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2.300 Bugs

Bugs & Tech Support

#155221

Re: 2.300 Bugs

After loading a saved game where i had a bunch of vet 4 brandenburgers with LMGs, they were equipped with their default mosin rifles instead of the lmgs they picked up. However, after a guy died and another reinforced the LMG was back
My personal favorite
#155412

Re: 2.300 Bugs

At first I thought the missing Ostheer medkits were a bug, but after reading this, I found out that you guys took it out on purpose.
In my opinion, this was a bad decision. I mostly play as the soviets, but sometimes I play as Ostheer, and from what I understand, the faction is supposed to be very offensive and use harrasment strategies and always be on the move. If there is no way to heal your units, except one bound to a specific doctrine, without running all the way back to headquaters, most of the point of Ostheer infantry is rendered moot. If you're going to remove healing machinegun-nests because the faction should be offensive-focused, please don't add in something that forces the faction to be more defensive.

Please make the medkits more expensive or give units a defence debuff while healing or even both, but please reinstate it, as constantly running back to the base really limits your offensive  capabilities and your options in general.

Also, please bring back the anti-tank guys... In my opinion, the Ostheer has too little anti-vehicle options early to mid game.
Soviets get light armour before OH are able to effectively counter them (and I say this as a Soviet-focused player)
#155413

Re: 2.300 Bugs

Ostheer heals by building the medic tent in the base sector. It's pretty similar to US. If you are going to use in-field healing offensively, you'll be wasting your munitions. The healing would either be underpowered or overpowered. That's why we have reverted to passive healing in the base sector since you take decent casualties in the field as OH.

The medic airdrop was buffed internally. It's a lot better now.

We have rearranged the soft-AT options internally so that Ostheer have more options to fend off early Soviet tanks and be a bit more lenient with the hard counters to AT. Additional light AT options are going to be evaluated.

The best part of passive healing is that you can simply rest and refit in base and wholly concentrate on fighting instead of having your units be debuffed when healing in the heat of battle or being forced to exit the engagement because they need to heal and because they are debuffed. It's a bit easier on the micro.

It's less like Wehrmacht, which has defensive non-doctrinal infantry.

This is however the wrong topic to discuss such matters. Please post any balance concerns in the balance discussion thread.

Last edited November 26, 2014 at 1:05 AM by chaosval3

#155559

Re: 2.300 Bugs

Katyusha's still refuse to fire
This has been a prevalent bug since 2.0.0

Another bug;
I try to place a Soviet Tank Hall
I click where I want it to go
the bluehighlight showing where it'll be stays there
My ingenery move to make it
then it disappears and nothing happens.

It took me over 35 minutes to get a tank hall when I was floating in fuel

Last edited December 6, 2014 at 8:15 PM by Jäger

#155562

Re: 2.300 Bugs

Correct me if I am wrong( Bish?), but the angle of fire has been adjusted internally.

I am not sure what you mean with the second bug. Did you click your engies to move by accident or something of the sort? Technically, it should just be click and they start to build.
#155564

Re: 2.300 Bugs

Yeah, nothing more can be done until the new model comes up.

About the second "bug", that happens when something changes in the terrain or the resources, perhaps one unit ran in the area, perhaps an invisible unit was there or the resources were not enough by the time it arrived to start to build. There is nothing wrong with the building other than it is not the proper Tank Hall building.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#155580

Re: 2.300 Bugs

Would be great if you guys can implement the option to change where the building's facing when you build one (not talking about the MG emplacement)
#155583

Re: 2.300 Bugs

Nope, we won't :p.
I identify as a four-eyed bird man. /s
#155588

Re: 2.300 Bugs

I dont think that is possible. However, what is possible is that you get 4 different versions of a models, each of which are positioned at different angles. They would all be identical, but the models would just be rotated to accommodate the size of the base. If you wanted to go all out, you could even make 8 different versions, where there would be a 45°, 135°, 225°, and a 315° as additional models.
My personal favorite
#155592

Re: 2.300 Bugs

132 wrote:
I dont think that is possible. However, what is possible is that you get 4 different versions of a models, each of which are positioned at different angles. They would all be identical, but the models would just be rotated to accommodate the size of the base. If you wanted to go all out, you could even make 8 different versions, where there would be a 45°, 135°, 225°, and a 315° as additional models.

Afaik its totally possible to make normal buildings rotateable. CoH: online did it I think. Actually it would be nice.
Forum post image
Abuse is abuse and has to go.
#155594

Re: 2.300 Bugs

If you mean, to make buildings rotateable when selecting where to build them, it is entirely possible in CoH.

We have disabled it on EF because it seems AI behaves odd when a building is not built in the default way... or at least that's what we were told. Robotnik might know about this but we can enable it any time if everyone is fine with it.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#155771

Re: 2.300 Bugs

I wonder if this issue has been reported. Just for some heads on (2.602, not sure if it happens in 2.7).
Most weapon recrew have bugs. So far I have noticed:
- OH infantry attempt to recrew Soviet's AT will auto killed (after a brief red icon on the AT unit).
- PE cannot recrew Soviet MGs, and even if they do, if the unit is down to 1 men, you cannot do anything nor select the unit. (need to kill with grenade)
- Some infantry (Soviet, Wehr) can recrew the weapon but cannot reinforce crews. (Happened in AT and MG)
#155772

Re: 2.300 Bugs

Yeah, that bug was already reported and was fixed.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#156375

Re: 2.300 Bugs

Here's some bugs I found:


  • Ostheer: the game crashes when installing scout veterancy on Landsers.

  • Ostheer: After selecting either Assault or Support branches the option for F42 and Combat Training still exists in Sturmpioneers. Thus you can get Assault and then get the Combat Training and vice versa.

  • Soviets: Partisan units fire at enemies even when they are issued a hold fire order. Thus breaking camo.

  • Soviets: Upgrading to Shtrafniye Troops doesn't add the proper PPD43 icon sometimes.

  • Panzer Elite: THE NASHORN DOESN'T FIRE. Attack orders do show when the tank is NOT locked down but it doesn't fire. However the instructions say that the gun has to be sited before firing. Upon Siting the Gun. The Flak36 sound plays but NO shell animation and NO damage is caused to it's selected target. Also upon siting main gun, it loses the ability to have orders like Attack Ground and Halt. How does the Nashorn work anyways? Because from my evaluation it works like a Marder III that when sited allows for more firepower but it could still fire on the move.



Will check for more bugs. Glad to help :)

I seriously need a signature. Like totes

Last edited February 8, 2015 at 4:57 AM by ChernoAlpha

#156384

Re: 2.300 Bugs

Hello ChernoAlpha,

I'm not sure if you are playing the latest version, because you don't need Assault or Support Pools to get any Sturmpio upgrade, also Scout vet works fine for Landsers.

I think the Partisan thingy was reported a while ago, fixed and released. The PPD43 icon was fixed long time ago as well and I played PE yesterday using the Nashorn and it didn't have problems.

I think you are playing an old version.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#156388

Re: 2.300 Bugs

Enrique wrote:
Hello ChernoAlpha,

I'm not sure if you are playing the latest version, because you don't need Assault or Support Pools to get any Sturmpio upgrade, also Scout vet works fine for Landsers.

I think the Partisan thingy was reported a while ago, fixed and released. The PPD43 icon was fixed long time ago as well and I played PE yesterday using the Nashorn and it didn't have problems.

I think you are playing an old version.


Hi Blackbishop.

I check my updates now and I'm running the latest version (2.30) Will try PE again.

EDIT: Silly me, The Nashorn DOES need to lock down before firing. However, the attack icons seem to be misplaced since it shows up when not locked down. Thus creating the confusion/the idea that it can fire when not locked down.


Also idk if it has been reported yet, but the OH Jagers with the MKB have the burst-fire/single shot mode like the Marksman. Is it usable? Or probably misplaced?
I seriously need a signature. Like totes

Last edited February 16, 2015 at 8:18 AM by ChernoAlpha

#156635

Re: 2.300 Bugs

Guys after Strelky- Guards, Veterans?- with SVT upgrade can pick up weapons (which take one weapon slot, eg. bazooka) but they never use them.
#156637

Re: 2.300 Bugs

ChernoAlpha wrote:
Enrique wrote:
Hello ChernoAlpha,

I'm not sure if you are playing the latest version, because you don't need Assault or Support Pools to get any Sturmpio upgrade, also Scout vet works fine for Landsers.

I think the Partisan thingy was reported a while ago, fixed and released. The PPD43 icon was fixed long time ago as well and I played PE yesterday using the Nashorn and it didn't have problems.

I think you are playing an old version.


Hi Blackbishop.

I check my updates now and I'm running the latest version (2.30) Will try PE again.

EDIT: Silly me, The Nashorn DOES need to lock down before firing. However, the attack icons seem to be misplaced since it shows up when not locked down. Thus creating the confusion/the idea that it can fire when not locked down.


Also idk if it has been reported yet, but the OH Jagers with the MKB have the burst-fire/single shot mode like the Marksman. Is it usable? Or probably misplaced?
It's usable.

@Xenobane
I'll check it.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#156656

Re: 2.300 Bugs

If Famo uses its Retrieve Beutepanzer ability, and the camera move somewhere else so it's not visible, when looking back it will be inside the wreckage and the process will be halted (there is health bar above wreckage, but it doesn't move at all).

Ost AI builds multiple Famo at some point of the battle.

Last edited March 17, 2015 at 10:26 PM by Xenobane

#156666

Re: 2.300 Bugs

1.only soviet infantry can capture zis AT gun
2.Pak 36 emplacement when be captured don't work
3.attack move order don't have sound for any unite
4.splash for Stug III, it only sometime happen
5.Tank Riders always active
#156674

Re: 2.300 Bugs

Some of these may not be bugs per se but here they are;

The Sturmtiger (or sturmpanzer 4 according to the unit guide on the website) is referenced in the Elite Troop tree for the Ostheer but I was never able to call one in or build one as the case may be.

The Ostheer Rocket half track only fires 8 rockets despite the description saying ten.

The Ostheer Transport half track (sweet AA upgrade btw) only holds 6. Not sure if this is intentional or not but it does render them useless as a transport since 1 squad of anything per vehicle is less than ideal.

The call in mechanized battalion is in game called panzer battalion. The command tree says it can bring in a panzer 38t or wespe as opposed to the Luchs and the panzerjagers that it actually brings in. Changing assault or support pools does not make an impact on this. I was certain that somewhere I had read that choosing one pool over the other determines which units are spawned, In the end never found a way to get the 38t. Despite the hardcap message for the Luchs saying there was one(38t) on field already and that's why no more than 2 Luchs could be called in.

The Support Troop Doctrine refers to off map call ins of foreign units. If they have not been implemented into the game yet then ignore this point. I had seen some of the pictures of the 38t and Semovente on Moddb and thought they were already in game.

The Wespe sometimes instead of firing will simply attempt to drive to the area targeted for barrage. Had this happen once in every 15 or so barrages by two Wespe side by side. One, usually the one on the leftmost side, will drive to the area while the other fires as intended.

All that said, excellent job on the Ostheer. The different skins for the buildable tigers was a really nice touch. ;D

Last edited March 20, 2015 at 8:01 AM by jdogg

#156684

Re: 2.300 Bugs

US paratroopers are lacking one squad member when called on the field.

When playing a match against PE and Ostheer AI as US, there were several artillery warnings ("Incoming, get the hell down") without any reason- mostly when enemy units were coming from the Fog of War.

Landser MP40IIs are extremely effective against US weapon teams on medium range (I saw Expert AI rip them to shreds from 20-25 meters, from the front of the gun.

Last edited March 20, 2015 at 8:12 PM by Xenobane

#156686

Re: 2.300 Bugs

Xenobane wrote:
US paratroopers are lacking one squad member when called on the field.
That's not an issue from us, the airborne squad hasn't changed in EF and it is set up to always deploy six soldiers like usual. Perhaps 1 was shot down before reaching the field.

QuoteWhen playing a match against PE and Ostheer AI as US, there were several artillery warnings ("Incoming, get the hell down") without any reason- mostly when enemy units were coming from the Fog of War.
Do you mean, US soldiers said that? I don't think that can be fixed, at least not by me.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...

Last edited March 21, 2015 at 11:44 PM by Enrique 'Blackbishop' E.

#156687

Re: 2.300 Bugs

I checked the paratrooper issue once more- it happened when I loaded a saved game, but when restarted it's fine. Maybe the same applies to that artillery warnings- I will check this one again as well. Sorry for the confusion!
#156697

Re: 2.300 Bugs

When calling in supplies from Maultier truck (Support Army) and the plane is shot down, Brandenburgers spawn at the crash site.
#156703

Re: 2.300 Bugs

If Panzerfusiliers lose their MG34, it can't be purchased again
#156706

Re: 2.300 Bugs

@Xenobane
About the Maultier thingy. There is no such thing for the JU-52. It is likely you are playing an old build, because last time that was checked somehow was on March from 2013 and in the latest code there is nothing that makes this possible. Neither the Brandenburger call-in has a feature like that.

For the MG-34, that's normal. If you lose a schreck from a German squad, whether is from WH, PE or OH you lose it permanently unless you pick it up again. Same applies for all these kind of weapons like the MG-42 or the DP-28 or the PTRD-41/PTRS-41.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#156707

Re: 2.300 Bugs

I figured out that I have added a few lines through corsix to prevent Fatal AI Error when Greyhounds and Staghounds were fighting AT guns- maybe those caused all that mess... I will reinstall the mod- sorry for those false leads :(
#156709

Re: 2.300 Bugs

Make sure the EF folder is gone before reinstalling and make sure you are installing the latest build (EF v2.300).
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#156780

Re: 2.300 Bugs

Ostheer: the change from Heal-vet to support-vet doesn't work for the Sturmpios. They still have the Heal-vet and it seems to be instant Vet4. when they get vet1 and i choose the crane symbol they can heal themselfes and nearby units.
#156782

Re: 2.300 Bugs

SU: the model of the KV-1 has some errors.
            1. the coaxial turret MG is firing from behind the turret, that looks weird when the turret is turned to the side.
            2. whenever the KV1 fires its main gun,some muzzle fire(smoke) goes to the front of the hull even when the turret is turned to the side or back
#156783

Re: 2.300 Bugs

Ostheer: the tank veterancy seems to have some issues.
            1. all tanks get the top MG gunner at vet 1 if choosen (maybe intendet but wrong description?).
            2. the speed veterancy doesnt work. (i tried it with the Pz. IV: i let a speed(vet 4) and a comand(vet4) Pz.IV drive several races. they have the exact same speed, acceleration and
            traverse speed) vet4 (smoke) works just fine
#156784

Re: 2.300 Bugs

When I order an MG squad to go on combat patrol, the A key on the keyboard, the team will head off, an sometimes this will happen:
The team will encounter enemy infantry, deploy MG and engage. Enemy retreat, the loader and the helper will move on to the designated location, but the gunner will halt on his positio. The team can end up being separated by a very large distance, resulting in some weird situations if the gunner, or the other two, gets killed.
I have also seen other strange things where the MG team will deploy the MG facing the wrong direction, pack it back up, redeploy, pack up again, and redeploy yet again - and by this time they are pretty much history or hauling ass back to base.

Last edited April 9, 2015 at 1:29 PM by SchlagtSieTot

#156786

Re: 2.300 Bugs

Soviet Union:
    1. when recrewing a Mg, Mortar or AT gun the cost to refresh this MG later in the game depends on the cost to refresh the unit it was recrewed with (e.g. if it is recrewed with conscripts it costs
        only 7mp to refresh) not sure if this is intended (recrew cost for single AT gun member with standard crew is 2mp: seems weird)
    2. siper ace: after firing the suppresion shot on a unit the sniper instantly shoots again if there is a target left. (2 kills in 1 sec) not sure maybe this is intended but there is a incorrect german
        description?)
    3.1 the SU-100 upgrade doesnt change the look of the SU. The model still has the 85mm gun attached.
    3.2 when upgrading the SU-85 to the SU-100 with ammunition the description is about the 85mm gun and the T34 (german description)
    3.3 when upgrading the SU-85 to the SU-100 with ammunition the name of the tank doesnt change to the upgraded tank name as it does with the similar upgrade for the T34
    3.4 the 100mm upgrade doesn't change the ingame stats of the SU (below the picture)
    4. partisanen(dont know the english name) walk on full speed when camouflaged
#156789

Re: 2.300 Bugs

Thanks for the feedback.

Rumean wrote:
Ostheer: the change from Heal-vet to support-vet doesn't work for the Sturmpios. They still have the Heal-vet and it seems to be instant Vet4. when they get vet1 and i choose the crane symbol they can heal themselfes and nearby units.
I checked but everything seems fine. They no longer have anything medic among them.

Rumean wrote:
SU: the model of the KV-1 has some errors.
            1. the coaxial turret MG is firing from behind the turret, that looks weird when the turret is turned to the side.
            2. whenever the KV1 fires its main gun,some muzzle fire(smoke) goes to the front of the hull even when the turret is turned to the side or back
Already known from centuries ago ;).

Rumean wrote:
Ostheer: the tank veterancy seems to have some issues.
            1. all tanks get the top MG gunner at vet 1 if choosen (maybe intendet but wrong description?).
            2. the speed veterancy doesnt work. (i tried it with the Pz. IV: i let a speed(vet 4) and a comand(vet4) Pz.IV drive several races. they have the exact same speed, acceleration and
            traverse speed) vet4 (smoke) works just fine
The description is already fixed in the beta. I don't think you can really measure the acceleration just by seeing it though and I'm sure it works fine.

SchlagtSieTot wrote:
When I order an MG squad to go on combat patrol, the A key on the keyboard, the team will head off, an sometimes this will happen:
The team will encounter enemy infantry, deploy MG and engage. Enemy retreat, the loader and the helper will move on to the designated location, but the gunner will halt on his positio. The team can end up being separated by a very large distance, resulting in some weird situations if the gunner, or the other two, gets killed.
I have also seen other strange things where the MG team will deploy the MG facing the wrong direction, pack it back up, redeploy, pack up again, and redeploy yet again - and by this time they are pretty much history or hauling ass back to base.
That can't be fixed, these are the regular animations for HMGs.

Rumean wrote:
Soviet Union:
    1. when recrewing a Mg, Mortar or AT gun the cost to refresh this MG later in the game depends on the cost to refresh the unit it was recrewed with (e.g. if it is recrewed with conscripts it costs
        only 7mp to refresh) not sure if this is intended (recrew cost for single AT gun member with standard crew is 2mp: seems weird)
    2. siper ace: after firing the suppresion shot on a unit the sniper instantly shoots again if there is a target left. (2 kills in 1 sec) not sure maybe this is intended but there is a incorrect german
        description?)
    3.1 the SU-100 upgrade doesnt change the look of the SU. The model still has the 85mm gun attached.
    3.2 when upgrading the SU-85 to the SU-100 with ammunition the description is about the 85mm gun and the T34 (german description)
    3.3 when upgrading the SU-85 to the SU-100 with ammunition the name of the tank doesnt change to the upgraded tank name as it does with the similar upgrade for the T34
    3.4 the 100mm upgrade doesn't change the ingame stats of the SU (below the picture)
    4. partisanen(dont know the english name) walk on full speed when camouflaged
1. That's normal and unavoidable.
2. I'll check the shot thingy.
3. Already known, that's why we made a new model and posted pics about it in the announcement section.
4. Not sure if that's intended.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#156790

Re: 2.300 Bugs

QuoteI don't think you can really measure the acceleration just by seeing it though and I'm sure it works fine.


if it's not possible to even see a difference in a direct comparrison of two drag-racing tanks, what is the point in choosing it then? If it works it must be really underpowered.
#156792

Re: 2.300 Bugs

Partisans camouflage is intended to work like that, not a bug, and it's a pretty nice feature  :).

As for the Ostheer Engine veterancy, its bonuses are like +5% max speed and around +10% to acceleration when vet 3 (you only get smoke when ace), which should be pretty much unnoticeable. I don't think it's bugged, just severely outweighted by the other 2 options, but that shouldn't be discussed here  ;).
Amateur player and statistics maniac
"Deep understanding of the gameplay mechanics and skill is better than mere skill"
#156795

Re: 2.300 Bugs

That's right. It is not a bug, so it can't be discussed as such.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#156797

Re: 2.300 Bugs

In competitive play, nothing is more important than speed. Especially when it comes to tank battles. That's why even a tetrarch can destroy a Tiger II with enough patience. It might not seem like much, but the boni stack, which does make a difference, since you might even be able to outspeed most rotating turrets. However, this doesn't mean it works perfectly. If you feel it is underpowered, please post an enquiry including an attached replay of a game that supports your argument(s). We are always willing to take a look at it. Just don't expect Bugatti Veyrons ;).

About the Partisans. Internally, we removed the SMGs they posessed. This was to compensate for their full movement speed while cloaked. Otherwise, they would have speed, stealth AND wipe potential. Combine that with a cheap price (240 manpower in the sandbox) and well.... you get what I mean.





#157851

Re: 2.300 Bugs

I've played this mod and it awesome but i had some strange bugs:
  US engineer don't have the body or head, just helmet and gun.
  Sometime there's no sound when i play a match.
Maybe it because i'm not using the steam version of this game.
#157853

Re: 2.300 Bugs

Judging from your Victroy Point icons you are using a skinmod. Skinmods + EF are usually a bad idea.
I identify as a four-eyed bird man. /s
#157854

Re: 2.300 Bugs

The T-90 doesn't appear to take any damage from the OH Goliath. Will continue to playtest to make sure.

The OH description of emplacements healing infantry in the same sector is false; I've seen no evidence of healing.

The text for the medic emplacement needs to be updated; it makes no mention of having to be in the HQ sector to heal; it doesn't even mention the ability to heal at all :P.
Pocketsize wrote:
I can't wait till they add british to CoH:O; the extreme forces leveled by the new imbalances will create a black hole around the servers that destroys half of Canada.
#157855

Re: 2.300 Bugs

TheVolskinator wrote:
The text for the medic emplacement needs to be updated; it makes no mention of having to be in the HQ sector to heal; it doesn't even mention the ability to heal at all :P.


Well in the beginning it would 'only' reward you 200 mp per 5 men collected :P.
I identify as a four-eyed bird man. /s
#157983

Re: 2.300 Bugs

If EF + Skinmod usually a bad idea so is there any skin mod or pack that compatible with the mod.
#157984

Re: 2.300 Bugs

ggffee wrote:
If EF + Skinmod usually a bad idea so is there any skin mod or pack that compatible with the mod.


There should be some for sure, we had a list once but I can't find it and it should be pretty outdated by now.
I identify as a four-eyed bird man. /s
#157985

Re: 2.300 Bugs

IF you mean this : http://www.easternfront.org/forums/index.php?topic=2107.0
Those link a completely outdated. Can you guy make another one.
#158005

Re: 2.300 Bugs

I have a question. Where's the King Tiger. I can't find it anywhere.
#158063

Re: 2.300 Bugs

There is no King Tiger for Ostheer. We have planned it to have one at the Hungarian reward tree, but that's another story ;).
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#159035

2 300 Bugs

Hi Cliff,

when you will bugfix these small bugs? Any idea when a new update will be released?
#159036

Re: 2 300 Bugs

Mamed8 wrote:
Hi Cliff,

when you will bugfix these small bugs? Any idea when a new update will be released?
No one here is named Cliff though... nice try bot 8).
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...