Company of Heroes: Eastern Front
Eastern Front Mod (Read-Only) => Bugs & Tech Support => Topic started by: Blackbishop on March 27, 2011, 12:01:00 AM
-
General
* Kursk mini map is messed up.
* When AI replace a dropped player, looks like can choose again the doctrine to use.
* Delete unused building tabs.
* Sniper Ace, Partisans, Artillery Firebases, ISU-152, have the requirement of <insert unit here> when it reached its hard cap, should be "Only <insert hard cap> <insert unit> available at one time"
Art
* Danko's/Partisans/spotter/conscripts/at crew hats are glitchy.
* SU-100 skin is odd.
* When MG nest gunners are killed and then reoccupied, the MG nest icon changes to AT gun. (this is the icon that floats over the unit not the portrait in the UI)
* T-70 and T-90 Light Tank textures are messed up when damaged.
* Mortar teams have flickering textures.
* Soldier's neck is glitchy in this type of model. (http://easternfront.org/forums/index.php?action=dlattach;topic=5479.0;attach=2520;image)
* M-10 model shows his cannon's color as blue/red/pink in certain graphic settings.
* Engineer's bag could be smoother. (http://easternfront.org/forums/index.php?action=dlattach;topic=5479.0;attach=2524;image)
* RMC's Jeeps icons are missing.
* Soviet vehicles and tanks critical images, "destroyed_main_gun_action" and symbols need rework.
* Both the T-34/76 and T-34/85's hull MG aren't skinned properly.
* The hull MG on the KV-2 isn't properly animated, tracers come from the wrong side. Also KV-2s main gun doesn't recoil when it fires.
US
* Sherman Jumbo doesn't have firing sounds.
CW
//None at the moment.
SU
* ISU-152 can use the barrage ability even if its main gun is destroyed.
* ZiS-5 doesn't have a lock down sign.
* Penal troops are suppressable.
* Tank Riders on tank cannot capture points.
* Activating observer mode in sniper team doesn't affect the spotter (it can be moved around).
* ZiS-2 reinforcement cost is high.
* Make the MG emplacement's crew invincible, as well as the weapon_capture_squads that recrew it.
* The shortcut key for the Ingenery's Cut Wire ability conflicts with that of the Retreat to Medic Truck ability.
* Vet 3 soviet howitzer cannot fire on full range. (http://walki12.wa.funpic.de/relic00005.jpg)
* Upgraded ZiS-2 has no speech.
* DP-28 doesn't drop.
RMC
* In team games, building an OP at any sector captured by RMC won't grant the OP bonus to the allies.
* Achilles doesn't use the "Hull Down" ability properly(no sandbags) and neither has firing animation nor sound.
* Move Achilles next to Staghound to remove the gap between them.
Wehr
//None at the moment.
PE
* Veterancy earned by troops using soviet captured heavy weapons is buggy.
-
Kursk minimap is messed up. You only see the trenches and houses.
Erm and blackbishop what does "Tit" beneath your name mean?
-
It means he have 2k+ posts
-
2nd thing: I played a match with Dzierzan, he had breakthrough doctrine but after a time he dropped. He fielded an ISU152, but then, after a time, the AI started to produce Katyushas ???
Is there an error in coding of drop behaviour of the AI?
-
Umieść cytat
2nd thing: I played a match with Dzierzan, he had breakthrough doctrine but after a time he dropped. He fielded an ISU152, but then, after a time, the AI started to produce Katyushas ???
Is there an error in coding of drop behaviour of the AI?
WTF. This is really bug. I had this before. I was plaing with cephalos and i took Propaganda. After 20min crash error -.-. So cephalos said me that AI changed doc to tanks (dont remeber name of doc).
-
WTF ???: one penal squad got suppressed by a single machine-gun team right after the first bullet was fired!
Map: Sevastopol, see the picture below.
I might add, it doesn't happen all that often, but it happens.
To the Dev. team: to compare - see my penal squad. It gets suppressed only by three Hmgs cross-firing it at a time, or by direct mortar fire (in the file I have uploaded prior to this patch, I only changed pin-down and suppression thresholds' activation values).
-
Will the be a hotfix for this issues or shall we wait for 1.4?
-
tank riders on tank can't capture ;)
-
Kursk minimap is messed up. You only see the trenches and houses.
Forgot to deactivate the alpha channel -.-
If somebody can´t live with that bug till the next patch will be released:
Download the following .rar package, extract it to "Company of Heroes\Eastern_Front\Data\scenarios\mp".
Those files won´t make your EF-mod incompatible to other people who haven´t got this fix.
*Download (http://www.file-upload.net/download-3317098/kursk_tga_fix.rar.html)
Regards,
Mystic.
-
Hi i just spotted a couple of bugs using propaganda strategy
- When MG nest gunners are killed and then reoccupied, the MG nest icon changes to AT gun. (this is the icon that floats over the unit not the portrait in the UI)
- T-70 and T-90 Light Tank texture are messed up when damaged.
(http://img822.imageshack.us/img822/1294/t70texturebug.th.jpg) (http://img822.imageshack.us/i/t70texturebug.jpg/)
Im a DOW1 modder and i've seen this texture issue when for example the hull has two meshes versions and they show up at the same time.
-
Hi i just spotted a couple of bugs using propaganda strategy
- When MG nest gunners are killed and then reoccupied, the MG nest icon changes to AT gun. (this is the icon that floats over the unit not the portrait in the UI)
- T-70 and T-90 Light Tank texture are messed up when damaged.
(http://img822.imageshack.us/img822/1294/t70texturebug.th.jpg) (http://img822.imageshack.us/i/t70texturebug.jpg/)
Im a DOW1 modder and i've seen this texture issue when for example the hull has two meshes versions and they show up at the same time.
Yeah, disabling object scarring fixes it by now, but soon soviet models will be revamped ;D... i say soon but i don't know when will happen, has higher priority than other things but lower than ostheer i think :).
-
Sorry, guys, but these penal squads of yours are worthless, to put it mildly. They get suppressed and pinned down all the damn time!
So, anybody just as upset with this as I am (and I am VERY upset!), check out my little changes to it (only raised thresholds of suppression and pinning down): http://easternfront.org/forums/index.php?topic=5461 (http://easternfront.org/forums/index.php?topic=5461)
NOTE: this file WILL make your game incompatible with those, who don't have it, so back your initial file up!
-
PE bug with vet confirmed: (http://i56.tinypic.com/290wgpl.jpg)
(http://i56.tinypic.com/290wgpl.jpg) (http://i56.tinypic.com/290wgpl.jpg)
I babysitted that basterd until got vet :).
-
These aren't game breaking, but thought you guys might want to know
(http://img35.imageshack.us/img35/1193/relic00013z.th.jpg) (http://img35.imageshack.us/i/relic00013z.jpg/)
- Command Squad's PPS-42 texture isn't properly mapped in the back of the gun
- Major's Cap clips with the back of the head
-
Mortar teams backpack is doing weird things, object scar issue and its put together so weirdly, Also tank guards neck is screwy. The Svt-40 looks odd, Dunno if thats a bug or not though :/(the holes are see through)
-
You mean, you can see through the barrel's holes? Like in this picture?
(http://www.gunpics.net/russian/svt40/svt4027.JPG)
(http://www.gunpics.net/russian/svt40/svt4027.JPG)Mortar teams backpack is doing weird things, object scar issue and its put together so weirdly, Also tank guards neck is screwy.[...]
Could you post an screenshot of both please :).
-
those holes arent blacked out, i can see trough the gun litterly... at moments the front of the gun dosent appear either.
Post Merge: March 28, 2011, 07:36:53 PM
There are a couple pictures i have, The mortar teams back pack has 2 overlapping textures and the picture dosent get it well, i have object scarring turned off. A few other things i didnt mention that i just found going back, And the t34/76 displays outlines of a fuel tank that its superior has.
Post Merge: March 28, 2011, 07:38:02 PM
to save my time the tank guards thing is similar to the Command squads neck, just more off centered...
Post Merge: March 29, 2011, 03:27:17 PM
also the RMC infantry still have the black blob over there beanies..
Post Merge: March 29, 2011, 03:48:36 PM
nevermind Svt-40, Using transperent holes made the back part of the rifle look weird..
-
Hi there,
the ammo-vehicle of the PE will be damaged when driving over it´s own laid mines because they explode by contact. Is this a bug or do you want it like this? Happened to me playing Seelow.
Best regards,
Caen44.
-
Hi there,
the ammo-vehicle of the PE will be damaged when driving over it´s own laid mines because they explode by contact. Is this a bug or do you want it like this? Happened to me playing Seelow.
Best regards,
Caen44.
I'm pretty sure that all units get damaged from their own mines (unless you mean they exploded when the ammo-ht drove over (without any enemies units there)).
-
Hi Rizz,
that is what happened. No enemies around and my ammo- vehicle drove over it´s own mine which explodes and get damaged. I tested it again but never happened anymore. Strange....
Best regards,
Caen44.
-
Hi Rizz,
that is what happened. No enemies around and my ammo- vehicle drove over it´s own mine which explodes and get damaged. I tested it again but never happened anymore. Strange....
Best regards,
Caen44.
Replay or didn't happen :).
-
Hi Rizz,
that is what happened. No enemies around and my ammo- vehicle drove over it´s own mine which explodes and get damaged. I tested it again but never happened anymore. Strange....
Best regards,
Caen44.
Could it have been a sniper?
-
Yeah, I tested this and can't confirm it. May have just been a freak accident :P
-
Perhaps was other type of mine, e.g. schwim mine or Tellermine. Or your enemy found it, defused it and he planted his mine ???.
-
So here's some for ya. Most are old ui stuff related to the Soviet vehicles, either Criticals not working, or them using the wrong criticals and symbols, etc.
- Soviets
The T-34 and T-34/85's critical images don't work. When the tank suffers a Destroyed Track critical, it doesn't show in the critical image. I suspect this is also the case with the other criticals (Damaged Engine, Destroyed Enginer, Destroyed Main Gun), and probably with all or most of the Soviet vehicles.
T-34/85's hull MG isn't animated. It doesn't move, has no firing effects (muzzle flash), and no tracers.
Both the T-34/76 and T-34/85's hull MG aren't skinned properly, the MGs barrel is textured that rough green colour used for the body of the tank.
Neither Tank Rider call-in ability shows how much Population is needed to use the ability, only the Manpower cost is displayed.
The hull MG on the KV-2 isn't properly animated. The MG barrel doesn't move around to point at targets, and the tracers come from the center of the hull instead of from the end of the barrel.
The KV-2s main gun doesn't recoil when it fires, and it's firing sound is pretty weak and hollow. Is that how it actually sounded? I would have imagined it'd sound more impressive, like the Hummel's 15cm gun, and not like the 8cm mortar.
The T-70 still uses the M5a1 Stuart's symbol and criticals.
The T-90 uses the M5a1 Stuart's Criticals and what looks like the Tetrarch's symbol.
The T-34/85 upgrade unlocks an additional tank in the Tank Depot, yet the SU-100 upgrade replaces the SU-85 with the SU-100. It's a little inconsistant.
When the Su-100 upgrade is completed, any SU-85s in que to be produced cannot be finished. This is a common error that occurs when an upgrade is used to replace one unit with another during a game. the operation in the requirement action of the SU-85 is set to "usage_and_display", where as it should be simply set to "usage". The downside to this is that while the old unit is hidden, it can still be produced, and since the AI doesn't need icons to build units, the AI would still be able to build the SU-85 after it's unlocked the SU-100, unless the SU-100 has a significantly higher priority.
If your not going to make the SU-100 an additional unit unlocked by the upgrade (leaving the SU-85 still available), at least fix this.
The SU-100's skin is shockingly this bright tan colour, and is far brighter than anything else ingame. One of your skinners should take a look to fix it.
The SU-85 and SU-100 use the Hetzer symbol, and what appears to be SU-76 criticals.
When the T-70 suffers a destroyed main gun, there is no change in the model (like the gun model being replaced with a broken, blackened wrecked gun).
The KV-2 uses the Churchill AVRE symbol and criticals.
The T-34/85 uses the same symbol and criticals as the T-34/76, it needs it's own with a longer barrel and reshaped turret, so players can tell the difference at a glance.
SU-85s have astounding accuracy! In a duel between an SU-85 and a StuG IV ingame, the SU-85 never misses the StuG, but the StuG misses the SU-85 about half the time. Is this intentional?
Post Merge: April 02, 2011, 01:05:24 PM
Some bugs i noticed back in v1.3, some may have been fixed, but i can confirm that most are till there, some having been around since v1.0!
- Soviets
The speech sounds of the Soviet are too quiet compared to the other factions, you should edit their speech sound files in order to increase their volume.
MG crew of the Base defensive MGs can be killed quite easily, without the emplacement taking much damage. The Brit emplacement your using a copy of has a crew that is invincible, and are killed when the emplacement is reduced to a certain level of health. I suggest you make your MG emplacement's crew invincible, as well as the weapon_capture_squads that recrew it.
When a conscript with a rifle dies, his rifle isn't passed to an unarmed squad member. Because of this, it's possible to have all the armed Conscripts die, and be left with a 4 man squad with no weapons. This is a bug that has been around from the first release, and i'm really disappointed that you haven't fixed it yet, especially since making slot_items really aren't all that hard.
The Sherman 76's level 3 veterancy icon is the same as it's level 2 veterancy icon.
Some Soviet units must have a munitions cost for the Upkeep, as playing the Breakthrough Doctrine i had 0 munitions income while holding 2x +5 Munitions and 2x +10 Munitions points. Units i had were 2x Strelky, 2x Guards, 2x Ingenry, 2x T34/76, 1x Sherman 76mm, 1x SU-85, 1x SU-100, 1x ZIS-5 Medic Truck, and a captured HMG42. I've researched both upgrades in both the Support Barracks and Tank Hall, and the SU-100 and Red Banner Strelky upgrades from the Armoury.
The building tabs in the Taskbar have a gap for where the Motorpool would be. Since the Soviet faction only has the 5 buildings (including HQ), you should remove that icon and move the Tank Hall and Armoury icons over to fill the space.
There are two Tank Rider call-in abilities, one for the T-34/76 and one for the T-34/85, however there is nothing in the name, description, or icon to tell them apart. If your going to have them as two seperate abilities so the player can choose either (instead of having the T-34/85 one replace the T-34/76 ability after the T-34/85 upgrade is bought). Adjust the text of the ability's name and description so that they can be told apart.
There is a pink box around the icon of the MG dugout when it's recaptured.
Veteran ZIS AT Gun costs 96mp to reinforce each man. FAR TOO MUCH!!!!!!
The shortcut key for the Ingenry's Cut Wire ability conflicts with that of the Retreat to Medic Truck ability. You should change the Wire Cutters hotkey.
- Royal Marine Commandos
Achilles has no recoil animations, firing effects, or firing sounds.
There is a gap between the Staghound and Achilles icons in the production menu of the Field HQ truck, like there should be something there. As those are the only two units spawned there, the Achilles should be moved to slot 2.
- Wehrmacht
The Tiger uses the Tiger Ace model with the Tiger model, this causes the Tiger to use the incomplete Tiger Ace wreck model, which uses it's regular skin instead of a wreck skin, and has many parts missing (like the whole right side of the tank).
The Axis HQ is the Mortar Bunker, yet is still has all the HQ accessories spawn around it. It looks cluttered and ugly. You should remove the accessories from spawning around it.
Engineers cannot place Demo charges on the Axis Mortar Bunker HQ.
Axis Mortar Bunker HQ cannot die! It reaches about 5% and sits there, and won't die regardless of how much damage it takes. This is a well known bug with the Mortar Bunker models when their used for the HQ (their fine otherwise), you guys should know this, it's been posted about numerous times on the RelicNews forums, and even if you didn't, your testers should have picked up on it.
- Panzer Elite
The Bergetiger uses the Tiger Ace model (through the Tiger.abp file) instead of the just Tiger model, this causes there to be a black barrel showing under the crane, and also causes the Bergetiger to use the incomplete Tiger Ace wreck model, which uses it's regular skin instead of a wreck skin, and has many parts missing (like the whole right side of the tank).
-
All Tiger related issues were fixed.
Some of the things you posted are not bugs (such as muni upkeep on Sov tanks).
Axis Mortar Bunker HQ? I have no idea what that is.
Model and Criticals are low prio, since doing those changes, takes valuable time from Ostheer development.
-
@Lethal Dosage
Thanks for your observations, i've posted the new ones in the first post; but a lot of bugs you described have been fixed in 1.31, like the conscript bug.
-
I think he's talking about those Mortar Bunkers that are on certain maps that are fixed and normally damaged. When you repair them you can garrison it and then you have access to 81mm barrages to a fixed range, though that are rapid fire and have short cool down.
Since they're 81mm they're assumed to be axis.
Veneris Ridge? I think it is called, I guarantee you there is one on the north east side of the map.
The mortar bunker isn't supposed to die. When you destroy it if it's in the enemy hands, it hits 5% health and goes neutral. It's meant for that to happen because it's a natural bunker.
-
@Cranialwizard
Yeah, i have no doubt Rizz know about them but what has to do a Mortar Bunker Structure with an Axis HQ?? He said that the Axis HQ is a mortar structure instead of the normal HQ, but with all the stuff that the normal HQ has.
-
@Blackbishop then honestly I'm not sure what he's rambling about. Maybe he's just mixing up words ???
-
* Soviets can now drop DP-28.
Are you sure Devs?
I was testing this and DP-28 didn't drop. I built maybe 30 or more stenkly and i was killing them: mortars, explosives and nothing. Then I used them against the enemy, and again nothing, DP-28 didn't drop.
-
* Soviets can now drop DP-28.
Are you sure Devs?
I was testing this and DP-28 didn't drop. I built maybe 30 or more stenkly and i was killig them: mortars, explosives and nothing. Then I used them against the enemy, and again nothing, DP-28 didn't drop.
I haven't tested but drops are casually affected by retreats and abilities. Make sure the "stand your ground" ability isn't active.
Though now that you mention it I've never seen one drop..
-
-M10 barrel is blue/red/pink (saw all three colors :P)
(http://walki12.wa.funpic.de/relic00004.jpg)
-Vet 3 soviet howitzer cannot fire on full range
(http://walki12.wa.funpic.de/relic00005.jpg)
-ZiS 2 upgraded has no speech.
-
Updated list of bugs 'till now.
@walki1
lol... that's a hippy tank ;D.
-
lol... that's a hippy tank ;D.
I miss the smoke coming out of the drivers hatch :P.
-
Hi I have a very serious problem.in the middle of playing the game just stuck as broken record, and the only way to get out of the game is to go restart plz help :)
-
Hi I have a very serious problem.in the middle of playing the game just stuck as broken record, and the only way to get out of the game is to go restart plz help :)
Wrong topic, but i can give you a link from a topic of this section where this is explained:
I got an "Unable to create report. Please verify there's enough space in your TEMP folder" error message or Eastern Front just freezes and the sound effects loops and I have to restart my PC. (http://easternfront.org/forums/index.php?topic=1677.msg56631#msg56631)
-
hi, the RMC engineers left arm patch looks a bit strange (mirrored). the right arm looks normal.
-
hi, the RMC engineers left arm patch looks a bit strange (mirrored). the right arm looks normal.
That's normal and happens to every infantry unit afaik.
-
hi, the RMC engineers left arm patch looks a bit strange (mirrored). the right arm looks normal.
That's normal and happens to every infantry unit afaik.
I read, there's a solution for this, and even recall seeing an asymmetrical skin, but, I guess, it's not that much of an issue ATM. Maybe a lot later, when all other things are done.
-
soviets who take one mg (no matter if its us or german gun) are shown as american mg teams (i mean the picture of the unit)
its not a big thing but maybe its possible to create a soviet art for mg-teams even if they don´t have their own mgs
-
what picture seems better?
(http://i53.tinypic.com/287hqgo.jpg)
(http://i53.tinypic.com/2wlyrg6.jpg)
-
The first one for me.
-
I like the second one better - it's got some "feel" to it ;)
-
1st one is soooooo cooooool 8)
-
Second one is better, First one looks like engineer with ammo and it looks weird.
-
1st one is soooooo cooooool 8)
No-o-o, it's just boring! And it looks to much like an american one...
Besides, what is wrong with his casket? It has got three holes in it! He must've been using it as a dummy to distract snipers, I guess.
-
lol.. ok, by now we have:
(http://i53.tinypic.com/287hqgo.jpg) (http://i53.tinypic.com/287hqgo.jpg)
First Pic (http://i53.tinypic.com/287hqgo.jpg): 2 votes.
(http://i53.tinypic.com/2wlyrg6.jpg) (http://i53.tinypic.com/2wlyrg6.jpg)
Second pic (http://i53.tinypic.com/2wlyrg6.jpg): 2 votes.
(http://i54.tinypic.com/x5nlds.jpg) (http://i54.tinypic.com/x5nlds.jpg)
Third Pic (http://i54.tinypic.com/x5nlds.jpg)
-
i vote for nr 2^^
-
Hey Blackbishop
Maybe you should make new topic for voting, which pic is the best.
More members could vote. What do you think about this idea?
-
I vote for the second pic too.
-
No. 2 also for me. Simply because it's unique.
-
lol.. ok, by now we have:
(http://i53.tinypic.com/287hqgo.jpg) (http://i53.tinypic.com/287hqgo.jpg)
First Pic (http://i53.tinypic.com/287hqgo.jpg): 2 votes.
(http://i53.tinypic.com/2wlyrg6.jpg) (http://i53.tinypic.com/2wlyrg6.jpg)
Second pic (http://i53.tinypic.com/2wlyrg6.jpg): 2 votes.
(http://i54.tinypic.com/x5nlds.jpg) (http://i54.tinypic.com/x5nlds.jpg)
Third Pic (http://i54.tinypic.com/x5nlds.jpg)
#2
I like the hat.
-
Hey Blackbishop
Maybe you should make new topic for voting, which pic is the best.
More members could vote. What do you think about this idea?
It's not that important ;D... that's why i just put it here.
-
1: Sorta looks like guards
2: Got my vote
3: Reminds me of sniper team
-
2 one there is already unused model like this in the mod
-
Ok, Winner is #2!! ;D
-
I know this is off topic but on the Stalingrad map if you are on fixed positions and start on position one, the mansion with surrounding wall to the north west of position one has three buildable units in, i believe once you garrison it, they are the command squad which has no picture and is a US officer and the others are US engineers and US sniper maybe it was just a one off but it was certainly strange, lol its actually pretty cool i built the command squad and out popped Captain America with binos and sweet captains helmet and colt .45, he has the retreat ability for enemy infantry. Just a shame its Stalingrad... PS. How come the US officer isn't used in skirmish it? I know its used on the extra game mode Operation: Assault, it would add something to that faction i suppose...
-
I know this is off topic but on the Stalingrad map if you are on fixed positions and start on position one, the mansion with surrounding wall to the north west of position one has three buildable units in, i believe once you garrison it, they are the command squad which has no picture and is a US officer and the others are US engineers and US sniper maybe it was just a one off but it was certainly strange, lol its actually pretty cool i built the command squad and out popped Captain America with binos and sweet captains helmet and colt .45, he has the retreat ability for enemy infantry. Just a shame its Stalingrad... PS. How come the US officer isn't used in skirmish it? I know its used on the extra game mode Operation: Assault, it would add something to that faction i suppose...
I know this, i saw this in other maps. And maybe you should post it in mapping section.
1 question: Are these bugs are mostly fixed?
-
ok will do friend
-
I know this is off topic but on the Stalingrad map if you are on fixed positions and start on position one, the mansion with surrounding wall to the north west of position one has three buildable units in, i believe once you garrison it, they are the command squad which has no picture and is a US officer and the others are US engineers and US sniper maybe it was just a one off but it was certainly strange, lol its actually pretty cool i built the command squad and out popped Captain America with binos and sweet captains helmet and colt .45, he has the retreat ability for enemy infantry. Just a shame its Stalingrad... PS. How come the US officer isn't used in skirmish it? I know its used on the extra game mode Operation: Assault, it would add something to that faction i suppose...
I know this, i saw this in other maps. And maybe you should post it in mapping section.
1 question: Are these bugs are mostly fixed?
Which bugs :P?
-
I think he means the "known issues" ;)
-
Except for art stuff, everything else is pretty much done.
-
Dunno if its posted already but the track broken sign on the vehicles minimap is not shown for SU 85 when hit by a PE ATHT
-
British counter battery is targeting flamethrowers, enemy units which threw a grenade or used panzerfaust. (My favorite bug in CoH)
If you recrew a ZiS-2 with a 2 men sqaud you aren't able to reinforce it near a barrack & hq
-
Dunno if its posted already but the track broken sign on the vehicles minimap is not shown for SU 85 when hit by a PE ATHT
Do you have the replay?
-
Sometimes soviet at crew can survive the destruction of the weapon is very rare bug but wierd.
-
Sometimes soviet at crew can survive the destruction of the weapon is very rare bug but wierd.
Yeah, I've seen it too, but a very long time ago. Like half a year, or so.
It was very useful back in the times, when soviets could not re-crew, since these guys could.
-
haha happened to me recently - I had a 1 man crew running around, i reinforced them back to full strength(for fun/curiousity) at 100+MP a guy. and POOF a zis gun appeared like magic :o
-
Lol I have to try that too :P
-
When you retreat a unit and its in front of the HQ, sometimes is still on retreat and you cant use it a bit of a time (in my example a command squad)
-
KV-2 had no treads in one game, even though it was alive. Also, sometimes dead tanks will still have their wheels moving.
Attached is picture of KV-2 with no treads.
-
KV-2 had no treads in one game, even though it was alive. Also, sometimes dead tanks will still have their wheels moving.
Attached is picture of KV-2 with no treads.
Perhaps it was because soviets model don't have scarring. This will be fixed some time later, when the soviet models start to be redone.
When you retreat a unit and its in front of the HQ, sometimes is still on retreat and you cant use it a bit of a time (in my example a command squad)
That's a sounds like a Relic bug, don't think we can do something about it.
haha happened to me recently - I had a 1 man crew running around, i reinforced them back to full strength(for fun/curiousity) at 100+MP a guy. and POOF a zis gun appeared like magic :o
That bug is unfixable afaik, it happens when your ATG has more than 3 soldiers as crew.
-
Thread locked.
New thread here (http://easternfront.org/forums/index.php?topic=5955).