Company of Heroes: Eastern Front
Eastern Front Mod (Read-Only) => Bugs & Tech Support => Topic started by: Miles Dixon on July 06, 2013, 08:26:34 PM
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Hi!
Just to make a thread on this:
1. I seen that the Osheer have some minor issues. The Panzerwerfer, do not show the stats, all are 0, and the name of unit is BLANK.
2. The Panzernest (Assuming is the MG or Bunker) uses the information of Bunker.
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Thanks the the release!
I noticed there are no Ostheer rewards units. I really wanted to try the Sturmtiger :(
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@spaghetti
Yeah, reward units will be used in a next patch.
@miles_dixon
Thanks for the heads up, they will be fixed for the next patch.
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1. The name of the Ostheer units medic halftrack and panzerwerfer read BLANK.
2. The Soviet propaganda doctrine 76mm enplaced infantry support gun is all bright pink.
3. Every time the panzer II shoots at my infantry I am signaled "Unit Sniped".
4. I think for the tank veterancy, the commander and engine descriptions are the same.
Great job on the Ostheer!!!
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The ZiS 3 seems to be incredibly inaccurate, most of the time not firing in the correct direction of the target, not sure if this is a glitch.
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What type of inaccuracy? M10 Wolverine type or different?
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For Soviets, some information should be a bit puzzling, such as:
1. 'Only one commissar is allowed at the same time'. I think it should be text problem again.
2. And the Not one step back, is it means that the units will try to stay alive at all costs (some sort of invulnerable) to build the defenses, I wondering what is has to do with the Conscripts, since only Ingenery can build MGs or firebases? And do it means that when building defenses and this is used, a commissar will pop up to overwatch them? If so, I think it is similar to the The Red Tide doctrine too.
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What type of inaccuracy? M10 Wolverine type or different?
I'm not sure. I had a ZiS target a STuG not far from him who had his rear facing me. I ordered the gun to attack and the first 4 shots did not even hit close to the enemy STuG, they were about 30% to the left of it.
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List of things I noticed when I played a round or two:
General
The smoke from the muzzle flare of tank guns when firing looks weird, like squarish particles instead of the normal smooth ones (although that could be due to my graphic card/settings).
OstHeer
The Ostheer's halftrack doesn't lockdown.
I'm not sure whether it was intended, but the Elefant has no hull-mounted machine gun.
When upgraded with the Defense veterancy upgrade, the Elefant's armour skirts do not appear on the chassis.
USSR
The Outpost doesn't reinforce infantry squads. I don't remember seeing any changes on this, kindly point out to me if there was. On another note, the manpower cost and construction time reduction is greatly appreciated! ^^
When a KV-2 is already on the field, the error message on the KV-2 summoning tab on the commander abilities when moused over reads, "Only 1 Tiger available."
The Penal battalion...upgrade (downgrade? I lol'd when I read the description, good one) for conscripts has the tool tip "Requires Not One Step Back AND". What's the second requirement?
The gun of the SU-76 doesn't elevate very high, but that could be due to modelling limitations.
Partisans' Demolition Charge ability tooltip when in stealth is incorrect; it should be "Must not be in stealth", etc...
On a side note, I'm not sure if it has been asked earlier, but are there any plans to change the M18 Hellcat to be closer to its real life counterpart? High speed, low armour, somewhat better gun than the M10 Wolverine's 3-inch AT and smaller compared to the Wolverine (but slightly wider).
I'll post the USSR screenshots first
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I can answer some of them:
Ostheer:
1. The halftrack (I assume that is the medic half track you mentioned) can only be lock down in the base area. command sector.
USSR:
1. Outpost now only secure points. They need another 50 munitions for reinforcing.
What is your graphic card? If I am correct they did said that the lowest possible need to be in Ge Force 7XXX or ATI 2XXX to play it well in low quality.
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Thx for your input, we'll fix it :)
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-When reinforcing Ostheer Landsers, the name text reads 'Better Versus Infantry'.
-The Panzer 38t has some weird graphical issues when damaged; flashy damage scarring.
-The Panzernest fires tracers off into the distance at a set angle, giving the impression that it isn't tracking/damaging targets (it does this just fine).
-Brandenbergers have no caps/helmets and their weapons aren't visible.
-Brandenburgers' camo doesn't function at all.
-The OBR next has the pink (missing) texture issue, at least on my graphical settings which are mostly medium.
-To the coders, your pathing is off for the Italian vehicles. You have their ebps animator tracing to the ostheer model folder, when in fact the models are located within the Italian folder (you also need to fix your .rgms for this same issue, I was playing with modded pink Semoventes for a bit yesterday. Very entertaining).
-I didn't bother to check the values, but the Elefant tends to miss tanks more often than infantry. (<- balance gripe)
-The Ostheer StuG III seems more effective than the WM one; it penetrated my IS-2 far too often yesterday. (<- balance gripe)
-When the 'medkit bonus' is selected on OH squads, the ability is a target ability with a 15m range with text reading 'Click to force an enemy squad to retreat'. Nothing to do with medkits and it can't target enemy or friendly units.
-I know the OH was made to counter the SU, but it does it too well. Landsers WALK over Soviet units, and with all the redundant pools of H/LMGs and PzJag/PaK support running around, even the AI is a massive pain in the ass. I shudder to see a competent player running around with fully upgraded Landers; even Bren LMG tommies and BAR riflemen flee in terror (not kidding).
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-When reinforcing Ostheer Landsers, the name text reads 'Better Versus Infantry'.
-The Panzer 38t has some weird graphical issues when damaged; flashy damage scarring.
-The Panzernest fires tracers off into the distance at a set angle, giving the impression that it isn't tracking/damaging targets (it does this just fine).
-Brandenbergers have no caps/helmets and their weapons aren't visible.
-Brandenburgers' camo doesn't function at all.
-The OBR next has the pink (missing) texture issue, at least on my graphical settings which are mostly medium.
-To the coders, your pathing is off for the Italian vehicles. You have their ebps animator tracing to the ostheer model folder, when in fact the models are located within the Italian folder (you also need to fix your .rgms for this same issue, I was playing with modded pink Semoventes for a bit yesterday. Very entertaining).
Noted on the buglist
-I didn't bother to check the values, but the Elefant tends to miss tanks more often than infantry. (<- balance gripe)
-The Ostheer StuG III seems more effective than the WM one; it penetrated my IS-2 far too often yesterday. (<- balance gripe)
Elefant uses the same gun as a King Tiger, so it's only decent vs. infantry and not as good as the Tiger I 88mm. It's not really meant as AI vehicle anyways, just like Jagdpanthers aren't exactly efficient vs. infantry also..
StuG III has access to AP rounds with modernization, which increase their penetration values significantly.
-I know the OH was made to counter the SU, but it does it too well. Landsers WALK over Soviet units, and with all the redundant pools of H/LMGs and PzJag/PaK support running around, even the AI is a massive pain in the ass. I shudder to see a competent player running around with fully upgraded Landers; even Bren LMG tommies and BAR riflemen flee in terror (not kidding).
We'll keep an eye on them, but we need some more feedback I guess.. Game has been out for only 1 day now.
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-To the coders, your pathing is off for the Italian vehicles. You have their ebps animator tracing to the ostheer model folder, when in fact the models are located within the Italian folder (you also need to fix your .rgms for this same issue, I was playing with modded pink Semoventes for a bit yesterday. Very entertaining).
All the foreign vehicles and weapons, not only the Italian ones, have the same problem(except the panzer 38t), however, they are not meant to be useable at the moment so, if you use them in your private mod it would be up to you to fix them. They will be fixed in EF when they are needed.
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OMG I'm blind...thanks, miles_dixon. lol I gotta L2ReadTooltipsCarefully.
If I remember correctly, my card is ATI2000-ish. Will check when I get back to it.
Anyone on the Elefant and the Hellcat?
I do agree that elite Landsers feel a bit over-the-top, but that's what the Riflemen's Suppression ability with the BAR is for. Besides, the Americans and Soviet infantry are meant to be paper, the British somewhat less so :P
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I think this is a bug - when you build an Ostheer unit that requires assault or support, and switch between the two during the unit's production, the unit will stop building at 99% and never come out of the building, freezing all production. i can't imagine this being a feature.
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Its not a bug...
ofcourse when you start building something and reconstruct your manifactory during the proccess to produce another stuff you cant finish this thing...
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realism aside, that is just annoying. i built it when i needed it, i expect it to come out of the building. having to check to make sure there aren't any support units building when you need to switch to assault and vice versa is absurd, unless the goal of that mechanic is to purposely slow down the production of the Ostheer, in which case you are putting a band-aid over a gaping wound in design.
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realism aside, that is just annoying. i built it when i needed it, i expect it to come out of the building. having to check to make sure there aren't any support units building when you need to switch to assault and vice versa is absurd, unless the goal of that mechanic is to purposely slow down the production of the Ostheer, in which case you are putting a band-aid over a gaping wound in design.
Frankly, it's also engine related. It's as far as I know impossible to have it the way you want.
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realism aside, that is just annoying. i built it when i needed it, i expect it to come out of the building. having to check to make sure there aren't any support units building when you need to switch to assault and vice versa is absurd, unless the goal of that mechanic is to purposely slow down the production of the Ostheer, in which case you are putting a band-aid over a gaping wound in design.
think of it this way your working in a factory making a product and you get a rush order for another product does that first product continue building no it dont the rush job comes first.
on a bug related note when you build the concrete bunker i see no way to build the cannon for it all it shows is the med bunker but when you place the marker it shows the cannon if i want to use it for offence i have to garrosan it with troops
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The flak is no longer an upgrade, though I cannot remember the reasoning of why it was removed.
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ic ok it would make for nice base def but it's all good if i wanna go defencive i can just play as weir
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Share a few on Ostheer again:
1. The Elephant/ Panzer Tiger (not sure the name), do have some errors in the upgrades (Commander and Engine Upgrade). Cannot know the description of the upgrade.
2. Landser when reach Vet Ace (Vet 4) for Medic Upgrade the icon for Frag Grenade is lost, and replaced with Med Kits In Vet 1 Med kits did not shown up as the description said. However you still can use the grenade via hotkeys.
3. Wondering is the HQ for Ostheer is also Reich HQ? And I think that is the US flag is it? (I think it does not matter that much XD)
4. Someone has mentioned that, but quite a few infantry units' reinforcing tab shows "Better VS Infantry".
5. Finally there is the UI sound (even it is not complete yet) when there are units killed or purchased doctrines/ when a sector is lost, though I only understand "Achtung". Great job and looking forward for the Soviet UI :>
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I'll start by congratulating you on the excellent work!
Now on for the bugs.
1. Brandenburgers: apart from the camouflage and demolition charge bugs, another one is the icon for deploying them disappearsfrom time to time. Also, Brandenburgers don't show on the tactical map.
2. Tank commander veterancy bonus: the text description for the commander bonus is the same as the engine bonus description.
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[...]
3. Wondering is the HQ for Ostheer is also Reich HQ? And I think that is the US flag is it? (I think it does not matter that much XD)
[...]
Ehmm... Have you tried any axis faction on that position? It would happen to anyone even on vanilla and in the other side would be the axis flag. It has always been like that.
The HQ for Ostheer is the same than the Wehr one, just with the correct changes of flags.
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I'm not sure if this is a bug or it was intended, but I when one member of my Soviet sniper team dies, I can reinforce anywhere and the reinforcement comes down by parachute.
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lol :D! What a curious bug :).
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Having done the same sort of thing while coding Europe in Ruins mod...sneaky little RGD coder gremlins methinks, a little hidden mechanic to mess around with. Naughty naughty.
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Ah, that happened because the sniper has the paradrop tags in the ebps and sbps. Relic added it to the regular sniper, but as it does not need to reinforce, we never noticed it.
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Well i gues now i must play ostheer ;D and why `right The jagdtiger model shows missing model or a blue box of doom how i would call that " model "
please fix that
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That was already reported a gazillion of times :P.
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Hello guys,
First things first. Enjoying 2.0 very much.
Small little bug. The PTRS has no firing sound.
Vehicle veterancy shows engine and commander vet having the same text.
Will post more if found :)
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Hey I found a small bug with the KV-2. When you call it in and go to try to get another while it is on field it sais, "only 1 tiger available on the field". Just a small bug and keep up the great work XD
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I've a couple of bugs to report.
1. The Wespe's artillery barrage ability says that it fires six shots but the Wespe only fires four.
2. Any Osteheer squad which captures a deployable machine gun gets re-labelled as an MG-34 squad (although still using the captured MG).
3. The Brandenburgers kill enemies with invisible pneumatic weapons. Oh and some of them have no headgear (helmets, caps..). Must be a fashion statement =)
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2. Any Osteheer squad which captures a deployable machine gun gets re-labelled as an MG-34 squad (although still using the captured MG).
If I am correct, This is applicable to all units in COH. For instanse for US, Soviet, PE and Brit, any unit captures any MG, they will renamed as Heavy Machine Gun Squad, and Wehr as MG 42 Squad even they captures the US MG, and Ostheer as MG34 squad as they are default MG name. But it will still fires that MG's sound.
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This was the commander vet bonus bug that I was talking about on the last page.
(http://imageshack.us/a/img841/4333/3fgp.jpg)
And I think that it'll be a great help for the community and me if you guys tell us the bonuses before the next patch is released so we can all sorta know what we're going in for. ;)
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1. Wespe's name is BLANK
2. To be honest, I don't know what caused this bug, but I wanted to call in Wespe so I had to switch pool to support, I did it and I called Wespe. Then I looked again at my base site, I noticed that OH HQ model went wrong.
(http://imageshack.us/a/img268/9820/4vcm.jpg)
I'm not sure about this, when I was doing these things, I wasn't looking at my HQ.
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Hey guys.. just another small issue I found
the Opel Maultier can be allocated twice, and then it can not be built again.. I just built 6 of those, and can allocate all of them, but I can not build new ones or rebuilt destroyed ones
kind regards,
me
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Another bug to report.
Deployable machine gun teams in a concrete emplacement do not seem to be able to change their angles of fire.
For instance, the MG-34 team set up in a concrete emplacement will always face the rear of the emplacement and refuse to redeploy to face the direction of enemy attack, even when the enemy is within firing range.
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That's not a bug AFAIK. Although I'm not sure if Walki wants to change this :).
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That's not a bug AFAIK. Although I'm not sure if Walki wants to change this :).
Oh, then in which case there would still be a bug because the MG-34 faces the rear of the concrete emplacement rather than the front. When a concrete emplacement is built there are yellow lines to site the arc of fire (just like for any MG nest or bunkers), so one would assume that the MG-34 in the emplacement would follow the same arcs of fire? However, they face backwards instead.
Another (potential) bug to report is that the veterancy for some units involves the unlock of a medical kit (like for the landser [sic?]), however no medical kit icon appears, but an icon to force retreat enemy infantry is present instead.
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Then Walki should check it anyway.
And for the medic ability, as far as I have checked only the text is the one of the force enemy retreat, the icon belongs to the medikit ability. But do not worry, the text will be fixed for the next update.
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Find some few more stuff today:
Soviet union commander with his magic finger
(http://i.imgur.com/ObCXhDO.jpg)
Dual cannon T34
(http://i.imgur.com/mkFRtQn.jpg)
Mysterious hummels
(http://i.imgur.com/0Bxb3h7.jpg)
(http://i.imgur.com/2xcBeYy.jpg)
Abandoned osther emplacement , used by AI but not appear to working
(http://i.imgur.com/BtXXwfU.jpg)
Le wild AND appear at the end of the sentence
(http://i.imgur.com/3bDIACe.jpg)
Some kind of big fail maybe bug or you guys set it that way, it should be "and" because i already have street fighting
(http://i.imgur.com/0PvMNeU.jpg)
There is one more thing, when you lead your man to capturing a sector from your enemy, (from what i saw, while i am using soviet) the flag suddenly turned red and then go down and then go up again to turning into soviet flag
Can you guys make better texture for the soviet flag at all sector?
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1.The guards dp-28 muzzle flash is bugged, it fires its bullets in all directions except forward.
2. Projectile trajectory of the Panzer 38t is weird. It fires underground. IS-2 has the same problem but will be fixed with new model.
3. The SU-76 can keep using its barrage fire ability even after its main gun is destroyed. It will even keep moving sometimes while locked-down.
Will report more if found :)
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Some kind of big fail maybe bug or you guys set it that way, it should be "and" because i already have street fighting
(http://i.imgur.com/0PvMNeU.jpg)
You are no in connected territory, that territory you are standing in is not connect to your HQ.
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@chaosval3
SU76 can rotate on it's spot but he can't move around while locked down. I also find a bit odd your feedback about the DP28 because guards were used a lot in the beta and no one reported anything that obvious :-\.
Replay or never happened.
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Find some few more stuff today:
Soviet union commander with his magic finger
(http://i.imgur.com/ObCXhDO.jpg)
Unless there is more information about this, it is a problem in your end, because I never had any issue with this weapon, not sure if balancers found something either.
There is one more thing, when you lead your man to capturing a sector from your enemy, (from what i saw, while i am using soviet) the flag suddenly turned red and then go down and then go up again to turning into soviet flag
Can you guys make better texture for the soviet flag at all sector?
When lowering the flag red means enemy and the point is owned by your enemy at that moment so there is nothing wrong with that; it happens to all faction flags but as Soviet and Ostheer are the only ones that do not use team colors they behave like that and cannot be changed. Can we make a better flag? Yes, would it work? I doubt it. The texture is very small so you cannot just add a better and detailed flag.
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Some kind of big fail maybe bug or you guys set it that way, it should be "and" because i already have street fighting
(http://i.imgur.com/0PvMNeU.jpg)
You are no in connected territory, that territory you are standing in is not connect to your HQ.
Well the "must be in territory" is one minor problem, but I think the main problem is that you DON'T have street fighting because you chose breakthrough strategy. Street Fighting is in the urban strategy with sniper ace and partisans. I believe it is the first choice on the left of the urban strategy and you need two cp to unlock it. This is intended, so if you chose urban strategy, you don't have to upgrade sturmovie engineers to get a flamethrower. Correct me if I am wrong :P
I also found a bug with the Ostheer Marder II. If you destroy the Marder II's gun (and the sign "main gun destroyed" comes up), It is still able to fire. Nearly killed my IS-2 before I noticed that it was still shooting ;D.
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Do you have a replay for that? There is no way the Marder II could have been firing after the main gun was broken.
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No, unfortunately I don't, sorry. I guess that means it never happened :P. Oh well I'll keep looking around and still see if it happens again.
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Opel Maultier has got Volksgrenadier driver.
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Well the "must be in territory" is one minor problem, but I think the main problem is that you DON'T have street fighting because you chose breakthrough strategy. Street Fighting is in the urban strategy with sniper ace and partisans. I believe it is the first choice on the left of the urban strategy and you need two cp to unlock it. This is intended, so if you chose urban strategy, you don't have to upgrade sturmovie engineers to get a flamethrower. Correct me if I am wrong :P
Actually if you choose Street fighting, if I am correct you can use up to 2 flamethrowers. 1 is from the doctrine that costs 2 CP as you said, then the second flamethrower can upgraded via Armory as well.
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Opel Maultier has got Volksgrenadier driver.
Who dafuq cares? D:
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Hi all
when panzergrenadier of PE "capture" the leg18 of OH , the Vet systeme it's from Soviet, so we cannot choose Offensive or defensive bonus
A+
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Opel Maultier has got Volksgrenadier driver.
Who dafuq cares? D:
I don't understand you Walki, why you don't want to change it? So tell me, why did you (devs) make new skins and other stuff for OH if you could use WH and PE stuff? I'm sorry, but that's how I understand you. The same goes to Famo driver, he's WH driver too.
BTW, these are not really bugs, but I'll write it here. If you guys removed ability to upgrade OH emplacements into AA battery, I think a shadow of Flak in the emplacement (that one which you're seeing before choosing a place to build it) should be removed. The same goes to circle which showing range of this flak if I'm not mistaken.
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Hi! I'm a bit of a newb, not sure what you will need from me to help fix my problem but I will keep a close eye on this forum.
Yesterday, and the day before, my Eastern Front Mod was working great. This morning I get a crash report every time I hit play. :'( I can't imagine what might have changed between yesterday and this morning, but something obviously has. Please help!
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Hey, that driver is special, it can throw grenades if necessary, leave him alone :P.
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i realized something strange after my second time save game with ai and more after that, soviet and osther emplacement (oh flak and all soviet mg emplacement) no longer working and not owned by your team anymore. Can anyone check that
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Were these neutral OH Flak and SU MG emplacements from the AI or your defensive emplacements were neutral as well?
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There's an issue I've been observing, although I'm not sure if it's a bug..
When you view certain Ostheer units/structures from the periphery of your screen, they seem to disappear.
For instance, viewing a Marder II from the periphery of the screen results in the Marder II disappearing, with only the gun floating in midair.
The panzernest when viewed from the same angle, becomes a depression in the ground. The Elefant just totally disappears.
Gameplay is not affected though, I just thought that I'd mention it.
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I think I came up the weirdest one; My own T34 shot to death but animation going on CRASHED my Sniper team! lol. I don't have the replay but that happened.
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That's not a bug and can happen to other faction's medium and heavy tanks ;).
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Playing this game for 4 years, never saw such thing.
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Medium tanks can crush humans, but not allied humans. When units die they become neutral units, then T34s can crush your infantry units as well when going out if control just as a dying Panzer 4 or M4 Sherman would.
Nothing to fix ;D... but interesting to see nonetheless.
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When i build a Lehf18 it is covered in tourqoise cubes labeled RGM error, this was right after today's patch. i took a picture of it using screen lock but i am unsure how to include it in this post
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Were these neutral OH Flak and SU MG emplacements from the AI or your defensive emplacements were neutral as well?
AI OH flak and SU mg emplacement from both side, that mean human player got affected too, when selecting the emplacement, either from AI OH or my soviet army, the emplacement i named above still have soldier inside but it's acting like a somekind of map decoration, not attack the enemy, they all have white hp like houses in the making of a map.
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Hi, the only problem i have experienced with this Ostheer is that the paratroopers and arty with Ostheer faction is a blue box :S Would love to see how they actually look then a blue box :/
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Also when AI uses 75mm leIG18 they postion it so it shoots on their own buildings instead of putting it on a place where it has a clean shot to get the round to get up in the air and not in their own buildings that they are doing all the time with it.
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Did the Brandenburgers have camo removed in this last patch? I just skirmished verus the Russians and the ability was not there. 2.1.0.3 It would appear the demo charge and camo buttons are stacked on top of each other atm, If I select the demo charge and cancel it I can camo,
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I'm not sure if this is right topic but I'll try to describe problem. I've played Moscow skirmish 1vs1 against CPU. I chose Red Army. I was totally suprised when during the game I noticed that CPU is completely passive. Germans had three or four Engineers squads, medic truck and two lands squads. They didn't caputre any sector. I can win with only three Engineers squads, I capturing victory points and that's all. Please patching Ostheer AI.
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Easy Osther AI? Because when i play with normal AI , they usually have like 3 landser squad , around 5 or 7 Marder II , some small panther or panzer something that anti infantry , couple of vehicle that can make small rocket barrage, also 2 or 4 squad with the gas mask.
Here is my screen shot about the emplacement problem after a game save:
(http://i.imgur.com/vzPAKvT.jpg)
Same thing happen to Flak emplacement of Osther AI
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I'm not sure but, that gunner doesn't seem like the one we are using. The maxim looks very different.
Are you sure you installed EF correctly and you can play with other players?
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I'm not sure but, that gunner doesn't seem like the one we are using. The maxim looks very different.
Are you sure you installed EF correctly and you can play with other players?
maybe just the low texture confused you. And yes, i am totally sure i installed things correctly. Well, i never play online before, but hey, i am playing with ai and this happend after save game, also, i updated EF to latest.
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Easy Osther AI? Because when i play with normal AI , they usually have like 3 landser squad , around 5 or 7 Marder II , some small panther or panzer something that anti infantry , couple of vehicle that can make small rocket barrage, also 2 or 4 squad with the gas mask.
Here is my screen shot about the emplacement problem after a game save:
(http://i.imgur.com/vzPAKvT.jpg)
Same thing happen to Flak emplacement of Osther AI
it looks like the AI likes certain units a bit too much. Im going to be implementing some limits for units and better purchase conditions. Thanks for pointing this out.
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@minhvn
Thanks for the heads up, the flak nest and the mg nest will work properly in the next fix.
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found another bug today, can anyone go activate kv2 and then get kv2 instead of su85? I turned on the green button, thing still stay the same.
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Ok this is getting seriously annoying.
Planes in this mod are so unreliable, i love having 200 munitions or 150 munitions or manpower wasted cause the plane does not even fly out on the map! So yes, please fix this please. I am refering Ostheer faction and the carpet bombing and the things they can have. Its soooo unreliable!
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Hi everybody,
I'd like to add some pics. I hope these pics show bug.
Picture 1: You can see I chose Soviet Army and adjusted Ostheer to highest difficulty level (expert).
Picture 2: I captured all territories with only one Engineer squad. Without any offensive from Germans.
Picture 3: You can see that now I'm planning to capture all victory points and still I have all sectors secured.
Picture 4: I took whole map and returned squad to base. Ostheer was still stuck in their base.
Picture 5: Last picture shows that Ostheer recruited only two squads Pioneers and that's all. No vehicles, no additional base infrastructure, no troops.
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Another bug, enemy t34s (I haven't tried shermans or cromwells yet) cannot be "resurrected" by the famo. I can't click on the wreck with the ability. Also, the Wespe's (or whatever self-propelled gun you get from the call-in) name appears as BLANK. Same goes for the panzerwerfer, after you get the incendiary rounds upgrade.
Great work with the ostheer though, and I'm liking the changes to the soviet union, a lot. ^^
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Hi everybody,
I'd like to add some pics. I hope these pics show bug.
Picture 1: You can see I chose Soviet Army and adjusted Ostheer to highest difficulty level (expert).
Picture 2: I captured all territories with only one Engineer squad. Without any offensive from Germans.
Picture 3: You can see that now I'm planning to capture all victory points and still I have all sectors secured.
Picture 4: I took whole map and returned squad to base. Ostheer was still stuck in their base.
Picture 5: Last picture shows that Ostheer recruited only two squads Pioneers and that's all. No vehicles, no additional base infrastructure, no troops.
The ai on this map is bugged.
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Thanks for reply TheVole. Is any chance to fix it? I led Wehrmacht's army on this map in EF v.1.800 and I must to say that Soviets were dogged as a hell. So guys I hope you will find out how to repair AI.
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The AI for Prague is bugged too; if their base is in the southwestern part of the map, the AI doesn't venture out of base at all. Sometimes it will build base buildings and stuff, but otherwise do nothing.
No problems so far when their base is in the northeastern part.