The Bug Thread (Read before posting bugs!)
Moderators: Slitherine Core, The Lordz, Panzer Corps Moderators, Panzer Corps Design
The Bug Thread (Read before posting bugs!)
UPDATED For V1.01 release September 19th.
Bold means bugs are still present in the current version and have persisted since previous beta versions.
Italics means bugs may have been solved.
Thought I'd compile a single thread for bug reports in the beta.
First post will contain a list of reported bugs and their status. This first post's only purpose is to inform people what bugs have been discovered, so we don't have 5 or 6 threads covering the exact same bug, especially when 4 of those threads mentioned how and when that bug was solved. I will edit this first post for any new bugs that are posted by people throughout the thread so anyone visiting this thread need only reference this first post instead of digging through the rest of the thread.
For details on any item listed in the first three posts, users can browse this thread in it's entirety.
If your bug is not listed in the first post of this thread, be sure to mention the bug you encountered in this thread instead of making a new thread.
11. Units that gained a medal awarding kill (50th, 100th, et cetera) during an interception encounter do not gain the appropriate medal.
13. Snowy Hills creates strange unit pathing behavior.
15. While in window mode Alt+Click to access detailed unit information on the unit list toggles (f6 and f8 ) no longer functions.
19. More of a feature, but maps with high moisture and pre-set ground states appear to have clear terrain during the deploy phase, but then revert to the intended terrain once the scenario beings.
19a. Related to 19, scenarios that begin with snowy or muddy ground are displayed as having 'dry' ground in the scenario summary screen prior to the deployment phase.
22. Destroying Armored Trains are not recorded on a unit's kill tracker.
23. There is a railroad tile with an extra bit of floating rail in the file LayerRails.png. (also applies to the frozen tileset)
Bold means bugs are still present in the current version and have persisted since previous beta versions.
Italics means bugs may have been solved.
Thought I'd compile a single thread for bug reports in the beta.
First post will contain a list of reported bugs and their status. This first post's only purpose is to inform people what bugs have been discovered, so we don't have 5 or 6 threads covering the exact same bug, especially when 4 of those threads mentioned how and when that bug was solved. I will edit this first post for any new bugs that are posted by people throughout the thread so anyone visiting this thread need only reference this first post instead of digging through the rest of the thread.
For details on any item listed in the first three posts, users can browse this thread in it's entirety.
If your bug is not listed in the first post of this thread, be sure to mention the bug you encountered in this thread instead of making a new thread.
11. Units that gained a medal awarding kill (50th, 100th, et cetera) during an interception encounter do not gain the appropriate medal.
13. Snowy Hills creates strange unit pathing behavior.
15. While in window mode Alt+Click to access detailed unit information on the unit list toggles (f6 and f8 ) no longer functions.
19. More of a feature, but maps with high moisture and pre-set ground states appear to have clear terrain during the deploy phase, but then revert to the intended terrain once the scenario beings.
19a. Related to 19, scenarios that begin with snowy or muddy ground are displayed as having 'dry' ground in the scenario summary screen prior to the deployment phase.
22. Destroying Armored Trains are not recorded on a unit's kill tracker.
23. There is a railroad tile with an extra bit of floating rail in the file LayerRails.png. (also applies to the frozen tileset)
Last edited by Kerensky on Tue Sep 20, 2011 8:01 pm, edited 194 times in total.
Fixed as of 1.01beta3:
1. SE units cannot be deployed if deployed last.
2. Units with zero ammunition still contribute as mass attackers.
3. Forts can be upgraded and given transports.
4. On a joint rail/naval port, it is possible to load infinite naval transports under certain conditions.
5. Stalingrad victory conditions require reworking.
6. Flying Fortress is spelt Flaying Fortress.
7. Bergen in Hunters in the Atlantic is a city, it should be a fortification tile.
8. IDS_SCEN_ALLIED_SCN_OBJECTIVES Disembark at least 5 Convoy Units on the British Mainland.<br>OR<br>Sink Bismarck and Tirpitz before 9 Convoy Units are sunk.
9. Turning supply off allows recon units to move an unlimited amount of hexes.
10. Multiple ranged leaders allows half tracks to engage in range combat.
12. Stalingrad campaign triggers may still be broken:
v1.01 Stalingrad (39-45) I have all objectives captured on turn 17, but it would not fire decisive victory. I did NOT encounter the problem in v1.0.
14. Window mode present on certain menu screens even though window mode has been disabled.
16. New Editor strings are overwriting current map strings on all existing maps, regardless of whether they have been modified in the editor or not.
17. Zone quick reference has disappeared from AI trigger menus.
18. Restarting scenario during deployment or turn 1 causes player's core to duplicate.
20. Unit facing settings in the editor have been reversed.
21. New KV-2 image has some graphical issues.
Old BETA reference post.
Bugs still present or new as of RC4:
First Beta:
1.
2.
3.
4.
5.
6.
7.
8.
NEW as of 2nd Beta
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.
26.
27.
28.
NEW as of 3rd Beta
29.
30.
31.
32.
33.
34.
35.
36.
37.
38.
NEW as of 4th Beta
39.
40.
41.
42.
43.
44.
45.
46.
48.
49.
50.
51.
52.
53. It is possible to force a multiplayer game into an error state. (unsolved)
NEW as of 5th Beta
54.
55.
56.
57.
58.
59.
60.
61.
62.
63.
64.
65.
66.
NEW as of 6th Beta
67.
68.
69.
70.
71.
72.
73.
74.
NEW as of 7th Beta
75.
76.
77.
78.
79.
80.
NEW as of 8th Beta
81.
82.
83.
84.
85.
86.
87.
88.
89.
90.
NEW as of 9th Beta
91.
92.
93.
94.
95.
96.
97.
98.
99.
100.
101.
NEW as of RC versions.
102.
103.
104.
105.
106.
Solved bugs:
Bold for intended features.
1. Disappearing units. (Solved)
3. End of turn on certain scenarios causing crashing. (Solved)
4. Reinforcement button does not fully supply unit. (Intended feature)
5. Rail transport sometimes causes game to crash. (Solved)
6. Ships retain stats of loaded units. (Solved)
8. Units retain entrenchment between scenarios. (Solved)
9. Bad weather can cause air units to stack when 'intercepted' by enemy air units. (Solved)
11. Aircraft can entrench. (Solved)
12. Tactical bombers can initiate attacks on fighters, but cannot shoot. (Solved)
13. Embark on port hex also attached to rail defaults to ship transport. (Solved)
14. Ending scenario as allies has strange text. (Solved)
15. Enemy units morph into other units upon retreat, also skewering previous battle prediction numbers. (Solved)
16. 88 ATG has gun range 3 vs ground units. (Solved)
17. Mousing over Hex 21,3 in France Scenario (city with German Bridge Engineer) causes CTD. (Solved)
18. Cannot buy additional units in the Tutorial campaign. (Solved)
19. Paratroopers have strange disembark functionality when adjacent to aircraft. (Solved)
20. Enemy can become invulnerable. (Solved)
21. Pioneers are NOT immune to ambush. (Solved)
22. Next day's weather is not 100% accurate. (Intended feature)
23. Cannot buy new units if you load a save game. (Solved)
24. Units can sometimes exist with 0 strength. (Solved)
25. German bridge engineers cannot buy truck transport in the 1939 campaign. (Solved)
26. Certain units can improperly engage air units. (Solved)
27. Paratrooper infantry cannot be upgraded during the deploy phase. (Solved)
28. Level bombers can circumvent AD fire in some situations. (Solved)
29. Mouse wheel zooming in and out disrupts and miss-aligns strategic map. (Solved)
30. AD units are incapable of ambushing ground units. (Intended Feature)
31. Tactical bombers, with or without fighter escort, cannot initiate an ambush. (Intended Feature)
32. Units with less than 30 fuel cannot utilize full train movement. (Solved)
33. Some Soviet aircraft are not properly aligned when stacked with ground units. (Solved)
34. Soviet truck transport can initiate attacks on soft targets and also contribute to mass attacks. (Solved)
(Greece related)
35 Entrained a Bulgar Arty. It liked it so much it refused to detrain in Salonika or even back at its starting point city. (Confirmed to not be a bug)
36 Could not replace core units after being KIA (Lost about 3) (Confirmed as 'by design')
37 Pegged with a loss after taking last city on last turn. (Tested and disproven)
(/Greece related)
38. Truck transport interferes with normal movement. (Intended feature)
39. Capturing the last city on the last turn, and you are awarded with a loss once you hit end-turn. (Intended feature) (Scenario victory settings are currently not yet finalized)
40. Combat animations in mid level zoom are not scaled but clipped (Solved)
41. Autokill...? (Units can sometimes automatically be killed off) (Solved)
42. On Balaton map, Sziofok is spelled improperly. Proper spelling: Siofok. (Solved)
43. When level-bombers attack a vacant hex, there is no sound. (Solved)
44. Autosave does not automatically save. (Solved)
45. Under certain conditions during the AI turn, it is possible to see through the fog of war. (Solved)
46. Flags are not in proper place when I open buy window. (Solved)
47. Moving adjacent to enemy air units previously hidden by fog does not cause a player's unit to stop. Only direct contact with another air unit will cause a player air unit to stop and be ambushed. (intended feature)
49. Cannot close an empty deploy window screen. (Solved)
50. Infantry units have extraordinary killing power against aircraft with extremely low AA values. (Solved)
51. Attempting to embark a unit on the Stalingrad map on a hex that is both a port and connected to a rail line causes a CTD crash. (Solved)
52. Southampton in Sea Lion scenario currently spelt: Sothampton. (Solved)
54. Upgrading(or side-grading) a unit removes experience. (Intended feature)
56. Purchase units tooltip lost core availability number. (Solved)
57. Strange 'square' character appears between current debriefing and new briefing. (Solved)
59. Combat predictions for Allied player do not conform to the standard. (Solved)
58. Combat predictions for Allied player do not conform to the standard. (Solved)
60. Buy screen is full of 'test' if player owns no cities. Overlord and USA for example. (Solved)
61. American ATG units appear to have artillery gun icons. (Solved)
62. Pressing 'proceed' when prompted to choose a scenario causes game to return to main menu. (Solved)
63. Undo Move, Supply, Sleep, Replacements, Elite Replacements, Upgrade, Embark, Mount - "Unit buttons" do not work when they are should (when they are enabled). Clicking on them simply do not work. (Solved)
64. Multiple supporting artillery units of the same type invoked for defensive fire causes multiple animations to play for a single unit instead of one animation per unit. (Solved)
65. Hex 33,0 in USA cannot be captured, hex is out of movement bounds of the map. (Solved)
66. If you fire an artillery unit, AFTER having moved it, the stats on your target will NOT update automatically after you fire, you have to move your cursor off and back on the hex to see the result of your attack on the right side bar. (Solved)
68. C-47 is not aligned properly and is hidden during ground mode toggle by hex sharing with a ground unit. (Solved)
69. Cannot disembark a trained unit onto a river/city hex. (Solved)
72. Units that are too large overlap new victory hex markings. (Intended Feature)
74. Expanded unit information box has a 'hole' where the unit png should be. (Solved)
75. 30cm Nebelwerfer 43 does not always use it's attack animation. (Solved)
76. It is possible to oust friendly ships from unfriendly ports. (Solved)
77. Naval combat does not clear permanent suppression. (Solved)
79. Password function for multiplayer no longer works properly. (Solved)
80. Fully suppressed attack cancels long term suppression. (Solved)
81. Supply and reinforcement buttons yield different supply amounts when adjacent enemy units are present. (Solved)
82. Tutorial message pop ups occur outside the tutorial. (Intended feature)
83. Core availability tooltip is reading core availability assigned to a scenario and not properly compensating for existing core units. (Intended Feature)
84. The Stuh 42 is capable of artillery fire when it is switched to anti tank mode. (Solved)
85. It is possible to buy new units during the deploy phase now, but there are several bugs so it is recommended to NOT buy units during the deploy phase at this time. (Solved)
86. Certain units are causing crashes and errors upon purchase. (Solved)
87. Deployment hexes on certain campaign maps appear to be disabled after a certain amount of units are deployed. (Intended feature)
88. New unit purchases made during the deploy phase do not receive proper naval transports when deployed. (Solved)
89. Cannot buy aircraft during the deploy phase if aircraft deployment zones have not been set. (Solved)
90. Low ammunition unit failed to fire. (Solved)
91. Air units interfere with ground unit upgrading during bad weather. (Solved)
92. Weather cap has an adverse affect on naval combat and certain ground combat in general. (Solved)
93. Anti-tank units do not properly oust ships from ports. (Solved)
94. Snowy hill movement costs are wrong. (Solved)
97. The "free" waffen SS units that are given after battles don't have a unit name. (Solved)
98. Fixed polish artillery firing against a pioneer infantry at range 3 (3 hexes away)... the pionere infantry fires back. (Solved)
99. Bombing an empty hex protected by fighter aircraft does not display a causality prediction. (Solved)
100. Recon car can move after being reinforced. (Solved)
101. Enemy units do not retaliate against Sherman 105 in tank mode (solved)
103. Urban Warfare stock map and stock equipment file is flagged as custom. (solved)
105. Monitor refresh rates on certain monitors causing visual issues. (solved)
106. Buying multiple units during the deploy phase does not increment unit number properly. (solved)
95. Leader bonus of +1 movement causes problems when interacting with rivers. (solved)
96. Units that are fully suppressed still consume ammunition when attacked. (solved)
102. Upgrade unit first and second column are reversed in campaign deploy phase. (solved)
104. Some leaders are being created with no abilities. (solved)
105. M8 Greyhound can voluntarily attack air units (solved)
106. French Light Cruiser has stats more appropriate to a Battleship. (solved)
107. Strategic bombing an empty enemy victory hex does not use ammunition. (solved)
108. Mystery of the mysterious vanishing victory hex! (solved)
109. Upgrading from a Tiger I to a Tiger II does not have a discount. (solved)
If any of the bugs above have been fixed in the latest beta, please mention it and I'll move them down to this post.
1. SE units cannot be deployed if deployed last.
2. Units with zero ammunition still contribute as mass attackers.
3. Forts can be upgraded and given transports.
4. On a joint rail/naval port, it is possible to load infinite naval transports under certain conditions.
5. Stalingrad victory conditions require reworking.
6. Flying Fortress is spelt Flaying Fortress.
7. Bergen in Hunters in the Atlantic is a city, it should be a fortification tile.
8. IDS_SCEN_ALLIED_SCN_OBJECTIVES Disembark at least 5 Convoy Units on the British Mainland.<br>OR<br>Sink Bismarck and Tirpitz before 9 Convoy Units are sunk.
9. Turning supply off allows recon units to move an unlimited amount of hexes.
10. Multiple ranged leaders allows half tracks to engage in range combat.
12. Stalingrad campaign triggers may still be broken:
v1.01 Stalingrad (39-45) I have all objectives captured on turn 17, but it would not fire decisive victory. I did NOT encounter the problem in v1.0.
14. Window mode present on certain menu screens even though window mode has been disabled.
16. New Editor strings are overwriting current map strings on all existing maps, regardless of whether they have been modified in the editor or not.
17. Zone quick reference has disappeared from AI trigger menus.
18. Restarting scenario during deployment or turn 1 causes player's core to duplicate.
20. Unit facing settings in the editor have been reversed.
21. New KV-2 image has some graphical issues.
Old BETA reference post.
Bugs still present or new as of RC4:
110. Five equals seven. (unsolved)
111. Recon movement continues after disembark action. (unsolved)
First Beta:
1.
2.
3.
4.
5.
6.
7.
8.
NEW as of 2nd Beta
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
22.
23.
24.
25.
26.
27.
28.
NEW as of 3rd Beta
29.
30.
31.
32.
33.
34.
35.
36.
37.
38.
NEW as of 4th Beta
39.
40.
41.
42.
43.
44.
45.
46.
48.
49.
50.
51.
52.
53. It is possible to force a multiplayer game into an error state. (unsolved)
NEW as of 5th Beta
54.
55.
56.
57.
58.
59.
60.
61.
62.
63.
64.
65.
66.
NEW as of 6th Beta
67.
68.
69.
70.
71.
72.
73.
74.
NEW as of 7th Beta
75.
76.
77.
78.
79.
80.
NEW as of 8th Beta
81.
82.
83.
84.
85.
86.
87.
88.
89.
90.
NEW as of 9th Beta
91.
92.
93.
94.
95.
96.
97.
98.
99.
100.
101.
NEW as of RC versions.
102.
103.
104.
105.
106.
Solved bugs:
Bold for intended features.
1. Disappearing units. (Solved)
3. End of turn on certain scenarios causing crashing. (Solved)
4. Reinforcement button does not fully supply unit. (Intended feature)
5. Rail transport sometimes causes game to crash. (Solved)
6. Ships retain stats of loaded units. (Solved)
8. Units retain entrenchment between scenarios. (Solved)
9. Bad weather can cause air units to stack when 'intercepted' by enemy air units. (Solved)
11. Aircraft can entrench. (Solved)
12. Tactical bombers can initiate attacks on fighters, but cannot shoot. (Solved)
13. Embark on port hex also attached to rail defaults to ship transport. (Solved)
14. Ending scenario as allies has strange text. (Solved)
15. Enemy units morph into other units upon retreat, also skewering previous battle prediction numbers. (Solved)
16. 88 ATG has gun range 3 vs ground units. (Solved)
17. Mousing over Hex 21,3 in France Scenario (city with German Bridge Engineer) causes CTD. (Solved)
18. Cannot buy additional units in the Tutorial campaign. (Solved)
19. Paratroopers have strange disembark functionality when adjacent to aircraft. (Solved)
20. Enemy can become invulnerable. (Solved)
21. Pioneers are NOT immune to ambush. (Solved)
22. Next day's weather is not 100% accurate. (Intended feature)
23. Cannot buy new units if you load a save game. (Solved)
24. Units can sometimes exist with 0 strength. (Solved)
25. German bridge engineers cannot buy truck transport in the 1939 campaign. (Solved)
26. Certain units can improperly engage air units. (Solved)
27. Paratrooper infantry cannot be upgraded during the deploy phase. (Solved)
28. Level bombers can circumvent AD fire in some situations. (Solved)
29. Mouse wheel zooming in and out disrupts and miss-aligns strategic map. (Solved)
30. AD units are incapable of ambushing ground units. (Intended Feature)
31. Tactical bombers, with or without fighter escort, cannot initiate an ambush. (Intended Feature)
32. Units with less than 30 fuel cannot utilize full train movement. (Solved)
33. Some Soviet aircraft are not properly aligned when stacked with ground units. (Solved)
34. Soviet truck transport can initiate attacks on soft targets and also contribute to mass attacks. (Solved)
(Greece related)
35 Entrained a Bulgar Arty. It liked it so much it refused to detrain in Salonika or even back at its starting point city. (Confirmed to not be a bug)
36 Could not replace core units after being KIA (Lost about 3) (Confirmed as 'by design')
37 Pegged with a loss after taking last city on last turn. (Tested and disproven)
(/Greece related)
38. Truck transport interferes with normal movement. (Intended feature)
39. Capturing the last city on the last turn, and you are awarded with a loss once you hit end-turn. (Intended feature) (Scenario victory settings are currently not yet finalized)
40. Combat animations in mid level zoom are not scaled but clipped (Solved)
41. Autokill...? (Units can sometimes automatically be killed off) (Solved)
42. On Balaton map, Sziofok is spelled improperly. Proper spelling: Siofok. (Solved)
43. When level-bombers attack a vacant hex, there is no sound. (Solved)
44. Autosave does not automatically save. (Solved)
45. Under certain conditions during the AI turn, it is possible to see through the fog of war. (Solved)
46. Flags are not in proper place when I open buy window. (Solved)
47. Moving adjacent to enemy air units previously hidden by fog does not cause a player's unit to stop. Only direct contact with another air unit will cause a player air unit to stop and be ambushed. (intended feature)
49. Cannot close an empty deploy window screen. (Solved)
50. Infantry units have extraordinary killing power against aircraft with extremely low AA values. (Solved)
51. Attempting to embark a unit on the Stalingrad map on a hex that is both a port and connected to a rail line causes a CTD crash. (Solved)
52. Southampton in Sea Lion scenario currently spelt: Sothampton. (Solved)
54. Upgrading(or side-grading) a unit removes experience. (Intended feature)
56. Purchase units tooltip lost core availability number. (Solved)
57. Strange 'square' character appears between current debriefing and new briefing. (Solved)
59. Combat predictions for Allied player do not conform to the standard. (Solved)
58. Combat predictions for Allied player do not conform to the standard. (Solved)
60. Buy screen is full of 'test' if player owns no cities. Overlord and USA for example. (Solved)
61. American ATG units appear to have artillery gun icons. (Solved)
62. Pressing 'proceed' when prompted to choose a scenario causes game to return to main menu. (Solved)
63. Undo Move, Supply, Sleep, Replacements, Elite Replacements, Upgrade, Embark, Mount - "Unit buttons" do not work when they are should (when they are enabled). Clicking on them simply do not work. (Solved)
64. Multiple supporting artillery units of the same type invoked for defensive fire causes multiple animations to play for a single unit instead of one animation per unit. (Solved)
65. Hex 33,0 in USA cannot be captured, hex is out of movement bounds of the map. (Solved)
66. If you fire an artillery unit, AFTER having moved it, the stats on your target will NOT update automatically after you fire, you have to move your cursor off and back on the hex to see the result of your attack on the right side bar. (Solved)
68. C-47 is not aligned properly and is hidden during ground mode toggle by hex sharing with a ground unit. (Solved)
69. Cannot disembark a trained unit onto a river/city hex. (Solved)
72. Units that are too large overlap new victory hex markings. (Intended Feature)
74. Expanded unit information box has a 'hole' where the unit png should be. (Solved)
75. 30cm Nebelwerfer 43 does not always use it's attack animation. (Solved)
76. It is possible to oust friendly ships from unfriendly ports. (Solved)
77. Naval combat does not clear permanent suppression. (Solved)
79. Password function for multiplayer no longer works properly. (Solved)
80. Fully suppressed attack cancels long term suppression. (Solved)
81. Supply and reinforcement buttons yield different supply amounts when adjacent enemy units are present. (Solved)
82. Tutorial message pop ups occur outside the tutorial. (Intended feature)
83. Core availability tooltip is reading core availability assigned to a scenario and not properly compensating for existing core units. (Intended Feature)
84. The Stuh 42 is capable of artillery fire when it is switched to anti tank mode. (Solved)
85. It is possible to buy new units during the deploy phase now, but there are several bugs so it is recommended to NOT buy units during the deploy phase at this time. (Solved)
86. Certain units are causing crashes and errors upon purchase. (Solved)
87. Deployment hexes on certain campaign maps appear to be disabled after a certain amount of units are deployed. (Intended feature)
88. New unit purchases made during the deploy phase do not receive proper naval transports when deployed. (Solved)
89. Cannot buy aircraft during the deploy phase if aircraft deployment zones have not been set. (Solved)
90. Low ammunition unit failed to fire. (Solved)
91. Air units interfere with ground unit upgrading during bad weather. (Solved)
92. Weather cap has an adverse affect on naval combat and certain ground combat in general. (Solved)
93. Anti-tank units do not properly oust ships from ports. (Solved)
94. Snowy hill movement costs are wrong. (Solved)
97. The "free" waffen SS units that are given after battles don't have a unit name. (Solved)
98. Fixed polish artillery firing against a pioneer infantry at range 3 (3 hexes away)... the pionere infantry fires back. (Solved)
99. Bombing an empty hex protected by fighter aircraft does not display a causality prediction. (Solved)
100. Recon car can move after being reinforced. (Solved)
101. Enemy units do not retaliate against Sherman 105 in tank mode (solved)
103. Urban Warfare stock map and stock equipment file is flagged as custom. (solved)
105. Monitor refresh rates on certain monitors causing visual issues. (solved)
106. Buying multiple units during the deploy phase does not increment unit number properly. (solved)
95. Leader bonus of +1 movement causes problems when interacting with rivers. (solved)
96. Units that are fully suppressed still consume ammunition when attacked. (solved)
102. Upgrade unit first and second column are reversed in campaign deploy phase. (solved)
104. Some leaders are being created with no abilities. (solved)
105. M8 Greyhound can voluntarily attack air units (solved)
106. French Light Cruiser has stats more appropriate to a Battleship. (solved)
107. Strategic bombing an empty enemy victory hex does not use ammunition. (solved)
108. Mystery of the mysterious vanishing victory hex! (solved)
109. Upgrading from a Tiger I to a Tiger II does not have a discount. (solved)
If any of the bugs above have been fixed in the latest beta, please mention it and I'll move them down to this post.
Last edited by Kerensky on Tue Sep 20, 2011 8:02 pm, edited 36 times in total.
Items acknowledged and to be addressed (But currently NOT addressed):
OR
Items that could use improvement and further implementation.
2. Deployment hex functionality.
7. Cannot undo recon movement of any kind.
10. If you load a unit on to rail transport, decide you don't like the paths and movement available, you cannot undo your load, you have to disembark and make the unit lose it's turn.
10a. In the new interface where you can choose rail or ship transport, if you hit 'esc' you default to rail transport, there needs to be a way to cancel your selection and not make a unit lose it's turn.
XX. Multiplayer needs more end scenario feedback for both players, including items such as victory screens and causality review.
XXX. Many units need stat and price balancing.
48. Artillery units cannot enter swamp terrain(probably intended). However, artillery units can enter swamp/river hexes, which to me is even rougher terrain.
55. Many units have lost their sound files or have wrong ones (PZIA in tutorial has foot walking sound). Although I suspect the old placeholders were simply removed and new ones aren't yet implemented.
67. Units that are forced to retreat do not consume fuel. (Unsolved)
73. Map scrolling is un-smooth , jerky, and frustrating, (Unsolved)
78. Italian M14/41 is an amphibious vehicle. (Unsolved)
As an additional and possibly related issue, there is currently no way to select a unit with no remaining movement or firing action. For example, you cannot select a unit to rename it.
OR
Items that could use improvement and further implementation.
2. Deployment hex functionality.
7. Cannot undo recon movement of any kind.
10. If you load a unit on to rail transport, decide you don't like the paths and movement available, you cannot undo your load, you have to disembark and make the unit lose it's turn.
10a. In the new interface where you can choose rail or ship transport, if you hit 'esc' you default to rail transport, there needs to be a way to cancel your selection and not make a unit lose it's turn.
XX. Multiplayer needs more end scenario feedback for both players, including items such as victory screens and causality review.
XXX. Many units need stat and price balancing.
48. Artillery units cannot enter swamp terrain(probably intended). However, artillery units can enter swamp/river hexes, which to me is even rougher terrain.
55. Many units have lost their sound files or have wrong ones (PZIA in tutorial has foot walking sound). Although I suspect the old placeholders were simply removed and new ones aren't yet implemented.
67. Units that are forced to retreat do not consume fuel. (Unsolved)
73. Map scrolling is un-smooth , jerky, and frustrating, (Unsolved)
78. Italian M14/41 is an amphibious vehicle. (Unsolved)
As an additional and possibly related issue, there is currently no way to select a unit with no remaining movement or firing action. For example, you cannot select a unit to rename it.
Last edited by Kerensky on Fri Jun 24, 2011 9:18 pm, edited 14 times in total.
This space intentionally left blank to form a buffer. Posting of actual bugs begins below. All summary and quick reference information is above.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
Last edited by Kerensky on Sat Apr 16, 2011 11:04 pm, edited 1 time in total.
1. Disappearing units.
Cause: Unknown
Result: Units seem to disappear from the map completely, being unable to be accessed to perform their actions for the rest of the scenario.
Example: http://img714.imageshack.us/img714/1368/bugca.jpg
Work arounds:
a. Save and reloading (thanks comradep)restores the unit.
b. You can access the unit through 'next unit' button.
2. Deployment Hex functionality.
Cause: I guess they're just coded that way.
Result:
1. You cannot purchase additional units until you have deployed all of your units.
2. Deployment hexes are permanent until you have deployed all of your units. What does that mean? It means in turn 1, you can deploy 5 of your 10 units. Hit end turn. In turn 2, you can move those deployed units out of their hexes, and then deploy your un-deployed units into those hexes you just vacated. Deployment hexes only stop functioning after all of your initial units have been deployed (which may be turn 2 or turn 200 I'm assuming), then the game returns to the standard 'only deploy around cities with new units'.
Example: NA
Workarounds: None
This may not seem that much of a problem, given that deploy units cannot act unit the following turn, and that you cannot buy new units during your deploy phase and deploy those units in advanced deployment hexes, however it still strikes me as buggy and problem prone. Plus eventually, I assume the game will allow purchasing new units during deploy phase... then what?
For example:
Any scenario where there are too many core units and too few deployment hexes, you cannot buy new units you may need until after you've deployed all your units. In a campaign, if you have a large core, you may run into a problem where you would rather not deploy a unit all the way in the rear of your deployment zone, it's more beneficial to wait until the forward deployment hex is freed in the following turn, causing a back up in the deploy/purchasing process.
Also, this bug conflicts with saving and loading.
Example: Start new a campaign. Use the cheat code sticky to advance to scenario 4 (that's the scenario that talks about using rail transport) When prompted to 'deploy your troops' SAVE YOUR GAME (call it FIRST SAVE) then go ahead and deploy, then hit end turn. Now save your game as a separate file (call it SECOND SAVE), and quit. When you load the separate file (SECOND SAVE), all your units are active and ready for their first turn. Try loading your (FIRST SAVE) game file, then deploying, and watch what happens instead.
Cause: Unknown
Result: Units seem to disappear from the map completely, being unable to be accessed to perform their actions for the rest of the scenario.
Example: http://img714.imageshack.us/img714/1368/bugca.jpg
Work arounds:
a. Save and reloading (thanks comradep)restores the unit.
b. You can access the unit through 'next unit' button.
2. Deployment Hex functionality.
Cause: I guess they're just coded that way.
Result:
1. You cannot purchase additional units until you have deployed all of your units.
2. Deployment hexes are permanent until you have deployed all of your units. What does that mean? It means in turn 1, you can deploy 5 of your 10 units. Hit end turn. In turn 2, you can move those deployed units out of their hexes, and then deploy your un-deployed units into those hexes you just vacated. Deployment hexes only stop functioning after all of your initial units have been deployed (which may be turn 2 or turn 200 I'm assuming), then the game returns to the standard 'only deploy around cities with new units'.
Example: NA
Workarounds: None
This may not seem that much of a problem, given that deploy units cannot act unit the following turn, and that you cannot buy new units during your deploy phase and deploy those units in advanced deployment hexes, however it still strikes me as buggy and problem prone. Plus eventually, I assume the game will allow purchasing new units during deploy phase... then what?
For example:
Any scenario where there are too many core units and too few deployment hexes, you cannot buy new units you may need until after you've deployed all your units. In a campaign, if you have a large core, you may run into a problem where you would rather not deploy a unit all the way in the rear of your deployment zone, it's more beneficial to wait until the forward deployment hex is freed in the following turn, causing a back up in the deploy/purchasing process.
Also, this bug conflicts with saving and loading.
Example: Start new a campaign. Use the cheat code sticky to advance to scenario 4 (that's the scenario that talks about using rail transport) When prompted to 'deploy your troops' SAVE YOUR GAME (call it FIRST SAVE) then go ahead and deploy, then hit end turn. Now save your game as a separate file (call it SECOND SAVE), and quit. When you load the separate file (SECOND SAVE), all your units are active and ready for their first turn. Try loading your (FIRST SAVE) game file, then deploying, and watch what happens instead.
Last edited by Kerensky on Sat Apr 16, 2011 11:04 pm, edited 1 time in total.
3.
Solution:
Cause: AII'm getting runtime errors that terminate the program at the end of scenarios three, five and six only. The other scenarios are fine.
Solution:
Hey boredatwork! Thanks for great, detailed feedback. I will reply to some of the points below later today, but for now my biggest concern is game crashes which you've encountered. I have an idea what might be causing this (apparently it is related to AI because this is a major component which kicks in when you hit "End Turn"). May I ask you to replace PanzerCorps.exe file you have in the game's installation folder with an experimental version I've build? I wish that this board had attachments enabled, but it does not, so I placed the file here:
http://rudankort.spb.ru/dgftrhsdfrewf/PanzerCorps._exe
Of course, you'll need to rename _exe to exe. Please let me know if this helps.
Thanks for this thread, and please keep it going. 
About the deployment, I tend to agree that you should be able to deploy units from reserve and newly-purchased ones in the same locations. But I'll give this more thought. In any case, the number of deployment hexes should be the same or bigger than the total number of core slots in a given scenario. But it is a scenario design issue. I'll be watching out for this.

About the deployment, I tend to agree that you should be able to deploy units from reserve and newly-purchased ones in the same locations. But I'll give this more thought. In any case, the number of deployment hexes should be the same or bigger than the total number of core slots in a given scenario. But it is a scenario design issue. I'll be watching out for this.
-
- Staff Sergeant - Kavallerie
- Posts: 314
- Joined: Sat Jan 15, 2011 5:39 pm
A possible cause:Kerensky wrote: 1. Disappearing units.
Cause: Unknown
Result: Units seem to disappear from the map completely, being unable to be accessed to perform their actions for the rest of the scenario.
Example: http://img714.imageshack.us/img714/1368/bugca.jpg
Work arounds:
a. Save and reloading (thanks comradep)restores the unit.
b. You can access the unit through 'next unit' button.
During one game my armored car unit discovered an enemy unit causing it to stop on top of an infantry unit. When I continued the AC move the infantry unit 'underneath' had dissapeered - until accessed via the unit pop out list.
Well spotted! I knew that that recon movement will return to haunt me.boredatwork wrote: A possible cause:
During one game my armored car unit discovered an enemy unit causing it to stop on top of an infantry unit. When I continued the AC move the infantry unit 'underneath' had dissapeered - until accessed via the unit pop out list.

4. Units that receive elite reinforcements do not receive full supply.
Unit has 3 stars, 11 strength, and 0 ammo. Giving an elite replacement increases ammo by 2, max ammunition for unit is 5.
After some tests, it seems any reinforcement does not grant full supply, is this intended? If so, should it really take two turns to replenish and resupply a unit?
Unit has 3 stars, 11 strength, and 0 ammo. Giving an elite replacement increases ammo by 2, max ammunition for unit is 5.
After some tests, it seems any reinforcement does not grant full supply, is this intended? If so, should it really take two turns to replenish and resupply a unit?
5. Rail transport toggle causes error and crash.
Bug is reproduce-able.
Start tutorial scenario 5. Buy one HW infantry with truck transport and place it directly on the north-west city, coordinates 1,5.
Hit end turn.
At the start of your next hit, click the Embark/Disembark button for your infantry unit at 1,5.
Seems to be caused by trying to load into train transport in a city not connected to the network.
Bug is reproduce-able.
Start tutorial scenario 5. Buy one HW infantry with truck transport and place it directly on the north-west city, coordinates 1,5.
Hit end turn.
At the start of your next hit, click the Embark/Disembark button for your infantry unit at 1,5.
Seems to be caused by trying to load into train transport in a city not connected to the network.
6. Ships retain stats of loaded unit.
Picture explains it pretty well I think.
http://img219.imageshack.us/img219/6664/shipbug.jpg
These units that fire from their transport have the added bonus of being classified as a naval unit, and rarely take damage in return. As it stands, some of the best naval bombarding assets you have are your landing barges.
Picture explains it pretty well I think.
http://img219.imageshack.us/img219/6664/shipbug.jpg
These units that fire from their transport have the added bonus of being classified as a naval unit, and rarely take damage in return. As it stands, some of the best naval bombarding assets you have are your landing barges.

Regarding this one, I checked the code, and the question is not if replacements should give you proper supply, but if supply itself is adequate? As it stands now, ground units only get half supply when you hit Supply button, unless they are positioned in a city. So, getting the same amount with replacements looks like a perfectly logical thing.Kerensky wrote:4. Units that receive elite reinforcements do not receive full supply.
Unit has 3 stars, 11 strength, and 0 ammo. Giving an elite replacement increases ammo by 2, max ammunition for unit is 5.
After some tests, it seems any reinforcement does not grant full supply, is this intended? If so, should it really take two turns to replenish and resupply a unit?
Within the current scheme undo for recon makes little sense because enemies are spotted instantly as you move. So, if you moved your recon and did not detect any units, this means there are none, within recon's spotting range from its end position. If we add undo, you will be able to probe the map within huge radius. So, recons are good at scanning the map, but it is supposed that you send them where you need them right away, with no undo.Kerensky wrote: 7. Cannot undo recon movement.
Obviously you cannot and should not be able to undo recon movement that spots enemies, but the problem is that you cannot undo any recon movement at all currently.
Heaven forbid you ever have your recon unit selected, then decide you want to instead grab an air unit (with no ground unit under it), and then... ahhhhh #$%&!!
Example:

I have my infantry unit, if I click on any other friendly, active ground unit, I lose control of my infantry and gain control of that other ground unit. If I click under the bomber, I move, which I mostly like did not want to do, and would easily undo.
If I happened to have had the recon unit next to my infantry selected instead... Well time to load the game or accept that I not only wasted my recon unit's turn, I actually wasted fuel to send it backwards too.
Example:

I have my infantry unit, if I click on any other friendly, active ground unit, I lose control of my infantry and gain control of that other ground unit. If I click under the bomber, I move, which I mostly like did not want to do, and would easily undo.
If I happened to have had the recon unit next to my infantry selected instead... Well time to load the game or accept that I not only wasted my recon unit's turn, I actually wasted fuel to send it backwards too.
We've been discussing changing the control scheme to a more "modern" left/right click interface, where left clicking is reserved for selection and right-clicking for actions. So to select a unit - air or ground - you would always left-click it. To move or attack you would right-click. Clicking a hex with both a ground and air unit would first select the unit that is currently "big". Clicking the same hex again would make the small unit big & selected, and the big unit small and unselected. That way you rarely need to use the air/ground view, only if you want to see either all air or all ground units simultaniously.
I'm very much in favor of this since I still struggle a lot with the air/ground units. It may take PG fans a short while to get used to new controls, but it's a superior scheme for the requirements of this game.
I'm very much in favor of this since I still struggle a lot with the air/ground units. It may take PG fans a short while to get used to new controls, but it's a superior scheme for the requirements of this game.
I would not argue against the change to a left click right click interface. It would take a little adjustment, but it makes sense. People would have to pay close attention when firing into a hex with two enemy units to make sure they have the right target they want, so the toggle would have to remain, and the left click cycling would activate the toggle for all air/ground units.
8. Units retain entrenchment between scenarios.
Sit an infantry unit in a city for 3 or 4 turns before a victory. Then deploy that infantry unit in the next scenario and check the entrenchment. Could potentially be abused in defensive scenarios of a campaign.
8. Units retain entrenchment between scenarios.
Sit an infantry unit in a city for 3 or 4 turns before a victory. Then deploy that infantry unit in the next scenario and check the entrenchment. Could potentially be abused in defensive scenarios of a campaign.
In Beta2 on France map scenario, hovering over the Bridge Pioneer unit will result in a CTD.
Tim van der Moer - CEO The Lordz Games Studio

http://www.thelordzgamesstudio.com
http://www.panzer-corps.com
http://www.commander-games.com

http://www.thelordzgamesstudio.com
http://www.panzer-corps.com
http://www.commander-games.com