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[1.4] List of known issues

Bugs & Tech Support

#71987

Re: [1.4] List of known issues

- Tiger Ass call in icon is pink

- Stormtrooper invisible icon is in cloaked status when the unit isnt 
  cloaked

- conscripts cant recrew heavy weapons with vet 3
#71991

Re: [1.4] List of known issues

Killar wrote:
- Tiger Ass call in icon is pink

- Stormtrooper invisible icon is in cloaked status when the unit isnt 
  cloaked

- conscripts cant recrew heavy weapons with vet 3


Lol Tiger Ass
"Balancers are 10 a penny"
#72002

Re: [1.4] List of known issues

walki1 wrote:
QuoteCW
- MG crew (out of a MG dogout) running around in a AI game. Then I found a empty MG nest near their base...

That's not a CW bug it's for the soviets.

Both use the same type of mg nest so the bug is for CW, RMC and soviets. Besides this was reported previously as CW bug (iirc Yauz or GodlikeDennis posted a pic about it).

Killar wrote:
- Tiger Ass call in icon is pink

- Stormtrooper invisible icon is in cloaked status when the unit isnt 
  cloaked

- conscripts cant recrew heavy weapons with vet 3

1) Already reported

2) Ok, I'll switch the pics.

3) There's no place on the changelog where Conscript's vet is written so, how do you know they should capture heavy weapons ::). Conscripts don't capture heavy weapons and since it's not written anywhere they should, i wouldn't consider it a bug. However, that was the original idea and we're still checking if that could be implemented. Nonetheless congratulations for having a vet 3 conscript with the current requirements ;D.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#72108

Captured Soviet Mortar

I can't reinforce Soviet captured mortar with volks cause the reinforcing icon does not appear.

I've checked 1.31 and 1.4 posts for known issues i didn't spot any similar issue though i might have miss one.
#72113

Re: [1.4] List of known issues

Good day!
I find mistake.
Great Britain:
at the beginning of Skirmish 1-st squad of Marine Sappers has 1 superfluous unit (units in squad 5\4), normal Mar. Sap. squad from HQ has 4\4 units.

Sorry for picture, Fraps &  PrintScreen don't want to captupe ScreenShot...
#72115

Re: [1.4] List of known issues

It's not a bug.
Forum post image
#72119

Re: [1.4] List of known issues

Moonwalker wrote:
It's not a bug.

Who tells that is a bug ? :)
This is mistake
#72122

Re: [1.4] List of known issues

it's special feature
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Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#72153

Re: [1.4] List of known issues

That should be considered a bug :). Was in our internal list since 1.31 but we couldn't find a way to fix it.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#72154

Re: Captured Soviet Mortar

Could you post a screenshot? If you have of course :).
Mors Indecepta

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

Last edited May 31, 2011 at 3:40 PM by blackbishop

#72291

Re: [1.4] List of known issues

blackbishop wrote:
3) There's no place on the changelog where Conscript's vet is written so, how do you know they should capture heavy weapons ::). Conscripts don't capture heavy weapons and since it's not written anywhere they should, i wouldn't consider it a bug. However, that was the original idea and we're still checking if that could be implemented. Nonetheless congratulations for having a vet 3 conscript with the current requirements ;D.


kiddin?

Than my report that Vet2 conscripts cant recrew has no point either.

I remember reading that conscipts with vet1 can recrew.


- Building strelky requires only one upgrade from the soviet support barrack. But in the game it says "need soviet support barrack OR tank hall" and "upgrade from soviet support barrack". But if you build the soviet support barrack the text tank hall requirement disappears
#72306

Re: [1.4] List of known issues

@Killar
I was just implying that we never said so :P. Nonetheless, we'll try to add that feature to conscripts XD.

The requirement is an binary OR, if you have one of those two the requirement will match and will dissapear, however why the hell you would need tank hall as requirement? That's help you have strelky if your opponent manages to destroy your Soviet Support Barracks.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#72307

Re: [1.4] List of known issues

Its like you said, strelky dont need a tank hall to be build.

Damn i dont know anymore where i read conscripts can recrew weapons in this patch.
#72308

Re: [1.4] List of known issues

^^ It was in the initial [IP address redacted] patch notes for donors.
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If you want a picture of the future,
imagine a boot stamping on a human face
— forever.
#72310

Re: [1.4] List of known issues

IJoe wrote:
^^ It was in the initial [IP address redacted] patch notes for donors.


Thx! Still is there
#73154

Re: [1.4] List of known issues

I believe this bug exists.

As I play brit a fair amount, it seems that the changes to the Infantry units removing the trench works as planned. However, units being re-generated from the field hospital tents/ medic building have the trench building capacity back.

They come out of that building in the same config as the pre-change brit inf unless I am mistaken.

(I was loathe to report, because those inf men are actually useful to some degree and differ from standard. ;)    )

Anyway, in addition, while I;ve not spent time grabbing the required info, many attempts at multiplayer games seenm to be breaking up in very short order due to crashes with friends/game partners. I will double check in future that all are on 2.602 and 1.40 - however, early gut feel here is there is a quantity of instability in 1.40 that was not the case previously (no blame attached guys, I understand 2.602 probably plays a serious part in that - and we have noted that 2.602 seems less stable as well, with more sync errors and crashes in our play)
#73160

Re: [1.4] List of known issues

AdmV0rl0n wrote:
I believe this bug exists.

As I play brit a fair amount, it seems that the changes to the Infantry units removing the trench works as planned. However, units being re-generated from the field hospital tents/ medic building have the trench building capacity back.

They come out of that building in the same config as the pre-change brit inf unless I am mistaken.

(I was loathe to report, because those inf men are actually useful to some degree and differ from standard. ;)    )

Anyway, in addition, while I;ve not spent time grabbing the required info, many attempts at multiplayer games seenm to be breaking up in very short order due to crashes with friends/game partners. I will double check in future that all are on 2.602 and 1.40 - however, early gut feel here is there is a quantity of instability in 1.40 that was not the case previously (no blame attached guys, I understand 2.602 probably plays a serious part in that - and we have noted that 2.602 seems less stable as well, with more sync errors and crashes in our play)

You mean, RMC's recovered infantry have that ability? I'll check it out.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#73163

Re: [1.4] List of known issues

I think so - yes.
#73206

Re: Two bugs I have encountered...

blackbishop wrote:
Niscimble wrote:
First bug that I noticed is that whenever there is a British player, my Russian outposts no longer secure points and I can't reinforce from them either.

Second bug is that the 'retreat to medic truck' button covers up the sabotage strategic point ability for partisans.

Merged... there's alredy a topic for this kind of things.

For the first one, it's a known bug. Pending to be fixed.

For the second one... lol, was rolled back!? it was fixed iirc.

The boobytrap/med truck issue is back, retreat to med truck and boobytrap fcn's are both located at partisan GUI(B,4). Changing the macro for booby trap to a different GUI coordinate should fix it.
1. What does iirc stand for?
2. When I "searched" for this issue no results were shown?
孫 The
EF_v1.7.10

子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell

兵 of
Sun Tzu says: In warfare one compels and is not compelled by others

[b] 法 War
#73207

Re: Two bugs I have encountered...

Otto wrote:
blackbishop wrote:
Niscimble wrote:
First bug that I noticed is that whenever there is a British player, my Russian outposts no longer secure points and I can't reinforce from them either.

Second bug is that the 'retreat to medic truck' button covers up the sabotage strategic point ability for partisans.

Merged... there's alredy a topic for this kind of things.

For the first one, it's a known bug. Pending to be fixed.

For the second one... lol, was rolled back!? it was fixed iirc.

The boobytrap/med truck issue is back, retreat to med truck and boobytrap fcn's are both located at partisan GUI(B,4). Changing the macro for booby trap to a different GUI coordinate should fix it.
1. What does iirc stand for?
2. When I "searched" for this issue no results were shown?

Well, users usually call it using different names, that could be the reason ;D. That will be fixed for the next update.

IIRC means if i recall correctly.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#73212

Re: [1.4] List of known issues

@BlackBishop Thanks.

Since the advent of 2.6.02/1.4.0 A.I. Kets seem to move at warp speeds, (hard and expert levels). iirc my vet1 or vet2 Kets are nowhere near as fast. I understand vet3 Kets are super fast but I don't think I have ever achieved that level.
孫 The
EF_v1.7.10

子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell

兵 of
Sun Tzu says: In warfare one compels and is not compelled by others

[b] 法 War
#73232

Re: [1.4] List of known issues

- T-90 skin has glitch when darkened by a enemy shot (it fluctuates)

- Partisans cant booby trap when this ability is unlocked by doctrine (not always)

- When a gren squad picks up a PTRD there is no symbol for it over the unit icon. Quite annoying when you have multible squads and you have to search for the right one.

- Soviet AI can build HMG (This vickers thing, but i think this is alrdy known)

Last edited June 8, 2011 at 11:04 PM by Killar

#73321

Re: [1.4]Soviet mortar trajectory

neosdark wrote:
Is there any difference in the trajectory of an artillery round and a mortar round in this game? That might be the cause, because of how the game sees it as an artillery shell and not a mortar shell so there is a different flight of the round.


My observation of smoke trails from the 120mm's supports this theory that an artillery type low parabolic trajectory is being used rather than a high arc parabolic trajectory typical of mortars. Coupled with mortar scatter in a barrage this could well result in decreased accuracy.

Is this a design issue or a bug?
孫 The
EF_v1.7.10

子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell

兵 of
Sun Tzu says: In warfare one compels and is not compelled by others

[b] 法 War
#73370

Re: [1.4] List of known issues

Pretty sure it's a mortar that has a larger impact graphic and better stats. Also has longer range (which means that it scatters a greater distance when it's in the air so long) and worse scatter anyway.

It's supposed to be innaccurate.
If you get into an argument with me, you're wrong.
#73515

Re: [1.4] List of known issues

Copernicus wrote:
CW
- MG crew (out of a MG dogout) running around in a AI game. Then I found a empty MG nest near their base...


I can confirm I had this also with a Soviet MG nest: nest empty and MG's in another, crewable, building on the map. Map was Vienna.
No screenshot, sorry.
#73589

Re: [1.4] List of known issues

I noticed that the map Leningrad is forever broken for me now... although it might just be my computer.  It loads to the map just fine, but when actually getting into the game, the command territories are all black on the minimap and the gameplay (not the game) is frozen.
#73593

Re: [1.4] List of known issues

Niscimble wrote:
I noticed that the map Leningrad is forever broken for me now... although it might just be my computer.  It loads to the map just fine, but when actually getting into the game, the command territories are all black on the minimap and the gameplay (not the game) is frozen.

Yeah, this was already reported (look at the first bug on the list ^^). Fixed for the next version.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#73772

Re: [1.4] List of known issues

Hmm... weird recrew bug I've noticed here: When any Soviet squad recrews any heavy weapon, it always becomes an Anti Tank squad. Anyone else have this happening? I've checked the .dll file and the recrew .scar files and they seem to be ok, pretty frustrating.
#73786

Re: [1.4] List of known issues

Crasius wrote:
Hmm... weird recrew bug I've noticed here: When any Soviet squad recrews any heavy weapon, it always becomes an Anti Tank squad. Anyone else have this happening? I've checked the .dll file and the recrew .scar files and they seem to be ok, pretty frustrating.

What did you try to capture? I've tested it with a soviet mortar and became a soviet mortar crew after capturing it.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#73791

Re: [1.4] List of known issues

MG-42, Quad Flak, anything, they always become a AT crew after. Making sure my scar/.dll files are good and trying again.
#74107

Re: [1.4] List of known issues

Two issues since both 2.602 and 1.40

1) that any allied (US,UK,SU) army AI will only use doctrinal specific infantry or vehicles such as rangers, churchills, SU76 and so on. when this happens they do not build any other infantry or buildings and make no attempt to rebuild if destroyed.

2) has only happened with SU breakthrough doctrine so far. they build all thier buildings but do not build anything other than conscripts and ingenery and do not reinforce what few sqauds they do build.

Last edited June 14, 2011 at 3:16 AM by jdogg

#74153

Re: [1.4] List of known issues

- When a soviet tank is dead his wheeles still turning. It also has still its engine and moving sound which is quite annoying. You never know if there is a threat out there when you have no sight.
#74156

Re: [1.4] List of known issues

Killar wrote:
- When a soviet tank is dead his wheeles still turning. It also has still its engine and moving sound which is quite annoying. You never know if there is a threat out there when you have no sight.


I've known this bug since 1.0
#74307

Re: Captured Soviet Mortar

blackbishop wrote:
Could you post a screenshot? If you have of course :).



Sorry cause it's long time since your request, but frankly i've just noticed it(you might not need it now). Today while i was trying to get that screenshot, i encountered another weird thing. There was a different skin for the mortar while was set and when it wasn't.

So here's the screenshots one showing lack of reinforce icon and other
the difference between the skins.

PS: Of course it's a captured Soviet mortar!!
#74308

Re: Captured Soviet Mortar

Pantherturm wrote:
blackbishop wrote:
Could you post a screenshot? If you have of course :).



Sorry cause it's long time since your request, but frankly i've just noticed it(you might not need it now). Today while i was trying to get that screenshot, i encountered another weird thing. There was a different skin for the mortar while was set and when it wasn't.

So here's the screenshots one showing lack of reinforce icon and other
the difference between the skins.

PS: Of course it's a captured Soviet mortar!!

Thanks, I'll check it.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#74484

Re: [1.4] List of known issues

I don't think this was posted,i didn't found it :)
It's nothing big of a deal
I just played against russians,and when russians are building i think it's called artillery firebase,when u click on it u hear them speaking u know the voice of a unit when u click on it.

Last edited June 17, 2011 at 11:34 AM by Gogo

#74764

Possible bug?

HI people.

I discovered that when you recrew mg42 or problably other team weapon as sturmovie ingerency...hmm how to say, guy with mine detector, his gun transfor to DP 28. I have foto, look at and tell me that is this a bug? I remember that when you upgrade two flames for sturmovie, they gain DP 28 for mine detector, so maybe this is a problem.
#74847

Re: [1.4] List of known issues

Updated first post.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#74871

Re: [1.4] List of known issues

LOL I was thinking where is my post about bug with sturmovies but it's here. I thought that someone deleted it. Blacky, next time send PM to infor me, you want that i got heart attack :P ?
#74876

Re: [1.4] List of known issues

TheDzierzanPL wrote:
LOL I was thinking where is my post about bug with sturmovies but it's here. I thought that someone deleted it. Blacky, next time send PM to infor me, you want that i got heart attack :P ?

LOL XD... that's why i posted right after merging the topics :P.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#75005

Re: [1.4] List of known issues

With Panzer Elite, when a Scout Car secure a territory, after its destruction, the sector remain with higher resources income.

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#75009

Re: [1.4] List of known issues

Moonwalker wrote:
With Panzer Elite, when a Scout Car secure a territory, after its destruction, the sector remain with higher resources income.

lol... looks like this is a Relic bug ;D... i mean we haven't modified Scout car files or abilities :).
Mors Indecepta

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

Last edited June 18, 2011 at 5:40 PM by blackbishop

#75010

Re: [1.4] List of known issues

blackbishop wrote:
Moonwalker wrote:
With Panzer Elite, when a Scout Car secure a territory, after its destruction, the sector remain with higher resources income.

lol... looks like this is a Relic bug ;D... i mean we haven't modified Scout car files or abilities :).


It's strange because it's never happen before.
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Last edited June 18, 2011 at 7:06 PM by Moonwalker

#75011

Re: [1.4] List of known issues

Maybe you've never seen this before?
#75013

Re: [1.4] List of known issues

thats rather powerful bug :o
Soviet is OP
#75018

Re: [1.4] List of known issues

Hopefully was fixed ;D.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#75126

Re: [1.4] List of known issues

I was able to reinforce PGs from muni HT when [IP address redacted] came out. The muni HT doesn't reinforce in v1.4.0.
孫 The
EF_v1.7.10

子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell

兵 of
Sun Tzu says: In warfare one compels and is not compelled by others

[b] 法 War
#75127

Re: [1.4] List of known issues

Otto wrote:
I was able to reinforce PGs from muni HT when [IP address redacted] came out. The muni HT doesn't reinforce in v1.4.0.

I recalled that being removed from 2.602, hence when i did the merge between 2.602 and 2.601 files that feature was missing.

I just checked in Relic files and looks like the munition HT doesn't reinforce anymore. Can someone confirm this?
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#75129

Re: [1.4] List of known issues

Yeah I'm pretty sure Muni HT shouldn't be able to reinforce. That feature was in EF 1.3 but was never a part of vCoH as far as I'm aware.
If you get into an argument with me, you're wrong.
#75130

Re: [1.4] List of known issues

It was, but Relic returned it to the previous state at the next update, that was on the BETA.
Mors Indecepta

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