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[1.520] List of known issues

Bugs & Tech Support

#86889

[1.520] List of known issues

Post issues and bugs in here. Be as accurate as possible.
Posts without any relevant information will be deleted.
Old thread (v1.4) here.



General:
* Fixed bug that allowed immobile vehicles to move after receiving criticals on the engine.
* Fixed "unable to reinforce recrewed soviet mortars" bug for all factions.
* Fixed recrew bug for Bofors (hopefully, it's a vanilla bug and affects 25pdrs and firebase as well).
* Smoke rounds have wrong criticals.

-Stalingrad still has the buggy manor near player spawn 6.
-Stalingrad ingame minimap shows the starting positions.


US:
* Fixed wrong damage value from US sniper rifle vs garrison cover (from 0 to 1).


CW:
* Fixed recrew file for Bofors.


RMC:
* Fixed recrew file for Bofors.


SU:
* 52K guns cannot be finished by special mechs squads.
* 52K guns sometimes cause crashes when firing.
* When RBS captures something, after reinforcing the recrewed weapon, the squad will get a flag bearer.
* Check damage & health points of 52K.
* Fixed 4th/5th(vet2) man missing for soviets while recrewing a HM.
* Fixed wrong UI icon when recrewing MG Dugout.
* Fixed range of Soviet MG dugout.
* Naval squad can replace dropped weapons.



Wehr:
* Fixed supervise ability.
* Fixed Stormtrooper camo ability.



PE:
* Nashorn firing animation does't match with projectile.
Mors Indecepta

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

Last edited January 6, 2012 at 4:18 PM by blackbishop

#86894

Re: [1.501] List of known issues

52K cannon causes crash while shooting. Encountered this twice.
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Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#86909

Re: [1.501] List of known issues

When I finished the fortress mode it says Fatal scar error- execution paused. I waited awhile then it crashed. Also the 2cm flak gun icon is pink.
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"

Last edited August 25, 2011 at 10:23 PM by Fishhunterx

#86939

Re: [1.501] List of known issues

Hi guys, does anyone else have problems with new savegames made in [IP address redacted], crashing on loading ? My old savegames seem to still load fine though (albeit with some minor glitches). I have the steam version of COH.

I sent an error report to Relic and received an automated response to the error code, claiming that the savegame version is invalid. Another load attempt brought about a pop-up asking whether I had enough space in my TEMP folder ?!

Great Mod though and I really love the latest fine-tuning you guys made to the Russians.
#86953

Re: [1.501] List of known issues

Guys, when i play fortress mode, my 3.7 mm Flak gun icon is pink and i think it should be a 1 man mounted gun
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Who am i?
#86958

Re: [1.501] List of known issues

Yea, there should be one man and sometimes he is in gun or he is staying around. Mind power :).
#86964

Re: [1.501] List of known issues

i was just playin an AI match and noticed that when the AI hulls down their zis guns they dont seem to know how to undo it, They just sit there picking it up and setting it back down. this includes enemies who recrew a dug in gun.
An Ocelot never lets his prey escape

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Last edited August 26, 2011 at 9:00 AM by DrRockzo1986

#86970

Re: [1.501] List of known issues

They also lock down in some fairly dumb spots. Not all the time though. Maybe AI shouldnt' be allowed to use it :P
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#86972

Re: [1.501] List of known issues

I also caught this and thought it was pretty interesting
An Ocelot never lets his prey escape

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#86979

Re: [1.501] List of known issues

DrRockzo1986 wrote:
I also caught this and thought it was pretty interesting


That's normal. Veterancy is achieved by combat in game-Fortress mode.

"Balancers are 10 a penny"
#86983

Re: [1.501] List of known issues

I must not know what fortress mode is because as far as I know I was just playin normal Skirmish mode. I assume they're different. I was Using the KK center to up my Vet and I only paid for one support inf upgrade but somehow the MG had Vet 2.
An Ocelot never lets his prey escape

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Last edited August 26, 2011 at 11:01 AM by DrRockzo1986

#86991

Re: [1.501] List of known issues

One more thing that i concern about is how to choose between Red tide and Blitzkrieg ? Because everytime i play i always get Blitzkrieg first and then Redtide.
Who am i?
#86999

Re: [1.501] List of known issues

Is it intended for the Luftwaffe Ground Forces to immedeately gain vet 3 when they kill just one soldier? It was a Naval soldier and they got PE vet, not Wehr.
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#87004

Re: [1.501] List of known issues

Hi there,

first thank you guys for the great new patch!
Some bugs I found.

1) Game freezes after conscripsts built infantry tent on map Stalingrad Station. Had to restart my PC. It was a 2vs2 game against Wehr and PE AI. Me playing russians and my AI comrade, too. Next 2vs2 game with same army constellation on Mahilyou which got the same size as Stalingrad works fine. No problems to play this map. Also a 1vs1 on Angoville works without any crashes.

2. Observer will not be healed by the health truck. Doesn´t matter if he is observing or not.

3. Kettenkrad still waiting after conquer a strategic point till it is destroyed. It still does not move away.

4. Wehr heavy MG gun team don´t move away or try to change their position when they are in close combat. They are holding position till the whole team is killed.

So far and best regards,

Caen44.
#87007

Re: [1.501] List of known issues

DrRockzo1986 wrote:
I must not know what fortress mode is because as far as I know I was just playin normal Skirmish mode. I assume they're different. I was Using the KK center to up my Vet and I only paid for one support inf upgrade but somehow the MG had Vet 2.


This is a moderately rare vCoH bug. I think it has something to do with constructing a unit at the same time you research vet. Their vet level will be 1 higher than the rest of it's category (in this case support vet). Won't be fixed by EF.

Caen44 wrote:
2. Observer will not be healed by the health truck. Doesn´t matter if he is observing or not.

The observers are a 2 man team. Reinforce the extra man and the squad health will go up to full. He will stay at half and won't be healed further if there is only 1 man in the squad.
If you get into an argument with me, you're wrong.
#87015

Re: [1.501] List of known issues

Played as Russians vs. AI on new map. Captured MG42 and had to retreat when flanked. After retreating back to base, I was unable to select the crew, nor did they heal even though the medic truck was in the area and other squads were healing. Also, I selected a squad of Sterlky and combined them with an Engineer squad. Doing this created an Paratrooper squad icon for the combined force.  Thanks, as always for the hard work and great game!
#87068

Re: [1.501] List of known issues

Hi there,

I played today several games on hard level against the AI. Playing both sides Russians and Germans. I see a bit progress but the russian AI still producing one T70 tank in one of six games but waves of Marine soldiers. Wehr AI still producing gaywagons or stugs like hell...same thing like in 1.4. Also Wehr is producing Gaywagons even if you don´t choose them in the special unit area. So I am asking myself where are the big changes? What is the great plan this mod is going further on? Just a mod balanced for the multiplayer gamers or will there be more progress for an AI which makes fun to play against for all who just want to play skirmish games. By the way sorry for my worst english.
I like the eastern front mod a lot but plz do something for a great and intelligent AI which is hard to get out of the field. Other mods got a much better AI like Normandy mod for example or Battle of the Bulg.

Regards, Caen44.
#87091

Re: [1.501] List of known issues

You can use Overdrive with PE Armored car while the engine is damaged. No speed up effect, but ammo is wasted.
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#87092

Re: [1.501] List of known issues

Caen44 wrote:
Hi there,

I played today several games on hard level against the AI. Playing both sides Russians and Germans. I see a bit progress but the russian AI still producing one T70 tank in one of six games but waves of Marine soldiers. Wehr AI still producing gaywagons or stugs like hell...same thing like in 1.4. Also Wehr is producing Gaywagons even if you don´t choose them in the special unit area. So I am asking myself where are the big changes? What is the great plan this mod is going further on? Just a mod balanced for the multiplayer gamers or will there be more progress for an AI which makes fun to play against for all who just want to play skirmish games. By the way sorry for my worst english.
I like the eastern front mod a lot but plz do something for a great and intelligent AI which is hard to get out of the field. Other mods got a much better AI like Normandy mod for example or Battle of the Bulg.

Regards, Caen44.


@Caen44

Buddy while I'm sure you only seem to wanna play vs. the comp most of the people who play this mod are not. We like PvP because it offers a challenge, because it forces us to completely adapt our strategy to different variables. The comp is boring, I'm sorry that you don't agree with us, but the comp always does the same thing because he is a code which doesn't have an particular variables and no brain which means he cannot adapt to changes. The AIs in other mods are often constrained by the unit limits that are placed on certain units, something the Devs try to avoid. In N44 (IRC, please excuse me if I'm wrong) you usually can't have more than a certain number of any particular unit on the field at the same time, but you have many units with similar roles.

If you would like a better AI, then, with all due respect, please build and code the entire AI system yourself. Robotnik works hard to make the AI as good as he can, but he's no mule.

@SuperSoca: I played a game today and my Armored Car got engine damage and I couldn't use Overdrive.
#87113

Re: [1.501] List of known issues

@Caen44
Big changes for AI? Did you read somewhere in the changelog that AI was improved? I apologize if some sentence on the changelog made you believe that.

We focused completely on the PvP side of the game for 1.50, robotnik had the fortress mode as side project as well and had some troubles with his rig... enough stuff I guess :P.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#87138

Re: [1.501] List of known issues

Hi guys,

plz come down. I am asking just normal questions because I am interested about it...I don´t want to attack someone, so no need to be offended. Still wanted to know if there will be changes in the nearer future for the AI or only for the PvP section. Don`t need answers like do it on your own...that is, excuse me, just childish. If I got a look in the replay section of this website or into the gamerreplays.org you will find really not much games played with the EF mod since it was released. So is the PvP section really so big for this mod? Don`t believe that. Anyway, it would be nice to read some relaxed informations about my questions. I am not the only one playing against the AI and doing that is probably in the eyes of some PvP people noobish, who cares? I like to do that and a lot people, too. For what waiting like the Ostheer or more patches if our section will not be considered in the future or with the next patch. This is also no attacking, just a normal critic and questions.

Regards, Caen44.
#87154

Re: [1.501] List of known issues

I don't understand you're pre-concieved notion that there are no easternfront PVP players. I can name 15-20 off the top of my head and if you simply just host a game people WILL JOIN.
"Balancers are 10 a penny"
#87181

Re: [1.501] List of known issues

When the Red Army Mustering Tent is build, Strelky description says:

Requires: All Soviet Support Barrack upgrade needed

But with only one upgrade I can deploy Strelky.

I don't know if it's a bug or a description error.
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#87188

Re: [1.501] List of known issues

When I built the SU artillerybase and let it fire the barrel wont go up and just stays down
#87203

Re: [1.501] List of known issues

I think I found the issue with 52K gun. Game crashes when 52K shoots at Ostwind...
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Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#87210

Re: [1.501] List of known issues

I killed a couple of Ostwinds with a 52K(before falling to a couple of StuHs) in the same game without crashing yesterday, do you have scarring set to "off"?
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#87215

Re: [1.501] List of known issues

Is it the same bug like it was with Su-122? Models are from Man of War, yeach?
#87219

Re: [1.501] List of known issues

Don't know, even with scarring on I don't get any crash.

Yes, those models are from MoW, animated by Sweeten.
Mors Indecepta

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

Last edited August 27, 2011 at 5:41 PM by blackbishop

#87237

Re: [1.501] List of known issues

Guys, i had encountered a few old bugs that hasn't been fixed:
First, the KV-1 still firing its back turret MG into the front 
Second, still there is some double-tap Tigers or stugs
And some animating problems like the Soviet point flag is still left blank- i mean there isn't any symbol on the flag, it just turn grey after raised and then the victory point flag has the same issue and it is missing its big flag on the top.
Who am i?

Last edited August 27, 2011 at 7:31 PM by Mr.Q

#87251

Re: [1.501] List of known issues

@Mr.Q
None of our tanks has functional rear MGs. KV-1 had a coaxial MG IIRC, if the coaxial mg fires in a wrong perspective then it's a bug.

Don't know what you mean with double tap. But if you mean this:
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I thought we already settled this as it was no bug to fix.

About your last thing, I think that is a hardcoded bug :-\.

Don't know if we can do something about the rally point though.
Mors Indecepta

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

Last edited August 27, 2011 at 7:52 PM by blackbishop

#87312

Re: [1.501] List of known issues

He means the misfire/burp bug where the firing animation starts but the enemy moves out of range or whatever and so it fires again immediately after reacquiring it. This leads to what appears to be rapid firing of the cannon but in reality only 1 shot is actually fired. Relic bug.
If you get into an argument with me, you're wrong.
#87316

Re: [1.501] List of known issues

You seriously need to fix firestorm in Fortress, Blitz, R-Tide its impossible to play when your forced to retreat from one call in and another is immediately called on your hq before your infantry has managed to reach it.

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#87320

Re: [1.501] List of known issues

Anyone have the issue that map can not be loading?

I have steam account and the map never be loading during skirmish.

after several mins, the pic turned back to the main menue ( is that call crush)

appericated any kinds of help.
#87401

Re: [1.501] List of known issues

I found another problem. When you reinforce a capture MG team, you get a flag bearer. So there was a gunner, a loader,....and a flag man :P. IDK if its b/c I captured it using RBS ???
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#87402

Re: [1.501] List of known issues

The flag guy just happened to be one of the guys capturing it. That's why we disabled capturing with the CS, because Danko would sometimes capture weapons and then you could reinforce him back to the CS. So you would have multiple Majors running around.
If you get into an argument with me, you're wrong.
#87405

Re: [1.501] List of known issues

I remember in the beginning, Danko was cloned on the captured weapon so that you were able to use a Flak 88 with three Dankos. That was fun :P
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#87409

Re: [1.501] List of known issues

Not exactly. I had 7 strelky. Some got killed, 1 of which was the flag bearer. They crewed the MG and one of the MG crew members was killed. So I brought it to an outpost to reinforce. And out came running a flag bearer :P. I dont remember if the RBS got their flag guy back :P
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#87442

Re: [1.501] List of known issues

Playing versus the AI, when I build a russian artillery base the AI uses it's butterfly bombs, V1 rocket or firestorm upon it when I use the artillery.
But the problem is you can only use theses abilities when you have a unit nearby to clear out the fog of war but the AI does it anyway in the fog of war.
Also my ally AI destroyed my army with a v1 rocket to destroy the british HQ truck ... I think that's plain retarted AI.
#87449

Re: [1.501] List of known issues

Fishhunterx wrote:
Not exactly. I had 7 strelky. Some got killed, 1 of which was the flag bearer. They crewed the MG and one of the MG crew members was killed. So I brought it to an outpost to reinforce. And out came running a flag bearer :P. I dont remember if the RBS got their flag guy back :P

That doesn't matter, the capturing squad is still Red Banner Strelky, no matter if at the time you get the mg you didn't have it. I think I know how to fix it. Thanks for the heads up.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#87463

Re: [1.501] List of known issues

In Traditional Chinese the Molotov cocktail upgrade still claim that CS can use it
not sure if other language have this problem too
#87742

Re: [1.501] List of known issues

Guys, i got a crash message when i tried to load a saved Orel match.
Who am i?
#87756

Re: [1.501] List of known issues

This isnt really a big deal because it shouldnt happen that often but I noticed in 2 matches I played recently that when an IL-2 gets shot down and it crashes at a choke point it cuts off that passage. I didnt try to use a satchel to destroy it, although I tried to target the carcass with attack move but it didnt work. Units with crush ability (like the church in the pic) can move through it but doesnt actually crush the carcass.
An Ocelot never lets his prey escape

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#87768

Re: [1.501] List of known issues

Also have steam version and can't load any save-games. 

Hope you guys can figure out a quick-fix for this.

Cheers.

Wolverine2108 wrote:
Hi guys, does anyone else have problems with new savegames made in [IP address redacted], crashing on loading ? My old savegames seem to still load fine though (albeit with some minor glitches). I have the steam version of COH.

I sent an error report to Relic and received an automated response to the error code, claiming that the savegame version is invalid. Another load attempt brought about a pop-up asking whether I had enough space in my TEMP folder ?!



Mr.Q wrote:
Guys, i got a crash message when i tried to load a saved Orel match.
#87836

Re: [1.501] List of known issues

Maybe an bug thats already known but the trets of SU-76 dont move is this an problem that isn't fixable, and did u already knew of the bug?

And is this with more tanks in the mod?
#87839

Re: [1.501] List of known issues

QuoteMaybe an bug thats already known but the trets of SU-76 dont move is this an problem that isn't fixable, and did u already knew of the bug?

I'm sure it's fixable, but will stay as it atm. When the soviets models start to be reworked we are going to check it.

QuoteAnd is this with more tanks in the mod?

Don't know, why it would? Have you find more tanks with this problem?
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#87886

Re: [1.501] List of known issues

didn't looked at it but it catched my eye by coincidence. I will take a look maybe it was an temporally bug I don't know but I will check it out.

P.S. sorry if I write some words wrong.
#87891

Re: [1.501] List of known issues

I haven't looked at SU76 tracks, but if you saw that tracks don't move, they surely don't move and should be treated as a bug, however our modeler BurroDiablo is focusing on Ostheer so, Soviet modeling comes after that, let alone we only have Tiger helping us with the animations as well besides he's working on his own mod.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#87893

Re: [1.501] List of known issues

Oke, Its not an big deal to me but I just want to mention it so it won't be overlooked. My opionion everything needs to be as perfect as it can be even if it takes much more time than it's intended to.

btw can't wait for the Ostheers.

If I was good at modeling and animating I have helped with AL the spare time I've got but I think I'm pretty bad at it ;D. Never tried it bye theway