• Blitz Shadow Player
  • Caius
  • redboot
  • Rules
  • Chain of Command
  • Members
  • Supported Ladders & Games
  • Downloads


k43 at the Gates of kharkov bug?
02-13-2011, 08:38 AM, (This post was last modified: 02-13-2011, 09:18 AM by raizer.)
#1
k43 at the Gates of kharkov bug?
Ok think we got a buggy T(trigger) here. We are playing a mirror game of at the gates of Kharkov. I rode up to the flak unit of the 213 inf and the german 213 remaining units did not unfix. keith, as the russians, did the same to me and my 213 units did unfix.

here are 2 screenies one from my perspective as attacking sovs and one from him as the defending germans that did not unfix-turn 14 btw. Game file is the last attachment; pw is rommel

Didnt matter much as keith got a draw against me, with me playing the ruskies without those 213 unfixing. And he got a major on me with him playing the russkies despite my 213 unfixing. I mean you can get a major without ever venturing into K if you play it right and never unfix those 27 Mkivs and 5 tigers. Keith pretty much smacked me in both games


Attached Files
.zip   k43 213 stuck.zip (Size: 790.08 KB / Downloads: 123)
.zip   keith remains fixed.zip (Size: 701.85 KB / Downloads: 112)
.zip   bobvkeith gates of Khar.zip (Size: 45.78 KB / Downloads: 112)
Quote this message in a reply
02-13-2011, 11:33 AM,
#2
RE: k43 at the Gates of kharkov bug?
(02-13-2011, 08:38 AM)raizer Wrote: Ok think we got a buggy T(trigger) here.

Sorry - not seeing it.

Attached is a JUNK Scn - I just fiddled the Scn in question

If you advance the Russian Unit into hex 6,3 on the first turn
End the turn
Start of the Axis Turn you see that the unit is released and there are no fixed units remaining.

Glenn


Attached Files
.zip   scenario.zip (Size: 2.82 KB / Downloads: 103)
Send this user an email
Quote this message in a reply
02-13-2011, 10:02 PM,
#3
RE: k43 at the Gates of kharkov bug?
yah i cant figure it out because im my game playing the germans they unfixed

here are better screenies of the actual unit boxes and my soviets have been next to this at gun for 2 turns-you can see the 213 is still fixed


Attached Files
.zip   unfixed 1.zip (Size: 501.75 KB / Downloads: 114)
.zip   unfixed 2.zip (Size: 470.71 KB / Downloads: 6)
Quote this message in a reply
02-14-2011, 02:01 AM,
#4
RE: k43 at the Gates of kharkov bug?
Works fine for me. Started the scenario, moved the Germans out of the way and advanced with Soviet armour.

Start of next turn 213th unfixed as per screen shot.

http://i561.photobucket.com/albums/ss60/...harkov.jpg

Sorry can't remember how to insert an image...
Quote this message in a reply
02-14-2011, 03:18 AM,
#5
RE: k43 at the Gates of kharkov bug?
I looked the game file over and sent something to Glenn on it - as everyone says it seems fine in a new game, but for whatever reason this one game doesn't seem right, as Raizer says. Anyway, if we can't replicate it then a fix might be hard to come up with, I can usually replicate most problems but this one seems very unique but no idea why.

Rick
[Image: exercise.png]
Quote this message in a reply
02-14-2011, 06:18 AM,
#6
RE: k43 at the Gates of kharkov bug?
Just a question as I am unclear from the images raizer posted.

In the file posted above, unfixed2.zip you show the 213th ID infantry company unit in (6,1) still fixed. I would ask if the 88mm Flak unit in (12,4) of the 213th ID was destroyed in the Russian turn? I am wondering if by destroying the unit in the Russian turn where this fixed unit is encountered before the game advance routine is done, could cause the game engine to not have a unit of the 213 in contact with the Russians thus causing the "T" trigger to not resolve during the turn advance routine? Thus the 213th ID remains fixed?

Just guessing here because this does seem to be a very isolated and odd case.

I can replicate Stela's post in my game, quite easily and release the entire 213th ID.

Dog Soldier
Fast is fine, but accuracy is everything.
- Wyatt Earp
Quote this message in a reply
02-14-2011, 06:36 AM,
#7
RE: k43 at the Gates of kharkov bug?
bri sent you a turn prior to activation-where the russians are 1 turn from moving up on it and sent you a turn where the russians are adjacent to it. Its funny because those guys sat next to the AA gun for 3 turns and the 213 never activated...
Quote this message in a reply
02-14-2011, 06:55 AM,
#8
RE: k43 at the Gates of kharkov bug?
I will take a look at those files Robert. Guess that means my musing the guns were destroyed outright in the first Russian turn of contact is not the problem.

Dog Soldier
Fast is fine, but accuracy is everything.
- Wyatt Earp
Quote this message in a reply
02-14-2011, 10:18 AM,
#9
RE: k43 at the Gates of kharkov bug?
I have looked it over and I believe found the problem. File save and explanation off to Glenn for consideration. Thanks for the files Razier - DS your call about looking it over further.

Thanks
Rick
[Image: exercise.png]
Quote this message in a reply
02-19-2011, 01:25 AM,
#10
RE: k43 at the Gates of kharkov bug?
Thanks again for the files, Raizer, they led JT straight to the problem. I thought the AT unit was disrupted by fire and thus unfixed, in watching the replay, but it was assaulted and thus unfixed. Anyway, as soon as it lost its fixed status it could no longer trigger the release of the rest of the division.

A very very very rare occurence where this could happen, obviously, as I haven't ever heard of this happening before, but JT has fixed it in a test build so expect this to be resolved going forward with new updates and releases.

Rick
[Image: exercise.png]
Quote this message in a reply


Forum Jump:


Users browsing this thread: 2 Guest(s)