|
Bug thread
Jul 10, 2017 22:09:41 GMT -6
via mobile
Post by bcoopactual on Jul 10, 2017 22:09:41 GMT -6
I have Windows 7 and have the same problem he described. I just never brought it up because the copy-paste method always worked.
|
|
|
Post by williammiller on Jul 11, 2017 9:54:26 GMT -6
I've just found something out about the NWS installer: It seems to look for the serial number in the clipboard, and only in the clipboard, when it gets to that stage. Accordingly, if a user types the serial in rather than copying it to the clipboard (as in my case, where my e-mail client is outside the VM I run Windows in), the "next" button never becomes clickable. Every time I've installed or upgraded RTW, I've had trouble, and gotten around it but forgotten how. Installing SAI tonight, I figured out what's actually going on. Could the installer be fixed to either accept a typed serial, or else provide clearer instructions (to the effect that the serial *must* be pasted)? From my many, many, many tests our installers have always worked as intended under native Windows Vista/7/8/and 10 and accepts the serial number from the clipboard or when manually entered. Your issue almost certainly occurs because you are running the installer emulating Windows under a Virtual Machine layer - there is frankly nothing we can do about that as we cannot control how the VM layer changes some basic Windows operational parameters.
Thanks.
|
|
|
Post by bcoopactual on Jul 27, 2017 3:10:14 GMT -6
Ver 1.34 b1 This probably isn't a bug but it might be a weak spot in the AI so I thought I would share in case it's something that might need and can be addressed for RtW2. 15 months ago in-game, there was a treaty signed that limited ships to 18,000 tons and 12 inch guns. Not much of a limit in 1901 but the British were forced to scrap 6 battleships under construction. In the time since, both myself as the USA and Germany have started new construction that will give us more battleships than the British and the Russians have enough under construction to tie them. I've never seen the British AI allow that to happen, especially this early in the game. I peeked into the gamesave file, the British have access to the same -1 quality 12 inch guns and -2 quality 13 inch guns that they started the game with. I'm just speculating but it looks like the design priority of firepower for Great Britain is preventing the AI from building new battleships because it's currently not building new battleships as long as it can't build its largest caliber. It's been 15 months so I think that it's been long enough to call this anomalous behavior compared to what you would want to see the AI do which is build 12 inch gun armed battleships to maintain its numerical superiority. Plus, the 12 inch -1 gun is better in max range and almost identical in penetration to the 13 inch -2 gun in addition to being lighter allowing more speed or armor so the British AI probably shouldn't be using the 13 inch gun for anything beyond its legacy fleet in the first place. Attachment DeletedI don't see a lot of treaties in game based on my choices so I don't know if this is typical of the AI or just a fluke. I just wanted to share and see if was something that might need to be tweaked in RtW2. [Edit - I went and looked at where the British are in ship design technology. They are about halfway along in researching 3 centerline turrets and started researching it only 2 turns before the treaty went into effect so I guess it's possible that the AI is waiting for dreadnoughts but I don't think so. ]
|
|
|
Post by JagdFlanker on Sept 2, 2017 17:28:18 GMT -6
bombard mission, target is in the middle of the water. searched the entire area and no bombardment target. save attached i.imgur.com/OyQHhAa.png
|
|
|
Post by akizuki on Sept 3, 2017 11:55:05 GMT -6
Found three possible bugs while playing today: 1.) I think this is a bug in the map geometry. Austria (me) vs. France, in a raider chase near Gibraltar I decided to run back east to Sardinia, which I'd taken from Italy. Battle ends, and I find the enemy CL in the middle of Africa! Must be a river boat 2.) This was an annoying one, but again I'm can't easily replicate. I fought a battle where my CA had beaten through several enemies, but broke off before getting the last one due to flooding. I got it down to a leak of ~7/turn and was reasonably close to home, but only going very slow, maybe 5 knots, with over 90% flotation lost. I had been looking at the ship stats to view this when I get the message 'the last enemy ship is sinking', and a victory screen with me still alive - great! I clicked the details, double clicked to view the last sinking enemy (and I think a few others), then closed the report. Then I got a message that the scenario had ended, and *another* victory screen, this time with the CA sinking. I think this is the game behaving as expected, running X ticks after the end and it being enough to sink me, but in that case I'd much rather just get the second report instead of the first hopeful one. 3.) Started a German game, got a coastal raid vs. Russia in the Baltic, sink any 2 ships. Except there were only 2 AUX instead of the usual 4, and DDs didn't count as 'any ship'! I have a screenshot of the win screen for this one, was finally an easy smoking gun for the bug.
|
|
|
Post by JagdFlanker on Oct 1, 2017 18:47:44 GMT -6
|
|
|
Post by garrisonchisholm on Oct 1, 2017 21:49:30 GMT -6
Ver 1.34 b1 This probably isn't a bug but it might be a weak spot in the AI so I thought I would share in case it's something that might need and can be addressed for RtW2. 15 months ago in-game, there was a treaty signed that limited ships to 18,000 tons and 12 inch guns. Not much of a limit in 1901 but the British were forced to scrap 6 battleships under construction. In the time since, both myself as the USA and Germany have started new construction that will give us more battleships than the British and the Russians have enough under construction to tie them. I've never seen the British AI allow that to happen, especially this early in the game. I peeked into the gamesave file, the British have access to the same -1 quality 12 inch guns and -2 quality 13 inch guns that they started the game with. I'm just speculating but it looks like the design priority of firepower for Great Britain is preventing the AI from building new battleships because it's currently not building new battleships as long as it can't build its largest caliber. It's been 15 months so I think that it's been long enough to call this anomalous behavior compared to what you would want to see the AI do which is build 12 inch gun armed battleships to maintain its numerical superiority. Plus, the 12 inch -1 gun is better in max range and almost identical in penetration to the 13 inch -2 gun in addition to being lighter allowing more speed or armor so the British AI probably shouldn't be using the 13 inch gun for anything beyond its legacy fleet in the first place. I don't see a lot of treaties in game based on my choices so I don't know if this is typical of the AI or just a fluke. I just wanted to share and see if was something that might need to be tweaked in RtW2. [Edit - I went and looked at where the British are in ship design technology. They are about halfway along in researching 3 centerline turrets and started researching it only 2 turns before the treaty went into effect so I guess it's possible that the AI is waiting for dreadnoughts but I don't think so. ] Bcoop, just curious how this event ended up- when the treaty ended did they start building DNs again as expected? And how great did the disparity get?
|
|
|
Post by bcoopactual on Oct 1, 2017 22:16:53 GMT -6
It's been a little while. I want to say they finally built some new battleships but their numbers weren't what you would expect compared to the rival navies until I started a war with someone else and their behavior went back to normal with the end of the treaty. I wouldn't swear to that in a court of law though because I can't remember specifics.
|
|
|
Post by JagdFlanker on Oct 8, 2017 16:31:14 GMT -6
|
|
|
Post by JagdFlanker on Oct 9, 2017 10:51:56 GMT -6
the last few games i started using AMCs a lot and it looks like there's definitely some issue with how raider battles are generated basically 50% of the battles generated have both the ships spawning right beside each other and one or both ships starting at 0kts here's a pic at zero ticks with sighting range circle i.imgur.com/zX5D7ef.pngi have the save filed away if you want it
|
|
|
Post by marauder on Oct 9, 2017 11:27:33 GMT -6
the last few games i started using AMCs a lot and it looks like there's definitely some issue with how raider battles are generated basically 50% of the battles generated have both the ships spawning right beside each other and one or both ships starting at 0kts I believe this is a feature unique to AMCs. AMC lets the enemy approach to inspect what they believe to be a normal, unarmed merchant when it suddenly reveals guns and starts firing. The non-AMC ship is "surprised" for a few turns and gets a few debuffs I think.
|
|
|
Post by JagdFlanker on Oct 9, 2017 12:35:49 GMT -6
the last few games i started using AMCs a lot and it looks like there's definitely some issue with how raider battles are generated basically 50% of the battles generated have both the ships spawning right beside each other and one or both ships starting at 0kts I believe this is a feature unique to AMCs. AMC lets the enemy approach to inspect what they believe to be a normal, unarmed merchant when it suddenly reveals guns and starts firing. The non-AMC ship is "surprised" for a few turns and gets a few debuffs I think. well when you put it that way it makes sense - nice!
|
|
|
Post by Fredrik W on Oct 9, 2017 13:51:26 GMT -6
I believe this is a feature unique to AMCs. AMC lets the enemy approach to inspect what they believe to be a normal, unarmed merchant when it suddenly reveals guns and starts firing. The non-AMC ship is "surprised" for a few turns and gets a few debuffs I think. well when you put it that way it makes sense - nice! Yes it is a feature. See Kormoran vs Sydney. Though it shouldn't be in 50% of the cases, but that may be due to a small statistical sample.
|
|
|
Post by HolyDragoon on Oct 11, 2017 8:01:23 GMT -6
Okay, this seems to be a bug I've been replicating a lot in a parallel run to my Portugal one.
Basically, any ship I send for a refit that's not in Northern Europe/The Med gets stuck. It's still there, it's still prone to get delays, but the countdown does not come down at all.
Tried to do it with GB, didn't get any of those problems. This is very strange indeed.
|
|
|
Post by Noname117 on Oct 11, 2017 14:41:50 GMT -6
It sounds like what's going on is that the area you're refitting your ships in is counted as a home area for Portugal but you have no bases there. Sounds like an oversight by the modder, or it could be something wrong with the game in regards to modding. I don't know coding at all so I couldn't really say.
|
|