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Re: V1.04 bugs

Post by FuFuHunt3r » Wed Mar 18, 2015 10:20 am

Just reproduced the ambush bug as well. Ran into scouts with a skullhamma battle fortress and it was useless for the rest of the turn. (Orkish armageddon scenario) Didn't know scouts could stun vehicles. Praise the omnissiah! :)

fsx
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Re: V1.04 bugs

Post by fsx » Wed Mar 18, 2015 10:27 am

FuFuHunt3r wrote:Just reproduced the ambush bug as well. Ran into scouts with a skullhamma battle fortress and it was useless for the rest of the turn. (Orkish armageddon scenario) Didn't know scouts could stun vehicles. Praise the omnissiah! :)
Could you uplod a savegame (as ZIP), please.

FuFuHunt3r
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Re: V1.04 bugs

Post by FuFuHunt3r » Wed Mar 18, 2015 12:59 pm

Here you go. I did not have the last save from "orkish armageddon" but reproduced the bug in the titan fall scenario.

When you start this save, there are 2 ratling snipers on the road ahead (from south to north) hidden just on the edge of the fog of war. You can go into the fog with any unit (nobz, battle fortress, hard boys ...) and they will not attack while beeing unable to attack for the rest of the turn.
Attachments
Ambush bug.zip
Snipers on the road!
(16.42 KiB) Downloaded 98 times

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