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Post by thecarthaginian on Sept 3, 2015 10:27:20 GMT -6
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Post by randomizer on Sept 3, 2015 12:37:19 GMT -6
Keep getting this error message when I try to engage in a raider battle. The saved game where this is happening would probably help.
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hg42
New Member
Posts: 12
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Post by hg42 on Sept 3, 2015 15:47:10 GMT -6
Hi there - here's a bugged bombardment (UK vs Italy, Cyprus) - a fair proportion of the Italian force started immobilised off the bombardment target and stayed there permanently (or seemed to, I turned around and left so as not to turn the game silly...)
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Post by thecarthaginian on Sept 3, 2015 19:38:16 GMT -6
Keep getting this error message when I try to engage in a raider battle. The saved game where this is happening would probably help. What do I need to send? Just zip/rar the save folder or is there a particular file within?
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Post by randomizer on Sept 3, 2015 21:07:50 GMT -6
The saved game where this is happening would probably help. What do I need to send? Just zip/rar the save folder or is there a particular file within? Zip the entire GameX folder from the Save folder and post it here as an attachment. Some context, such as action taken before the turn was advanced may help reproduce the issue. Thanks.
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Post by thecarthaginian on Sept 4, 2015 1:22:00 GMT -6
What do I need to send? Just zip/rar the save folder or is there a particular file within? Zip the entire GameX folder from the Save folder and post it here as an attachment. Some context, such as action taken before the turn was advanced may help reproduce the issue. Thanks. OK, it's also doing it on any save now.
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Post by Fredrik W on Sept 4, 2015 10:22:40 GMT -6
Zip the entire GameX folder from the Save folder and post it here as an attachment. Some context, such as action taken before the turn was advanced may help reproduce the issue. Thanks. OK, it's also doing it on any save now. Thanks for the save, that was fine. However, I cannot replicate the problem. I played two raider battles and everything worked fine. Could you describe exactly how it happens and what you do immediately before the error appears?
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1.1 Bugs
Sept 4, 2015 11:40:34 GMT -6
via mobile
Post by thecarthaginian on Sept 4, 2015 11:40:34 GMT -6
IIRC it was when my raider got intercepted. I reinstalled. Hopefully that will fix it.
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Post by gornik on Sept 6, 2015 12:52:08 GMT -6
Probably not bug, but strange fleet behaviour. When battleline form from several divisions, some of them make strange "turn away", breaking the line and allow enemy to cut off some ships. It's usually looks like this: Attachment DeletedThis battle happen in calm sunny midday; as circles show, there is no torpedo treat; battle began five minutes before and no ships are damaged. but Habsburg decided to flee for unknown reason. She performed such manoeuvre THREE times, so lead division stayed alone against French fleet. If there are different types of ships in line, problems became worse-CA prefer to move independently even in "core" formation, and soon distance to the rest of fleet become too large to support them (BTW, CL in support role seem afraid enemy B much less, than CA in core). AI suffers from this problem too. Another strange thing is automatic detaching of ships with flooding. Typical situations: - Ship got insufficient flooding and was detached. Next minute flooding stops, but ship stay independent for half an hour and than should turn away to division tail. Not dangerous but annoying. - Ship got sufficient flooding, was detached but still steam at full speed (in Rear Admiral mode ships detached from lead divisions stay at player's control with division speed, but automatically controlled ships sometimes do the same). Soon flooding increases due to fast speed and become nearly unstoppable. This is usually AI problem as I may control my ships. - Ship got sufficient flooding, was detached but some minutes later reattached again. Flooding continues, and I usually see this only several minutes later, so flooding may increase to unstoppable. Also such ship can't be detached manually before flooding level become serious. Most dangerous situation. - Ship got sufficient flooding but wasn't detached. If it is spotted by player, nearly the best situation, as I may decide, what to do. If not... well, it would be admiral's failure Is there any system in detachment/reattachment of ships with flooding?
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Post by tmp on Sept 7, 2015 18:37:14 GMT -6
This is for both 1.2 version of the game and 1.1 and possibly an oversight rather than a bug -- when designing ships, it's not possible to put a fire control director on CLs at all, until Secondary Director tech is acquired. If this is done with intention to limit the director controls to heavier ships initially, then fair enough, but at the same time it's perfectly possible to put the directors on DDs and even MS as soon as they're invented, which can lead to odd situation where for a number of years the CLs are the odd man out, with the worst fire controls in the whole fleet..?
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Post by trenton59 on Sept 7, 2015 19:12:56 GMT -6
The tech does say that it allows Director control for light cruisers in particular, but you are right that it's strange that Director control is available for even smaller ships before that.
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Post by namuras on Sept 8, 2015 2:54:49 GMT -6
This is for both 1.2 version of the game and 1.1 and possibly an oversight rather than a bug -- when designing ships, it's not possible to put a fire control director on CLs at all, until Secondary Director tech is acquired. If this is done with intention to limit the director controls to heavier ships initially, then fair enough, but at the same time it's perfectly possible to put the directors on DDs and even MS as soon as they're invented, which can lead to odd situation where for a number of years the CLs are the odd man out, with the worst fire controls in the whole fleet..? Just fired up the 1.2 version and at the start of the game it is definetly possible to equip FCS on a CL...
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Post by Fredrik W on Sept 8, 2015 9:13:13 GMT -6
This is for both 1.2 version of the game and 1.1 and possibly an oversight rather than a bug -- when designing ships, it's not possible to put a fire control director on CLs at all, until Secondary Director tech is acquired. If this is done with intention to limit the director controls to heavier ships initially, then fair enough, but at the same time it's perfectly possible to put the directors on DDs and even MS as soon as they're invented, which can lead to odd situation where for a number of years the CLs are the odd man out, with the worst fire controls in the whole fleet..? Normally, directors for DDs will only be available quite late in the game, later than for CL, but it might be that through some quirk of luck in tech development you have missed out on secondary/CL directors.
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Post by tmp on Sept 8, 2015 11:38:56 GMT -6
Just fired up the 1.2 version and at the start of the game it is definetly possible to equip FCS on a CL... What I meant was you are limited in what sort of control systems you can equip -- the central rangefinder and central firing is indeed available for CLs like for everyone else from the start (or from the moment you invent them) but you can only fit directors on CLs after you invent an extra tech in addition to the directors themselves, while other, smaller ship classes seem to lack this limitation, which felt counter-intuitive. Normally, directors for DDs will only be available quite late in the game, later than for CL, but it might be that through some quirk of luck in tech development you have missed out on secondary/CL directors. Oh, is fitting them on smaller ships tied to some later tech then? (advanced directors, i'd presume? nothing else in my research screen sounds like it'd be it) If so then yes, probably just a research fluke of my scientists getting stumped with the secondary director invention. Though maybe, seeing what effect it can have, it'd be sensible to either - change the tech tree so you have "secondary director" and "directors on CLs and smaller ships" - or modify that advanced directors (or whatever tech it is that allows to put directors on DDs and such) so it also enables directors on CLs, even if you somehow miss out on the secondary director tech..? it just feels a bit odd, that's all =)
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Post by namuras on Sept 8, 2015 12:07:45 GMT -6
Just fired up the 1.2 version and at the start of the game it is definetly possible to equip FCS on a CL... What I meant was you are limited in what sort of control systems you can equip -- the central rangefinder and central firing is indeed available for CLs like for everyone else from the start (or from the moment you invent them) but you can only fit directors on CLs after you invent an extra tech in addition to the directors themselves, while other, smaller ship classes seem to lack this limitation, which felt counter-intuitive. Normally, directors for DDs will only be available quite late in the game, later than for CL, but it might be that through some quirk of luck in tech development you have missed out on secondary/CL directors. Oh, is fitting them on smaller ships tied to some later tech then? (advanced directors, i'd presume? nothing else in my research screen sounds like it'd be it) If so then yes, probably just a research fluke of my scientists getting stumped with the secondary director invention. Though maybe, seeing what effect it can have, it'd be sensible to either - change the tech tree so you have "secondary director" and "directors on CLs and smaller ships" - or modify that advanced directors (or whatever tech it is that allows to put directors on DDs and such) so it also enables directors on CLs, even if you somehow miss out on the secondary director tech..? it just feels a bit odd, that's all =) Hmmm... i fired up the game again and went thru different saves... and the type of FCS available to CLs never differs from others...
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