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[1.610] List of known issues

Bugs & Tech Support

#116935

Re: [1.610] List of known issues

If it is in the map probably someone would report it before i guess.
For log i can say that error is in one file that is responsible for controlling british trucks but that file is broken anyway.
Could you attach me scar.log and ai.log so i can be 100% sure.
Temporary solution would be to disable that file and try to play same map with disabled file with same factions if that happens again them am afraid problem is somewhere else.
#116948

Re: [1.610] List of known issues

I have just finished USA vs Germans(Wehrmacht) battle on Moscow map, and  no errors appeared.
I will try Soviets vs Germans(Wehrmacht) next time, and I'll give you know if error will appear again.
Could you also indicate location of scar.log and ai.log files.
P.S. Thank you for helping me!
#116972

Re: [1.610] List of known issues

That files i mentioned calculates some stuff for brits but file is kinda broken i will totally turn it off until i make new one, i still don't know who is the author of that file. Probably you were playing vs brits or something weird happened in that file.
Try also vs brits or maybe vs all factions then you will be sure what faction caused error ;).

Logs are in ...\Documents\My Games\Company of Heroes\LogFiles on win 7 idk how it is on xp/vista. Sometimes you will not have ai.log, but best to get newest logs is to delete all old ones and then go in game and play.

No problem i plan to change that file but i would like to say thanks to the author for good concept :).
If the error continues i will give you instructions how to disable that file so it does not run anymore cuz it just calculates some data nothing else. I will disable it internally until i fix it so there will be no more error like this one.

#116974

Re: [1.610] List of known issues

Chumley wrote:2. Kursk Map:
I cannot play on Kursk since the 1.61 patch. The game has crashed every time. I do not know where any logs might be.


I'll have a look into it.
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#117071

Re: [1.610] List of known issues

Quote3. Buildings:
If a building takes 'X' damage, esp (specifically? I cannot say) if the damage was from fire, it cannot be re-entered. This occurs on all maps. ......
That's an unfixable Relic bug atm, if you ignite a building too much(either flamers or nebels), you won't be able to garrison it anymore.
  AI squads have two retreat thresholds (One is 45=demand, both are related to health IIRC). THe building also has a health level.
When a squad is in a building and an incendiary attack occurs both building and squad lose health. THe two are probably linked together multiplicatively health wise. If this linkage can be changed squad also could re-enter the building. THe real difficulty occurs when the bulding health goes below 45=demand. THe problem may not be fixible from a practical sense but it is addressable by the EF Mod.

Edit: @MaxiKing6 What are the BP files associated with Architectural buildings one needs to import to manipulate building health demands?

Edit:Now just a minute here! Isn't the ISU152 a unique unit? Are you'all engaging in hyperbole? Set the ISU152 to (maximum = 1). I agree that AI Spams CT units. How many times have we heard that a Cap can't be placed on the AIs ability to spam units. Since the new developer came on board a lot of AI myths have been busted. At expert level the AI is supposed to select 1 of the 2 most appropriate of 5 possible production choices. The probability of correctly choosing goes down with each degree of difficulty until at easy AI there is a random selection IE 2/5 =.40 at easy, 2/4 =.5 at normal 2/3 = .67 at hard 2/2 = 1.0 at expert. Of course the experts choice of one of the two best options might just be skewed. Would you choose a conscript over say an ISU 152? If you need to obtain map control you would. The problem dear JoJo is not in our stars but in ourselves. Built into the LUA programming language (of which SCAR is a subset) is the flexibility to choose what ever style of I/O one chooses. Boolean Neverbuild_FCN if return=false  is not the same as FCN return= -1, never build; is it?

  • THe production que roster considers many factors (fuel, ETAfuel, threat assessment etc ), before allowing a given type of unit onto the short list as a demand. the priority of the unit on the roster is then modified by the demand_offset. (If I understand the concept correctly the higher the demand_offset is, -ie 15 rather then 12; The higher in the que demand range,  ie 1 to 5; the unit will appear. At some point the FCN_number_of_XSquads_on_map should reduce the demand_offset!

  • We should review the types of return different variables use to make sure we are being consistant.

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

Last edited April 26, 2012 at 8:53 AM by Otto Halfhand

#117083

Re: [1.610] List of known issues

Quote How many times have we heard that a Cap can't be placed on the AIs ability to spam units.

Who said that? You can place a limit to any unit for AI and AI won't build more units then limit, only few(3-6) units are limited in most of AIs. That spam issue is something that is a little different and has problem with demand, long story short if AI sees he can have a good unit in 1 min he will always wait for it that is why AI spams -> so it makes bottleneck that has to be resolved.
I will fix it asap.

QuoteSince the new developer came on board a lot of AI myths have been busted.

Thanks am trying to explain what i know almost every day i learn a new stuff :).

QuoteThe problem dear JoJo is not in our stars but in ourselves. Built into the LUA programming language (of which SCAR is a subset) is the flexibility to choose what ever style of I/O one chooses. Boolean Neverbuild_FCN if return=false  is not the same as FCN return= -1, never build; is it?


DEMAND_NeverBuild is constant with value -9999 which does not mean that we can be 100% sure AI won't build that unit, if AI gets demand table with all units with -9999 demand he will probably build one of them depending on lowest ETA, random factor and other factors that i will explain in other post. I will create some diagram or story to resolve that AI myth about demand.

Problem is someone (probably relic) made that bottleneck cuz all call-in units have demand_offset around 500-1000 that is why they are always on top in demand table and there is no other unit with similar demand and standard deviation(variance) has no effect. IMO all demand_offsets should be at max 100. Also some of them should depend on map control and other more human-like factors.
#117088

Re: [1.610] List of known issues

jojorabbit wrote:
Who said that? You can place a limit to any unit for AI and AI won't build more units then limit, only few(3-6) units are limited in most of AIs. That spam issue is something that is a little different and has problem with demand, long story short if AI sees he can have a good unit in 1 min he will always wait for it that is why AI spams -> so it makes bottleneck that has to be resolved.
I will fix it asap.


I think I love you for saying this :D :D :D
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#117090

Re: [1.610] List of known issues

jojorabbit wrote:
DEMAND_NeverBuild is constant with value -9999 which does not mean that we can be 100% sure AI won't build that unit, if AI gets demand table with all units with -9999 demand he will probably build one of them depending on lowest ETA, random factor and other factors...Problem is someone (probably relic) made that bottleneck cuz all call-in units have demand_offset around 500-1000 that is why they are always on top in demand table and there is no other unit with similar demand and standard deviation(variance) has no effect. IMO all demand_offsets should be at max 100. Also some of them should depend on map control and other more human-like factors.
I think demand_offsets should be maximum = 100 - variance(in integer format) - Demand(in integer format) -that is being offset.

Edit:DEMAND_NeverBuild(-9999)
Never build (for the rest of the game) > FCN(-1) means never.
Can the infinitesimal chance(-9999) be over-ridden by the Boolean (-1)
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

Last edited April 26, 2012 at 10:47 AM by Otto Halfhand

#117091

Re: [1.610] List of known issues

QuoteI think demand_offsets should be maximum = 100 - variance(in integer format) - Demand(in integer format) -that is being offset.


IIRC variance multiplies demand but am not sure need to check it out, will try to explain demand myth asap just to finish this crazy ai error that show on start vs soviet AI.

QuoteEdit:DEMAND_NeverBuild(-9999)

This is kinda function call.
It is defined like this : DEMAND_NeverBuild = -9999
So when you see in code return DEMAND_NeverBuild it is same as return -9999.

QuoteNever build (for the rest of the game) > FCN(-1) means never.
Can the infinitesimal chance(-9999) be over-ridden by the Boolean (-1)

Am not sure what do you mean with this, but Boolean can only be true or false nothing else -1 or similar.
Can you explain this a little more :).
#117093

Re: [1.610] List of known issues

jojorabbit wrote:
QuoteAm not sure what do you mean with this, but Boolean can only be true or false nothing else -1 or similar.
Can you explain this a little more :) .
Some of the LUA variables have a value(null). value(-1) is similar usage. Since Lua allows you to define Functions pretty much however you wish to programmer A will define a FCN_Q one way Programmer B will define the identical function as FCN_R or maybe even FCN_Q, Programmer A returns Boolean(null) Programmer B is uncomfortable using nulls --me for one and defines null=-1. I have seen examples both ways in the limited time I've spent studying LUA. I think you agree it is very confusing. ???
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
#117104

Re: [1.610] List of known issues

Boolean values can be true(represented by with numeric value 1) or false(represented by with numeric value 0), AFAIK it shouldn't be able to accept such value(null/-1). You can assign a string with null or an integer with -1. As booleans cannot be null, they are false by default, unlike strings or integers than start as null/-1... at least on my experience XD.

EDIT:
When dealing with booleans you don't use 0 or 1 but true or false, although you know what is their numeric value if you need to convert something :P.
Mors Indecepta

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

Last edited April 26, 2012 at 3:39 PM by blackbishop

#117143

Re: [1.610] List of known issues

I understand what you are saying. When I started seeing -1 in the LUA scripting it puzzled me too. Apparently Lua accepts the normal Boolean true,false paradigm; the old C language 1,0 paradigm and accepts a condition where nul and -1 are predefined non-false conditions, THere also seems to be a boolean form with 0,1,2 values. Unfortunately all three forms appear in the ai programming for CoH/EF. weirder and weirder.

An example of where the -1 value would be used in EF programming involves unique units like IS3. only one is allowed per faction per game. In evaluating whether to build this unit the boolean true, false is used. Once the unit is produced the boolean value should return nul or -1 IE do not build for the rest of the game. Dollars to doughnuts the coding for unique units does not always conform to this rule though. :P

Edit: BTW Cornell U. was involved with early C language development; probably because IBM had several facilities within an hour's drive. Cornell's engineering school has a tradition that disallows engineering students, (comp sci at the time), form studying logic as a mathematical discipline. binary notation was used for booleans. I am Cornell trained. Not surprisingly I think in binary rather than logical notation.
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

Last edited April 26, 2012 at 9:49 PM by Otto Halfhand

#117144

Re: [1.610] List of known issues

QuoteI think I love you for saying this 

LOL, Thanks.

QuoteApparently Lua accepts the normal Boolean true,false paradigm; the old C language 1,0 paradigm and accepts a condition where nul and -1 are predefined non-false conditions, THere also seems to be a boolean form with 0,1,2 values. Unfortunately all three forms appear in the ai programming for CoH/EF. weirder and weirder.

AFAIK lua is written in C. Don`t mix 0,1,2 with boolean data type. From what i have learned i school there are 3 values for states, 0, 1 and undefined or high resistance aka "don't care" value marked X, see K-tables for logic functions in wikipedia if you are interested. But that is digital electronics.
When i started with programming for me it was easiest to compare true/false with flag or bulb, true -> flag is on, false flag is off :).
What else is so weird? I did not saw any 0,1,2 boolean values in AI, where did you saw them?

Hope it helps.
#117153

Re: [1.610] List of known issues

Too much AI mumbo jumbo.

Brain hurts.  :-X

Back to fiddling with corsix now that I got it to work.
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.
#117286

Re: [1.610] List of known issues

Do not know if it is a bug but every conscript squad I build cost 7 pop with a full 5 equalling 35 pop, I rarely use them as I love Propaganda Doc so I never noticed it before. ???
Here is the replay
They are in front of us, behind us, and we are flanked on both sides by an enemy that outnumbers us 29:1. They can't get away from us now!

Last edited April 27, 2012 at 11:07 PM by MBJrP36

#117288

Re: [1.610] List of known issues

Conscripts generate their own population, so you only need the initial seven free pop.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#117299

Re: [1.610] List of known issues

blackbishop wrote:
Conscripts generate their own population, so you only need the initial seven free pop.

Now I feel dumb, thanks bishop :-[
They are in front of us, behind us, and we are flanked on both sides by an enemy that outnumbers us 29:1. They can't get away from us now!
#117302

Re: [1.610] List of known issues

Don't worry, I'll try to fix that for the next patch, I mean, they will cost zero pop when building so you don't need to have 7 pop free but once they hit the field they will cost 7 pop but will generate their own pop, so it will basically cover this problem.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#117308

Re: [1.610] List of known issues

Quoteonce they hit the field they will cost 7 pop but will generate their own pop, so it will basically cover this problem.


A most clever workaround. You just have to remember as your conscripts take casualties your Pop Cap goes down. This can be confusing when your trying to eke out enough pop for "Tank Riders" or ISU152
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
#117909

Re: [1.610] List of known issues

This was a post of the 1.52 patch thread.

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.
« Last Edit: August 26, 2011, 01:00:54 AM by DrRockzo1986 »

It still occurs in todays patch.
Is it possible to modify something in the files to remove the dig in/out ability for the russians ATs?
Cheers
#117910

Re: [1.610] List of known issues

For now i think hull down is disabled for AI, it will be fixed in next patch ;).
#118258

Re: [1.610] List of known issues

For the latest patch, 1.610, the game works fine for me until I finish a game. When I exit the post-game stats, the game crashes to desktop. This has happened twice. Same conditions. Skirmish, and after exiting post-game stats. The first time was alone with bots on Berlin, and the second time it was with a friend playing against bots on Zhytomyr. Not sure if that helps, but I'll throw it in just in case. Those were also the only two times I've run the mod since I patched it.
#118430

Re: [1.610] List of known issues

While playing EF on the latest patch, i noticed this two issues:
1. American captured by PE mortar hasn't got the smoke barrage abiliity (is this intended?).
2. There is a chance for the Jagdtiger to bounce shots on the British command truck.

Here's a picture from one of the shots that bounced while it's in mid air and the captured mortar.
#118440

Re: [1.610] List of known issues

Thanks for the feedback.

The mortar thingy happens with every faction but amis.

I'll check the British Command Truck, but this is normal for any tank gun. When locked down CW trucks get additional protection because they act as buildings not as vehicles.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#118498

Re: [1.610] List of known issues

That truck doesn't look all set on the ground Black B. :P
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#119484

Re: [1.610] List of known issues

Il-2 Sturmovik's are still not engaging targerts, tested this a few times.

Anyone else getting this problem or just me  :(?
They come for our blood but drown in their own!
#119624

Re: [1.610] List of known issues

The T90 cant destroy buildings it just whittles them down to almost no health and leaves the building invisible which can only be destroyed with an explosive weapon

#119629

Re: [1.610] List of known issues

jeff wrote:
The T90 cant destroy buildings it just whittles them down to almost no health and leaves the building invisible which can only be destroyed with an explosive weapon


I can confirm this but forgot to fix it. Thanks for your heads up.

Updated the list
I identify as a four-eyed bird man. /s
#119648

Re: [1.610] List of known issues

Removed some lines from the list:

Quote* American captured by PE mortar hasn't got the smoke barrage abiliity (is this intended?).
* Partizans can't use Demo charges on same building twice ( they can rig it the first time, detonate, but then can't rig the building again ).


Because aren't clearly bugs from EF. Also, updated the list with the fixed changes in our internal version.

If there is any doubt about why they were deleted, you can read this:

* Demo charges from Partisans are exactly the same than US Engineers use. So this is a bug inherent from the ability itself, probably hardcoded.
* When you capture an US mortar with any faction rather than US, you don't get their smoke.

IIRC that's how they work.
Mors Indecepta

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

Last edited May 16, 2012 at 3:33 PM by blackbishop

#119694

Re: [1.610] List of known issues

When I tried to use partizan demolitions on the rr bridge on Zytomir map the train was in the way. only 3 of 4 points could be wired. I don't know if this has been corrected or not.
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
#121796

Re: [1.610] List of known issues

the coaxle machine gun for the kv-85 (the KV tank with the longer barrel) fires backwards only
#122535

Re: [1.610] List of known issues

Captured by Wehrmacht 17 pounder emplacement lacking the AT gun.
#122547

Re: [1.610] List of known issues

You seem to use a skinpack, please disable it in order to test if the AT gun is still absent then.
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#124119

Re: [1.610] List of known issues

There is an issue with the ability Inspired Assault. When you use it, little pink boxes appear.
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#124152

Re: [1.610] List of known issues

Already detected and fixed :P(see first post)
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#129664

Re: [1.610] List of known issues

Not sure if these have been posted. Did have a quick look. In the latest patch.

- KV-1 coaxial turret mg seems to render behind the turret and shot only forwards.
- Tracks on the SU-76 don't animate at all.
- I also noticed the russian special weapons (ie. AT rifles and MGs) don't render onscreen when fully zoomed out.
#129667

Re: [1.610] List of known issues

The issues with the soviet models were reported already, and will be fixed until the new models are done ;).
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#130494

Re: [1.610] List of known issues

I can personally confirm that the AI will get Zis-3 guns stuck by digging them in.  The AI also seems to not deploy its Zis-5 medic trucks, making them entirely useless.

(using latest versions of both CoH and EF)

I was also wondering if the AI uses artillery spotters properly.  They don't even reinforce the artillery spotter squads to get two men, it seems.  Perhaps it would be better if they only made snipers?

Last edited August 24, 2012 at 2:17 PM by kidersx

#130533

Re: [1.610] List of known issues

You are correct about FO being less then optimal for ai. I operates as a one man sharpshooter(not sniper) and doesn't operate properly without a reinforc AFAIK. It would be better as a two man FO squad and a 1 man Sniper squad IMO.

THe Zis good-humor trucks are built by ai but don't L/D in v1.6.1. The corrected code will probably appear in next patch.
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
#130764

Re: [1.610] List of known issues

When I play the map "Battle Of Mahiljou" it gives you fixed positions when it is set to random and when you set it to fixed, the fixed positions go away.
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#132266

Re: [1.610] List of known issues

You mean the tacmaps shown in the game setup menu?
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#132272

Re: [1.610] List of known issues

Yeah the tacmap's positions are all weird :P
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#132275

Re: [1.610] List of known issues

Lemmeh have a look!

/Fixed
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa

Last edited September 9, 2012 at 4:01 PM by MaxiKing6

#132319

Re: [1.610] List of known issues

I have this error, always happens when the eastern front game will not let me play or one minute
Crash Report #1239273

An unhandled exception has occurred in FactionFix.dll Please check for a newer release.
Help
I have version [IP address redacted]
#132342

Re: [1.610] List of known issues

No shortcuts regular army skills no incentive skills
#134846

Re: [1.610] List of known issues

ive posted this before on another thread a while ago but didnt get replied, so, asking here,

i start up EF fine, and can play AS Soviets fine,

but when i set the game to have a soviet ally or enemy the game crashes at the loading screen. it gets two thirds loaded and it either;
1) plays an error message sound, but i cant minimise the game screen to see it, obviously a fatal error but cant read it.
2) it freezes my computer making a buzzing rumbling noise like a cd thats sticking would in a stereo (sound effects, not computer hardware related)
or 3) the screen would go bright purple, making the same frozen noise.

any help?
#134979

Re: [1.610] List of known issues

Using the EF mod, when I save a runnig game (playing on EF maps), the save file can't be found in the ingame menu. No farther problem, but would be nice to load a game/combat again.
#135040

Re: [1.610] List of known issues

Save a running game ?
What do you mean ?
You are trying to save a not ended game and you want to continue it after period of time ? This is impossible in COH. You can only save finished games and it is called a replay.
#135097

Re: [1.610] List of known issues

Not sure if anyone said this before but Inspired Assault icons appearing above the infantry squad's heads are replaced by a purple pink square thingy.
My personal favorite
#135098

Re: [1.610] List of known issues

I think it has been said before, because it is already added to the list and also crossed out :P.
Mors Indecepta

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