Company of Heroes: Eastern Front

Eastern Front Mod (Read-Only) => Bugs & Tech Support => Topic started by: Copernicus on May 27, 2011, 11:53:27 AM

Title: [1.4] List of known issues
Post by: Copernicus on May 27, 2011, 11:53:27 AM
Post issues and bugs in here. Be as accurate as possible.
Posts without any relevant information will be deleted.
Old thread (v1.31) here (http://easternfront.org/forums/index.php?topic=5479).


General
- World wrecks in multiple Eastern Front maps seem to be selectable.
- Leningrad produces a Scar-Error (check leningrad_id.scar file and change the name of the markers)
- Battle of Mahiljou has no description
- The map "Battle of Mahiljou" has 4 salvageable wrecks. 3 of them are American p47 thunderbolt which give about 75 ammo each. The wrecks should be changed to Henschel.
- Hinderdam has no description.
- Fixed Brits issue when they park in an allied area.
- Picked up Bren Light Machineguns are invisible.




Art
- Soviet Mortar changes it's skin after being set up.
- new Tiger Ace call in button (custom icon above head) is bright pink (missing icon?)



US
-The reward Sherman 105 has some kind of an issue with its barrel...it wont elevate its gun up.
- Upgrade of the M4 Sherman 105 says: "Upgrade the M4 Crocodile with a Bulldozer."
- Sherman M4 105 can use defensive smoke without being researched.
- Fixed Sherman 105's smoke ability working even if it's main gun is disabled.




CW
- Double click on Stuart or Staghound select both of them.
-Since 2.602 patch Recon sections cant build trenches anymore, in EF they can.

-If you play as vanilla brits you will still see 4 building icons, including the glider one, but vanilla brits dont have that building, only RMC does. Unfixable AFAIK, as RMC uses the same faction files than CW we cannot implement a separate GUI.



SU
- MG crew (out of a MG dogout) running around in a AI game. Then I found a empty MG nest near their base... (bug for Soviet AI).
- Medic Truck randomly stops to heal infantry. Vanilla Bug AFAIK, fixed as possible as we can.
- PTRD animation is bugged when a grenadier using an MP44 picks it up.
- Sturmovies are bugged when capturing heavy weapons and shows a DP-28. (http://easternfront.org/forums/index.php?action=dlattach;topic=6155.0;attach=3534;image)
- Soviet MG dugout has SU-76 description Not in english at least :P
- whenever there is a British player, Russian outposts no longer secure points and you can't reinforce from them either
- SU-122 model makes the game crash. IMO model needs re-exporting. Issues importing RGM in Max also. Issues related to scarring/damage markers suggested by DMPs (Game having trouble reading the model, so is Max). - Dragon93
- Naval infantry PTRD-41 in low graphics is bugged (allows to have svt40 and PTRD on one soldier at the same time)

- doctrinal "For the motherland" icon and quit suppression icon from the Command Squad differ. Instead the Command Squad's suppression icon is used for Marine Units in the Propaganda doctrine - is this intended? New icon added for Navals
- Sniper-Ace doesn't seem to have a fire sound while under One Man Army ability. It does have sound for me.
- KV-1 has bugged mg on the back of the turret. fires even at targets in front of the tank and doesn't rotate with turret (when turret is rotated the MG fires out of nowhere)
- Bug found while recrewing the zis-3 gun is now fixed.
- ZIS-3 Emplacement reads "17 pounder gun"

- a Russian Sniper in spotting mode can not retreat, but gets an exclamation above its head, rendering it inop for the player
- repairing a Russian outpost does not work. Engineer seems to be repairing (blue wrench is hovering over the outpost) but damage does not lessen.
- description of Su-122 call-in is the same as of the KV2
- the 'Retreat to medic truck' button covers up the sabotage strategic point ability for Partisans
- Molotovs have the wrong criticals.
- Soviets can use molotov cocktails, AT grenades, AP grenades, smoke grenades and satchel charges if are suppressed.
- SU-76 wreck has the wrong wreck.
- Sturmovie ingenery cant sweep mines. Fixed ???
- SU-76 rotation speed decreased.



RMC
- Additionaly if you select lets say Field Support Truck through icon and you have the Commandos doctrine and a glider landed it will select that glider instead of the actual building.
- Starting SAS Sappers have 5 soldiers instead of four. We cannot make it a 4-man squad by default so, we killed the fifth one :P




WM
- Tiger Ace has the wrong wreck.
- StuH cost set to 600MP.
- Stormtrooper invisible icon is in cloaked status when the unit isnt cloaked.
- I can't reinforce Soviet captured mortar cause the reinforcing icon does not appear. Hopefully fixed ???
- Fixed green turret bug on Black Tiger.



PE
- Jagdpanzer IV's hull MG seems to have no firing sound
- PE's Jagdpanzer can skid sideways and backwards. Replay attached. (http://easternfront.org/forums/index.php?action=dlattach;topic=5955.0;attach=3255)
- the Nashorn reward unit is still called Flak 88 in the tech-tree
- Ketten has two camo buttons.
- When the Jagdpanther dies the Tiger Ace crew is given.
- If a set up Scout Car dies the sector will remain with the bonuses. Hopefully fixed ???
Title: Re: [1.4] List of known issues
Post by: Cranialwizard on May 27, 2011, 12:49:35 PM
ZIS-3 Emplacement reads "17 pounder gun"

It's description looks funny too, I can't play brits so I don't know what the 17 pounder description is.
Title: Re: [1.4] List of known issues
Post by: Walentin 'Walki' L. on May 27, 2011, 01:28:51 PM
The upgrade of the M4 Sherman 105 says: "Upgrade the M4 Crocidle with a Bulldozer."
Title: Re: [1.4] List of known issues
Post by: Strawberry_Lisa on May 27, 2011, 01:38:34 PM
First of all, thank you so much for this wonderful mod :)
I couldn't resist to make a account just to tell you guys that

you did a fantastic job with the new upgraded AI, much better that Relic :P

Afew bugs I seen yesterday

+ The Tiger ace custom icon above head is just a pink box
(btw pink is my favrite color)

+ The 2 SAS jeeps (can't remember wich one)
When you lose one jeep you can't reinforce it back and the other jeeps lifebar won't go over 50%. I guess they are sharing the same lifebar or something

+ PE, when you are using the award unit "Nashorn" when you are playing a match, its never mentioned anywhere in the tech-tree, only after you chose "flak 88" you will actaully see that you will get Nashorn in custom icon above head

//Lisa


Title: Re: [1.4] List of known issues
Post by: Ghost on May 27, 2011, 04:13:29 PM
i played one match today with another player against AI to test the new units.

i was WM and my ally was PE (he chose luftwaffe). after some time we had connection problems and he dropped so the the AI took over for him.
just about 2 min later he was using hetzers :o (which would mean tank destroyer doctrine) but i'm sure he took luftwaffe cause he already had fallschirmjagers, luftwaffe groundforces and nashorn as well as the flakvierling. might not be an EF bug, just wanted to mention it, maybe someone experienced the same  ???

about the screenshot: it is a 2v2 map. you can see a nashorn, fallschirmjagers and the hetzer.
Title: Re: [1.4] List of known issues
Post by: cephalos on May 27, 2011, 05:21:04 PM
Ummm... IS-3 is still using ISU icon on commander bar
and Soviet MG dugout has SU-76 description
Title: Re: [1.4] List of known issues
Post by: Desert_Fox on May 27, 2011, 07:17:00 PM
Missing IS-3 call-in image on the button, only a green point.
Title: Re: [1.4] List of known issues
Post by: Tobus on May 27, 2011, 09:35:51 PM
Things I've noticed so far.

- Leningrad map will not work. Music stops while loading, in game nothing can be built and base-area's are black on minimap.

- a russian sniper in spotting mode can not retreat, but gets an exclamation above its head, rendering it inop for the player until.

- repairing a Russian outpost does not work. Eng seem to be reparairing, blue wrench is hovering over outpost, but damage does not
lessen.

AND

What a great new version!
Title: Re: [1.4] List of known issues
Post by: Blackbishop on May 27, 2011, 10:15:04 PM
Ummm... IS-3 is still using ISU icon on commander bar
and Soviet MG dugout has SU-76 description
In the english version is fine. I guess this is a polish translation issue :).

First of all, thank you so much for this wonderful mod :)
I couldn't resist to make a account just to tell you guys that

you did a fantastic job with the new upgraded AI, much better that Relic :P

Afew bugs I seen yesterday

+ The Tiger ace custom icon above head is just a pink box
(btw pink is my favrite color)

+ The 2 SAS jeeps (can't remember wich one)
When you lose one jeep you can't reinforce it back and the other jeeps lifebar won't go over 50%. I guess they are sharing the same lifebar or something

+ PE, when you are using the award unit "Nashorn" when you are playing a match, its never mentioned anywhere in the tech-tree, only after you chose "flak 88" you will actaully see that you will get Nashorn in custom icon above head

//Lisa
Hi Lisa,

Thanks for the feedback,

As the SAS jeeps are two units, if you have only one left the health bar will remain to 50%. If jeeps could be "reinforce-able" the health bar will be filled when calling the reinforcement. I'll check if there's a way to fix this.

About the Nashorn and the tiger looks like is true ;D.

Things I've noticed so far.

- Leningrad map will not work. Music stops while loading, in game nothing can be built and base-area's are black on minimap.

- a russian sniper in spotting mode can not retreat, but gets an exclamation above its head, rendering it inop for the player until.

- repairing a Russian outpost does not work. Eng seem to be reparairing, blue wrench is hovering over outpost, but damage does not
lessen.

AND

What a great new version!
Thanks for your feedback.

We'll try to check the retreat thingy, however i don't promise anything because this was checked in the past without positive results. The Outpost bug sounds weird, I'll try to confirm it later.
Title: Re: [1.4] List of known issues
Post by: Tico_1990 on May 27, 2011, 10:57:37 PM
I noticed that the XP (and the CP's as well) keeps mounting even after all command abilities have been unlocked.
Title: Re: [1.4] List of known issues
Post by: chris123456789 on May 27, 2011, 11:23:18 PM
Not sure why but on some of the new maps after a while the munitions command post seem to stop working and don't give any munitions even though they are under my control and connected.
For example i captured the whole map on unlimited popcap mode and has 0 munitions income :(
Title: Re: [1.4] List of known issues
Post by: Tico_1990 on May 27, 2011, 11:26:32 PM
@Chris, if you were playing as the soviets then it is a faction feature, muni upkeep.
Title: Re: [1.4] List of known issues
Post by: Blackbishop on May 27, 2011, 11:36:05 PM
Soviet vehicles/weapon teams have munition upkeep but if you think that wasn't the cause you can submit the replay, otherwise we won't be able to check the problem.
Title: Two bugs I have encountered...
Post by: Niscimble on May 28, 2011, 12:25:17 AM
First bug that I noticed is that whenever there is a British player, my Russian outposts no longer secure points and I can't reinforce from them either.

Second bug is that the 'retreat to medic truck' button covers up the sabotage strategic point ability for partisans.
Title: Re: Two bugs I have encountered...
Post by: Blackbishop on May 28, 2011, 12:58:19 AM
First bug that I noticed is that whenever there is a British player, my Russian outposts no longer secure points and I can't reinforce from them either.

Second bug is that the 'retreat to medic truck' button covers up the sabotage strategic point ability for partisans.
Merged... there's alredy a topic for this kind of things.

For the first one, it's a known bug. Pending to be fixed.

For the second one... lol, was rolled back!? it was fixed iirc.
Title: Re: [1.4] List of known issues
Post by: BDNeon on May 28, 2011, 02:29:18 AM
The PTRD does not properly replace the SVT on the Naval Infantry, both guns are visible in use.
Title: Re: [1.4] List of known issues
Post by: Cranialwizard on May 28, 2011, 02:37:05 AM
The SU-122, in some multiplayer matches, on contact with a tank shell the game will drop (Crash the game) everyone.

AVOID USING THE SU-122 UNTIL THIS BUG IS FIXED!
Title: Re: [1.4] List of known issues
Post by: Rikard Blixt on May 28, 2011, 03:01:54 AM
The SU-122, in some multiplayer matches, on contact with a tank shell the game will drop (Crash the game) everyone.

AVOID USING THE SU-122 UNTIL THIS BUG IS FIXED!

Turning "Object Scarring" off seems to solve it for now.
Title: Re: [1.4] List of known issues
Post by: Cranialwizard on May 28, 2011, 03:46:42 AM
Great, thanks!
Title: Re: [1.4] List of known issues
Post by: Killar on May 28, 2011, 04:04:07 AM
- When i loose as Soviet i get a loss count on normal Wehr match

- As Wehr when you have chosen all doctrin abilites you still earn
  doctrin points to spend

- Conscripts with Vet2 cant recrew

- doctrinal "For the motherland" icon and quit supression icon from command squad differ. Instead the command squad´s sppression icon is used for marine units in prop doc. Quite confusing

- KV1 turret hatch has grafic glitch
Title: Re: [1.4] List of known issues
Post by: Niscimble on May 28, 2011, 05:24:26 AM
I'll repost mine here since I forgot to format mine correctly:

1) Whenever there is a British player in the game, the Russian outposts no longer secure the resources and also the player cannot reinforce from them.

2) The 'retreat to medic truck' button replaces the sabotage strategic point ability for the partisans
Title: Re: [1.4] List of known issues
Post by: Ghost on May 28, 2011, 01:39:39 PM
- As Wehr when you have chosen all doctrin abilites you still earn
  doctrin points to spend
same here. i earned 1 more point then it seems to freeze (it remains at 1 CP for the rest of the game). but the blinking is quite annoying  ;)
Title: Re: [1.4] List of known issues
Post by: Walentin 'Walki' L. on May 28, 2011, 02:24:42 PM
-Battle of Mahiljou has no description
-If conscripts pick up a panzerschrek without vet and then get vet 2 the panzerschrek will be removed but the symbol over them remains...
Title: Re: [1.4] List of known issues
Post by: Tobus on May 28, 2011, 04:25:10 PM
@ Copernicus

Silly question maybe, but what's the purpose of you striking through the reported bugs and issues? You having identified (and fixed for later hotfix) the bug, you not being able to recreate the bug, or ...?
Title: Re: [1.4] List of known issues
Post by: Copernicus on May 28, 2011, 05:10:47 PM
It is not actually me, any developer can edit my post ;). Striking things out is our way of marking an issue as fixed ;). Normally we've got this list in our internal forums but this time we somehow don't -- and I like it this way, so you can keep an eye on the progress yourself.
Title: Re: [1.4] List of known issues
Post by: Desert_Fox on May 28, 2011, 05:50:58 PM
- As Wehr when you have chosen all doctrin abilites you still earn
  doctrin points to spend
same here. i earned 1 more point then it seems to freeze (it remains at 1 CP for the rest of the game). but the blinking is quite annoying  ;)

Same for me...with RMC I continued to earn experience points after my Command Tree was completely developed.
Title: Re: [1.4] List of known issues
Post by: Blackbishop on May 28, 2011, 07:15:38 PM
[...]

- doctrinal "For the motherland" icon and quit supression icon from command squad differ. Instead the command squad´s sppression icon is used for marine units in prop doc. Quite confusing

[...]

Don't know what do you mean with this, Marine use Command Squad's charge pic as place holder and iirc Command Squad use the same icon as before. And what has to do "For the Motherland" with this? ??? Some pics might help i guess.
Title: Re: [1.4] List of known issues
Post by: Blackbishop on May 28, 2011, 07:21:25 PM
Ummm... IS-3 is still using ISU icon on commander bar
and Soviet MG dugout has SU-76 description
Nope... IS-3 uses a different call-in icon.
Title: Re: [1.4] List of known issues
Post by: Tobus on May 28, 2011, 07:42:19 PM
It is not actually me, any developer can edit my post ;). Striking things out is our way of marking an issue as fixed ;). Normally we've got this list in our internal forums but this time we somehow don't -- and I like it this way, so you can keep an eye on the progress yourself.
Agreed and understood, thank you!
Title: Re: [1.4] List of known issues
Post by: Lev70 on May 28, 2011, 09:36:28 PM
 :) First of all, congratulations for the mod (I like also all the new stuff 1.4 has given to us).

I noticed some bugs/strange things as I had the opportunity to play:

1- playing as WM against Soviets, I noticed Naval Inf throwing molotov against my MG even crawling pinned "in red" (Didnt they know that from 1.602 they can't? they should be aknowlege of that!).  ;D
If it is not a bug, it wolud be useful to know what units can use "activation required" abilities even if pinned.
2- In my first game, I tried Soviets (I do not know the english Name of the third doctrine but I will call it "Mechanized Inf" hoping you will understand). Calling an early SU76, I noticed that aiming infantry (When I tried it was Veteran II) it soon turned in a monster killing machine (46 inf kills) maybe its aim for inf is too good (each shot 1 kill)? Same (or even worst) for the Fixed AT Zis-3 wich often killed pios squads in one shot from miles of distance! (I had the feeling that it has not the same aim for veichles at LR instead, like if it has mounted a sort of "bio hunter ammo" is it possible?) :-D
3- Stats of KV-1 and KV-85 appear to be the same (2-4-3-3).
4- Stats of SU-85 and SU-120 appear to be the same.
5- Italian translation of "MG nest" ---> "Nido di mitragliatrice" is correct, but a bit "pro", few ppl use/knows this term, and the risk could be to look like an "automatic translation", or worst (my case  ;D) to evoke a mystic vision of a big tree with a big nest in wich an evil big bird has deployed a lot of stolen HMG.  :o
"Postazione (di) mitragliatrice (pesante)" would be better IMHO.

Is there any way to know the Ammo upkeep of Soviet units? I mean a document or a forum section or similar?

Best regards, and keep the good work guys (and ladies if there are into)!  ;)
Title: Re: [1.4] List of known issues
Post by: S1lv3rWolf on May 28, 2011, 09:44:11 PM
Sniper-Ace while under One Man Army doesn't seem to have a fire sound, the Jagdpanzer IV's hull MG seems to have no fire sound either.

The 2v2 map "Zhytomyr" seems to have some performance issues, at least for me, all of the other maps seem to work fine.

World wrecks in multiple Eastern Front maps seem to be selectable, not sure if it is supposed to be like this (can't remember if they are selectable on vCoH maps, but I'm pretty sure they aren't, despite still being targetable).


Just a few things I've noticed while playing Eastern Front, the Zhytomyr performance issue i've been having seems to have been crawling ever since the initial release though?  ???
Title: Re: [1.4] List of known issues
Post by: Ressy on May 28, 2011, 10:19:27 PM
I've been having an issue when using Commandos for brits:
Secured points, and the resourcing upgrade on a HQ command truck will not produce additional resources. For anyone on my team.
The only thing that improves a resource point's output is the HQ command truck upgrade on the British armor doctrine.
Title: Re: [1.4] List of known issues
Post by: Blackbishop on May 28, 2011, 10:29:02 PM
Sniper-Ace while under One Man Army doesn't seem to have a fire sound, the Jagdpanzer IV's hull MG seems to have no fire sound either.

The 2v2 map "Zhytomyr" seems to have some performance issues, at least for me, all of the other maps seem to work fine.

World wrecks in multiple Eastern Front maps seem to be selectable, not sure if it is supposed to be like this (can't remember if they are selectable on vCoH maps, but I'm pretty sure they aren't, despite still being targetable).


Just a few things I've noticed while playing Eastern Front, the Zhytomyr performance issue i've been having seems to have been crawling ever since the initial release though?  ???
Yes, some wrecks are selectable in vCoH as well.
Title: Re: [1.4] List of known issues
Post by: Raelity on May 28, 2011, 10:38:55 PM
- As Wehr when you have chosen all doctrin abilites you still earn
  doctrin points to spend
same here. i earned 1 more point then it seems to freeze (it remains at 1 CP for the rest of the game). but the blinking is quite annoying  ;)

Same for me...with RMC I continued to earn experience points after my Command Tree was completely developed.

Personally I like this, its good to see all those little green xp signs when a arty strike comes down, just to see how much damage has been done straight away.
Title: Re: [1.4] List of known issues
Post by: PanzerMan on May 28, 2011, 11:15:24 PM
As I see, there are reports of XP problems, but I saw one more problem with "three" in the company "Ace Reborn", I started 3-d mission, got some expiriense, but can't get unlocked icons, some of them I unlocked before installing patch 2.602 and EF 1.4, but some of them is unlocked and i can unlock them again O_o some is unlocked but I can not see them (like an icon with "high explosive sheel" against infantry in the house and some others) in the right corner window
(http://s57.radikal.ru/i157/1105/79/705c7688519bt.jpg) (http://radikal.ru/F/s57.radikal.ru/i157/1105/79/705c7688519b.jpg.html)

myabe this problem is not so important, but if another players have same problem - this is not so good. Can any one check this company for my bug ?

Post Merge: May 29, 2011, 12:58:02 AM
one more, when I play against Soviets and even as allied, when I click on the their Artillery Firebase I can hear its speech in russian.
Title: Re: [1.4] List of known issues
Post by: S1lv3rWolf on May 29, 2011, 01:04:02 AM
thanks blackbishop, I just checked myself and there's a difference, the wrecks in vCoH don't have a white ring, have no portrait and have no unit name while selected, the ones I've seen being used in the maps have a pink "missing" portrait, engine sound, unit name, white ring around it and in Zhytomyr, the Tiger wreck even has a commander on it ;D
It's just a visual thing regardless. :)


Also, i'm sure this might be completely unrelated to the mod, but I was playing the PE campaign on Return to Valkenswaard when I lost both my Jagdpanthers on a bridge (forgot it was booby trapped, camo on vet looks great btw), and two squads of 2-men dubbed "Tiger Crew" spawned after they blew up, they all had the proper abilities of the ones from Tiger Ace DLC :o
Regardless, it may have been a random occurrence since my internet connection fell while playing it (and it did freeze for a few moments, twice.)
I tried it again to see if it was a random occurrence and killed a Jagdpanther on purpose, and it pretty much happened again, so something's up, I'll need to check on MP.

Before (http://cloud.steampowered.com/ugc/578924170882618580/5D754C308A63E73C42774E79FCB27775A43FDA1C/)
After (http://cloud.steampowered.com/ugc/578924170882620862/57F1BB44389E92A0A62A01F20208833E0C7025C4/)
Title: Re: [1.4] List of known issues
Post by: Blackbishop on May 29, 2011, 01:47:19 AM
thanks blackbishop, I just checked myself and there's a difference, the wrecks in vCoH don't have a white ring, have no portrait and have no unit name while selected, the ones I've seen being used in the maps have a pink "missing" portrait, engine sound, unit name, white ring around it and in Zhytomyr, the Tiger wreck even has a commander on it ;D
It's just a visual thing regardless. :)


Also, i'm sure this might be completely unrelated to the mod, but I was playing the PE campaign on Return to Valkenswaard when I lost both my Jagdpanthers on a bridge (forgot it was booby trapped, camo on vet looks great btw), and two squads of 2-men dubbed "Tiger Crew" spawned after they blew up, they all had the proper abilities of the ones from Tiger Ace DLC :o
Regardless, it may have been a random occurrence since my internet connection fell while playing it (and it did freeze for a few moments, twice.)
I tried it again to see if it was a random occurrence and killed a Jagdpanther on purpose, and it pretty much happened again, so something's up, I'll need to check on MP.

Before (http://cloud.steampowered.com/ugc/578924170882618580/5D754C308A63E73C42774E79FCB27775A43FDA1C/)
After (http://cloud.steampowered.com/ugc/578924170882620862/57F1BB44389E92A0A62A01F20208833E0C7025C4/)
Thanks, i didn't notice it before. Will be fixed for the next patch XD.
Title: [1.4.0.0] Epic bugs
Post by: Dot.Shadow on May 29, 2011, 02:49:17 AM
So me and my mate have been hitting on some pretty epic bugs. The two last ones really made our day. First of all, my mate managed to lose his Tiger Ace to a AT gun ambush, and I had to recover it with a Bergetiger. Upon recovery the vehicle was returned to him as a regular Tiger. Kinda sad, as there's a pretty big difference.

However, the second, and definetively coolest bug in EF's entire history, is the Soviet Marder III tank. Yes, you read correctly, the Soviet Marder III tank. This tank hunter comes from the fact that a PE player can recover a Soviet SU-76 wreck. When recovery is complete, the vehicle will be returned to the Soviet player as a Marder III.

Another bug you'll notice if you look closely is the PE's Jagdpanzer can skid sideways and backwards.

Replay attached.
Title: Re: [1.4.0.0] Epic bugs
Post by: GodlikeDennis on May 29, 2011, 03:17:15 AM
You should've posted in the bug section but this is appreciated anyway.
Title: Re: [1.4.0.0] Epic bugs
Post by: Dot.Shadow on May 29, 2011, 03:23:03 AM
Sorry! Didn't see the section. I was rather quick to go to General Discussion as the website is really overloaded and such a choir to navigate when it's so slow.

Someone please move this thread to the correct forum :)
Title: Re: [1.4.0.0] Epic bugs
Post by: Blackbishop on May 29, 2011, 04:25:32 AM
That's weird... I remember setting the correct wreck to the Ace :-\... Fixed.

Also give their own wreck to KV-85, KV-1 and SU-76.
Title: Re: [1.4] List of known issues
Post by: Walentin 'Walki' L. on May 29, 2011, 01:09:29 PM
-The map "Battle of Mahiljou" has 4 salvageable wrecks. 3 of them are American p47 thunderbolt which give about 75 ammo each. The wrecks should be changed to Henschel...
-I saw a soviet MG crew (out of a MG dogout) running around in a AI game. Then I found a empty MG nest near their base...
-Hinderdam has no description
-Sherman M4 105 and Sherman Jumbo can use defensiv smoke without being researched.
Title: Re: [1.4] List of known issues
Post by: Ghost on May 29, 2011, 04:42:33 PM
KV-1 has bugged mg on the back of the turret. fires even at targets in front of the tank and doesn't rotate with turret (when turret is rotated the MG fires out of nowhere)
Title: Re: [1.4] List of known issues
Post by: IJoe on May 29, 2011, 04:47:09 PM
I'm not sure it belongs here, but guys, do something, if you can - the connection to the site is awful (to put it the most nicely) :'(
Title: Re: [1.4] List of known issues
Post by: BeefEagle on May 29, 2011, 05:21:26 PM
I'm not sure it belongs here, but guys, do something, if you can - the connection to the site is awful (to put it the most nicely) :'(
Have to agree with that, I need to reload the page multiple times just for it to display things  :(
One thing, or suggestion, is that when you have the tank guards, you cannot reinforce them. It would seem logical that they have the ability to reinforce when all other special infantry units can.
Title: Re: [1.4] List of known issues
Post by: Blackbishop on May 29, 2011, 06:28:49 PM
-The map "Battle of Mahiljou" has 4 salvageable wrecks. 3 of them are American p47 thunderbolt which give about 75 ammo each. The wrecks should be changed to Henschel...
-I saw a soviet MG crew (out of a MG dogout) running around in a AI game. Then I found a empty MG nest near their base...
-Hinderdam has no description
-Sherman M4 105 and Sherman Jumbo can use defensiv smoke without being researched.
Sherman Jumbo uses the same ability than normal sherman and it's validation is correct. However, the sherman 105 is different and will be fixed.
Title: Re: [1.4] List of known issues
Post by: Mad hatters in jeans on May 30, 2011, 02:39:20 AM
The AI spams naval infantry as soon as it gets them, and does not stop. my friend and i killed about 700 of em in one match to the point where the ai wouldn't even rebuild destroyed buildings it would just spam naval infantry. it's like the ai thinks they're cheap rangers, and spams them to hell.
wouldn't repair destroyed bridges.
Title: Re: [1.4] List of known issues
Post by: Cranialwizard on May 30, 2011, 02:58:29 AM
The AI spams naval infantry as soon as it gets them, and does not stop. my friend and i killed about 700 of em in one match to the point where the ai wouldn't even rebuild destroyed buildings it would just spam naval infantry. it's like the ai thinks they're cheap rangers, and spams them to hell.
wouldn't repair destroyed bridges.

That's a known issue with the AI and to my knowledge can't be fixed with soviets.

When you upgrade a unit, and said unit is in production, the production gets "stuck" and the AI doesn't know how to cancel production like you and I can.

Example: You are building a strelky but before your strelky finishes your Red Banner Strelky upgrade is complete. You get neither strelky nor red banner strelky. In order to "unclog" the production line you have the cancel the order of Strelky, because they sit there at 99%.
Title: Re: [1.4] List of known issues
Post by: Walentin 'Walki' L. on May 30, 2011, 12:29:23 PM
Quote
CW
- MG crew (out of a MG dogout) running around in a AI game. Then I found a empty MG nest near their base...
That's not a CW bug it's for the soviets.
Title: Re: [1.4] List of known issues
Post by: Mad hatters in jeans on May 30, 2011, 01:57:53 PM
The AI spams naval infantry as soon as it gets them, and does not stop. my friend and i killed about 700 of em in one match to the point where the ai wouldn't even rebuild destroyed buildings it would just spam naval infantry. it's like the ai thinks they're cheap rangers, and spams them to hell.
wouldn't repair destroyed bridges.

That's a known issue with the AI and to my knowledge can't be fixed with soviets.

When you upgrade a unit, and said unit is in production, the production gets "stuck" and the AI doesn't know how to cancel production like you and I can.

Example: You are building a strelky but before your strelky finishes your Red Banner Strelky upgrade is complete. You get neither strelky nor red banner strelky. In order to "unclog" the production line you have the cancel the order of Strelky, because they sit there at 99%.
oh i see. hmm nm then.
EDIT: um if the problem is essentially the armoury upgrading causing the issue couldn't a simple solution be to remove the command for ai to build armoury in the first place?
sure it wouldn't get upgraded troops but, the soviets are still pretty awesome without upgrades.
Title: Re: [1.4] List of known issues
Post by: Killar on May 30, 2011, 02:21:21 PM
- Tiger Ass call in icon is pink

- Stormtrooper invisible icon is in cloaked status when the unit isnt 
  cloaked

- conscripts cant recrew heavy weapons with vet 3
Title: Re: [1.4] List of known issues
Post by: Cranialwizard on May 30, 2011, 03:18:57 PM
- Tiger Ass call in icon is pink

- Stormtrooper invisible icon is in cloaked status when the unit isnt 
  cloaked

- conscripts cant recrew heavy weapons with vet 3

Lol Tiger Ass
Title: Re: [1.4] List of known issues
Post by: Blackbishop on May 30, 2011, 05:46:30 PM
Quote
CW
- MG crew (out of a MG dogout) running around in a AI game. Then I found a empty MG nest near their base...
That's not a CW bug it's for the soviets.
Both use the same type of mg nest so the bug is for CW, RMC and soviets. Besides this was reported previously as CW bug (iirc Yauz or GodlikeDennis posted a pic about it).

- Tiger Ass call in icon is pink

- Stormtrooper invisible icon is in cloaked status when the unit isnt 
  cloaked

- conscripts cant recrew heavy weapons with vet 3
1) Already reported

2) Ok, I'll switch the pics.

3) There's no place on the changelog where Conscript's vet is written so, how do you know they should capture heavy weapons ::). Conscripts don't capture heavy weapons and since it's not written anywhere they should, i wouldn't consider it a bug. However, that was the original idea and we're still checking if that could be implemented. Nonetheless congratulations for having a vet 3 conscript with the current requirements ;D.
Title: Captured Soviet Mortar
Post by: Pantherturm on May 31, 2011, 11:33:43 AM
I can't reinforce Soviet captured mortar with volks cause the reinforcing icon does not appear.

I've checked 1.31 and 1.4 posts for known issues i didn't spot any similar issue though i might have miss one.
Title: Re: [1.4] List of known issues
Post by: PanzerMan on May 31, 2011, 11:58:03 AM
Good day!
I find mistake.
Great Britain:
at the beginning of Skirmish 1-st squad of Marine Sappers has 1 superfluous unit (units in squad 5\4), normal Mar. Sap. squad from HQ has 4\4 units.

Sorry for picture, Fraps &  PrintScreen don't want to captupe ScreenShot...
Title: Re: [1.4] List of known issues
Post by: Desert_Fox on May 31, 2011, 12:05:38 PM
It's not a bug.
Title: Re: [1.4] List of known issues
Post by: PanzerMan on May 31, 2011, 12:27:12 PM
It's not a bug.
Who tells that is a bug ? :)
This is mistake
Title: Re: [1.4] List of known issues
Post by: cephalos on May 31, 2011, 12:52:53 PM
it's special feature
Title: Re: [1.4] List of known issues
Post by: Blackbishop on May 31, 2011, 05:30:46 PM
That should be considered a bug :). Was in our internal list since 1.31 but we couldn't find a way to fix it.
Title: Re: Captured Soviet Mortar
Post by: Blackbishop on May 31, 2011, 05:31:50 PM
Could you post a screenshot? If you have of course :).
Title: Re: [1.4] List of known issues
Post by: Killar on June 01, 2011, 05:09:50 PM
3) There's no place on the changelog where Conscript's vet is written so, how do you know they should capture heavy weapons ::). Conscripts don't capture heavy weapons and since it's not written anywhere they should, i wouldn't consider it a bug. However, that was the original idea and we're still checking if that could be implemented. Nonetheless congratulations for having a vet 3 conscript with the current requirements ;D.

kiddin?

Than my report that Vet2 conscripts cant recrew has no point either.

I remember reading that conscipts with vet1 can recrew.


- Building strelky requires only one upgrade from the soviet support barrack. But in the game it says "need soviet support barrack OR tank hall" and "upgrade from soviet support barrack". But if you build the soviet support barrack the text tank hall requirement disappears
Title: Re: [1.4] List of known issues
Post by: Blackbishop on June 01, 2011, 06:42:14 PM
@Killar
I was just implying that we never said so :P. Nonetheless, we'll try to add that feature to conscripts XD.

The requirement is an binary OR, if you have one of those two the requirement will match and will dissapear, however why the hell you would need tank hall as requirement? That's help you have strelky if your opponent manages to destroy your Soviet Support Barracks.
Title: Re: [1.4] List of known issues
Post by: Killar on June 01, 2011, 07:58:30 PM
Its like you said, strelky dont need a tank hall to be build.

Damn i dont know anymore where i read conscripts can recrew weapons in this patch.
Title: Re: [1.4] List of known issues
Post by: IJoe on June 01, 2011, 08:15:55 PM
^^ It was in the initial 1.4.0.0 patch notes for donors.
Title: Re: [1.4] List of known issues
Post by: Killar on June 01, 2011, 08:24:50 PM
^^ It was in the initial 1.4.0.0 patch notes for donors.

Thx! Still is there
Title: Re: [1.4] List of known issues
Post by: AdmV0rl0n on June 07, 2011, 11:40:08 PM
I believe this bug exists.

As I play brit a fair amount, it seems that the changes to the Infantry units removing the trench works as planned. However, units being re-generated from the field hospital tents/ medic building have the trench building capacity back.

They come out of that building in the same config as the pre-change brit inf unless I am mistaken.

(I was loathe to report, because those inf men are actually useful to some degree and differ from standard. ;)    )

Anyway, in addition, while I;ve not spent time grabbing the required info, many attempts at multiplayer games seenm to be breaking up in very short order due to crashes with friends/game partners. I will double check in future that all are on 2.602 and 1.40 - however, early gut feel here is there is a quantity of instability in 1.40 that was not the case previously (no blame attached guys, I understand 2.602 probably plays a serious part in that - and we have noted that 2.602 seems less stable as well, with more sync errors and crashes in our play)
Title: Re: [1.4] List of known issues
Post by: Blackbishop on June 07, 2011, 11:59:14 PM
I believe this bug exists.

As I play brit a fair amount, it seems that the changes to the Infantry units removing the trench works as planned. However, units being re-generated from the field hospital tents/ medic building have the trench building capacity back.

They come out of that building in the same config as the pre-change brit inf unless I am mistaken.

(I was loathe to report, because those inf men are actually useful to some degree and differ from standard. ;)    )

Anyway, in addition, while I;ve not spent time grabbing the required info, many attempts at multiplayer games seenm to be breaking up in very short order due to crashes with friends/game partners. I will double check in future that all are on 2.602 and 1.40 - however, early gut feel here is there is a quantity of instability in 1.40 that was not the case previously (no blame attached guys, I understand 2.602 probably plays a serious part in that - and we have noted that 2.602 seems less stable as well, with more sync errors and crashes in our play)
You mean, RMC's recovered infantry have that ability? I'll check it out.
Title: Re: [1.4] List of known issues
Post by: AdmV0rl0n on June 08, 2011, 01:00:56 AM
I think so - yes.
Title: Re: Two bugs I have encountered...
Post by: Otto Halfhand on June 08, 2011, 08:41:29 AM
First bug that I noticed is that whenever there is a British player, my Russian outposts no longer secure points and I can't reinforce from them either.

Second bug is that the 'retreat to medic truck' button covers up the sabotage strategic point ability for partisans.
Merged... there's alredy a topic for this kind of things.

For the first one, it's a known bug. Pending to be fixed.

For the second one... lol, was rolled back!? it was fixed iirc.
The boobytrap/med truck issue is back, retreat to med truck and boobytrap fcn's are both located at partisan GUI(B,4). Changing the macro for booby trap to a different GUI coordinate should fix it.
1. What does iirc stand for?
2. When I "searched" for this issue no results were shown?
Title: Re: Two bugs I have encountered...
Post by: Blackbishop on June 08, 2011, 08:45:30 AM
First bug that I noticed is that whenever there is a British player, my Russian outposts no longer secure points and I can't reinforce from them either.

Second bug is that the 'retreat to medic truck' button covers up the sabotage strategic point ability for partisans.
Merged... there's alredy a topic for this kind of things.

For the first one, it's a known bug. Pending to be fixed.

For the second one... lol, was rolled back!? it was fixed iirc.
The boobytrap/med truck issue is back, retreat to med truck and boobytrap fcn's are both located at partisan GUI(B,4). Changing the macro for booby trap to a different GUI coordinate should fix it.
1. What does iirc stand for?
2. When I "searched" for this issue no results were shown?
Well, users usually call it using different names, that could be the reason ;D. That will be fixed for the next update.

IIRC means if i recall correctly.
Title: Re: [1.4] List of known issues
Post by: Otto Halfhand on June 08, 2011, 09:22:21 AM
@BlackBishop Thanks.

Since the advent of 2.6.02/1.4.0 A.I. Kets seem to move at warp speeds, (hard and expert levels). iirc my vet1 or vet2 Kets are nowhere near as fast. I understand vet3 Kets are super fast but I don't think I have ever achieved that level.
Title: Re: [1.4] List of known issues
Post by: Killar on June 08, 2011, 01:02:53 PM
- T-90 skin has glitch when darkened by a enemy shot (it fluctuates)

- Partisans cant booby trap when this ability is unlocked by doctrine (not always)

- When a gren squad picks up a PTRD there is no symbol for it over the unit icon. Quite annoying when you have multible squads and you have to search for the right one.

- Soviet AI can build HMG (This vickers thing, but i think this is alrdy known)
Title: Re: [1.4]Soviet mortar trajectory
Post by: Otto Halfhand on June 08, 2011, 09:48:09 PM
Is there any difference in the trajectory of an artillery round and a mortar round in this game? That might be the cause, because of how the game sees it as an artillery shell and not a mortar shell so there is a different flight of the round.

My observation of smoke trails from the 120mm's supports this theory that an artillery type low parabolic trajectory is being used rather than a high arc parabolic trajectory typical of mortars. Coupled with mortar scatter in a barrage this could well result in decreased accuracy.

Is this a design issue or a bug?
Title: Re: [1.4] List of known issues
Post by: GodlikeDennis on June 09, 2011, 06:11:29 AM
Pretty sure it's a mortar that has a larger impact graphic and better stats. Also has longer range (which means that it scatters a greater distance when it's in the air so long) and worse scatter anyway.

It's supposed to be innaccurate.
Title: Re: [1.4] List of known issues
Post by: Tobus on June 10, 2011, 12:48:14 PM
CW
- MG crew (out of a MG dogout) running around in a AI game. Then I found a empty MG nest near their base...

I can confirm I had this also with a Soviet MG nest: nest empty and MG's in another, crewable, building on the map. Map was Vienna.
No screenshot, sorry.
Title: Re: [1.4] List of known issues
Post by: Niscimble on June 11, 2011, 02:17:51 AM
I noticed that the map Leningrad is forever broken for me now... although it might just be my computer.  It loads to the map just fine, but when actually getting into the game, the command territories are all black on the minimap and the gameplay (not the game) is frozen.
Title: Re: [1.4] List of known issues
Post by: Blackbishop on June 11, 2011, 04:18:22 AM
I noticed that the map Leningrad is forever broken for me now... although it might just be my computer.  It loads to the map just fine, but when actually getting into the game, the command territories are all black on the minimap and the gameplay (not the game) is frozen.
Yeah, this was already reported (look at the first bug on the list ^^). Fixed for the next version.
Title: Re: [1.4] List of known issues
Post by: Crasius on June 11, 2011, 09:23:31 PM
Hmm... weird recrew bug I've noticed here: When any Soviet squad recrews any heavy weapon, it always becomes an Anti Tank squad. Anyone else have this happening? I've checked the .dll file and the recrew .scar files and they seem to be ok, pretty frustrating.
Title: Re: [1.4] List of known issues
Post by: Blackbishop on June 11, 2011, 10:53:49 PM
Hmm... weird recrew bug I've noticed here: When any Soviet squad recrews any heavy weapon, it always becomes an Anti Tank squad. Anyone else have this happening? I've checked the .dll file and the recrew .scar files and they seem to be ok, pretty frustrating.
What did you try to capture? I've tested it with a soviet mortar and became a soviet mortar crew after capturing it.
Title: Re: [1.4] List of known issues
Post by: Crasius on June 11, 2011, 11:18:19 PM
MG-42, Quad Flak, anything, they always become a AT crew after. Making sure my scar/.dll files are good and trying again.
Title: Re: [1.4] List of known issues
Post by: jdogg on June 14, 2011, 05:09:19 AM
Two issues since both 2.602 and 1.40

1) that any allied (US,UK,SU) army AI will only use doctrinal specific infantry or vehicles such as rangers, churchills, SU76 and so on. when this happens they do not build any other infantry or buildings and make no attempt to rebuild if destroyed.

2) has only happened with SU breakthrough doctrine so far. they build all thier buildings but do not build anything other than conscripts and ingenery and do not reinforce what few sqauds they do build.
Title: Re: [1.4] List of known issues
Post by: Killar on June 14, 2011, 03:38:52 PM
- When a soviet tank is dead his wheeles still turning. It also has still its engine and moving sound which is quite annoying. You never know if there is a threat out there when you have no sight.
Title: Re: [1.4] List of known issues
Post by: Dzierzan on June 14, 2011, 03:44:13 PM
- When a soviet tank is dead his wheeles still turning. It also has still its engine and moving sound which is quite annoying. You never know if there is a threat out there when you have no sight.

I've known this bug since 1.0
Title: Re: Captured Soviet Mortar
Post by: Pantherturm on June 14, 2011, 11:19:28 PM
Could you post a screenshot? If you have of course :).


Sorry cause it's long time since your request, but frankly i've just noticed it(you might not need it now). Today while i was trying to get that screenshot, i encountered another weird thing. There was a different skin for the mortar while was set and when it wasn't.

So here's the screenshots one showing lack of reinforce icon and other
the difference between the skins.

PS: Of course it's a captured Soviet mortar!!
Title: Re: Captured Soviet Mortar
Post by: Blackbishop on June 14, 2011, 11:44:34 PM
Could you post a screenshot? If you have of course :).


Sorry cause it's long time since your request, but frankly i've just noticed it(you might not need it now). Today while i was trying to get that screenshot, i encountered another weird thing. There was a different skin for the mortar while was set and when it wasn't.

So here's the screenshots one showing lack of reinforce icon and other
the difference between the skins.

PS: Of course it's a captured Soviet mortar!!
Thanks, I'll check it.
Title: Re: [1.4] List of known issues
Post by: Gogo on June 15, 2011, 09:16:06 PM
I don't think this was posted,i didn't found it :)
It's nothing big of a deal
I just played against russians,and when russians are building i think it's called artillery firebase,when u click on it u hear them speaking u know the voice of a unit when u click on it.
Title: Possible bug?
Post by: Dzierzan on June 17, 2011, 11:17:47 AM
HI people.

I discovered that when you recrew mg42 or problably other team weapon as sturmovie ingerency...hmm how to say, guy with mine detector, his gun transfor to DP 28. I have foto, look at and tell me that is this a bug? I remember that when you upgrade two flames for sturmovie, they gain DP 28 for mine detector, so maybe this is a problem.
Title: Re: [1.4] List of known issues
Post by: Blackbishop on June 17, 2011, 06:43:27 PM
Updated first post.
Title: Re: [1.4] List of known issues
Post by: Dzierzan on June 17, 2011, 09:11:13 PM
LOL I was thinking where is my post about bug with sturmovies but it's here. I thought that someone deleted it. Blacky, next time send PM to infor me, you want that i got heart attack :P ?
Title: Re: [1.4] List of known issues
Post by: Blackbishop on June 17, 2011, 09:57:54 PM
LOL I was thinking where is my post about bug with sturmovies but it's here. I thought that someone deleted it. Blacky, next time send PM to infor me, you want that i got heart attack :P ?
LOL XD... that's why i posted right after merging the topics :P.
Title: Re: [1.4] List of known issues
Post by: Desert_Fox on June 18, 2011, 07:14:12 PM
With Panzer Elite, when a Scout Car secure a territory, after its destruction, the sector remain with higher resources income.

Title: Re: [1.4] List of known issues
Post by: Blackbishop on June 18, 2011, 07:38:50 PM
With Panzer Elite, when a Scout Car secure a territory, after its destruction, the sector remain with higher resources income.
lol... looks like this is a Relic bug ;D... i mean we haven't modified Scout car files or abilities :).
Title: Re: [1.4] List of known issues
Post by: Desert_Fox on June 18, 2011, 07:44:31 PM
With Panzer Elite, when a Scout Car secure a territory, after its destruction, the sector remain with higher resources income.
lol... looks like this is a Relic bug ;D... i mean we haven't modified Scout car files or abilities :).

It's strange because it's never happen before.
Title: Re: [1.4] List of known issues
Post by: Dzierzan on June 18, 2011, 07:47:00 PM
Maybe you've never seen this before?
Title: Re: [1.4] List of known issues
Post by: RedGuard on June 18, 2011, 08:02:08 PM
thats rather powerful bug :o
Title: Re: [1.4] List of known issues
Post by: Blackbishop on June 18, 2011, 08:18:52 PM
Hopefully was fixed ;D.
Title: Re: [1.4] List of known issues
Post by: Otto Halfhand on June 19, 2011, 07:35:43 AM
I was able to reinforce PGs from muni HT when 2.6.0.2 came out. The muni HT doesn't reinforce in v1.4.0.
Title: Re: [1.4] List of known issues
Post by: Blackbishop on June 19, 2011, 07:40:37 AM
I was able to reinforce PGs from muni HT when 2.6.0.2 came out. The muni HT doesn't reinforce in v1.4.0.
I recalled that being removed from 2.602, hence when i did the merge between 2.602 and 2.601 files that feature was missing.

I just checked in Relic files and looks like the munition HT doesn't reinforce anymore. Can someone confirm this?
Title: Re: [1.4] List of known issues
Post by: GodlikeDennis on June 19, 2011, 07:53:33 AM
Yeah I'm pretty sure Muni HT shouldn't be able to reinforce. That feature was in EF 1.3 but was never a part of vCoH as far as I'm aware.
Title: Re: [1.4] List of known issues
Post by: Blackbishop on June 19, 2011, 07:56:48 AM
It was, but Relic returned it to the previous state at the next update, that was on the BETA.
Title: Re: [1.4] List of known issues
Post by: Killar on June 24, 2011, 03:09:20 AM
- Sturmovie ingenery cant sweep mines
Title: Re: [1.4] List of known issues
Post by: Walentin 'Walki' L. on June 24, 2011, 10:12:25 AM
- vCoH bug: Hetzer says "Tarnung entfernt (camoflage removed)" or "Ich schlaf gleich ein! Bewegung! (I almost slept! Let's go!) when the ambush ability is used and if you disable ambush again it says "Das ist eine gute Position (That's a good position)" (for german and english version).
Title: Re: [1.4] List of known issues
Post by: Otto Halfhand on June 24, 2011, 01:34:42 PM
Title: Re: [1.4] List of known issues
Post by: DrRockzo1986 on June 26, 2011, 11:45:03 AM
I was using the PE Luftwaffe support and called in a Henschel strike to help knock out a ISU-152 that was attacking my postion and nothing happened, its as if the game wasn't registering the ISU as a tank or something :(. I was wondering if this was an Isolated inccident or if anyone else has had this problem?

Post Merge: June 26, 2011, 11:53:03 AM
Also, this probably isnt anything that was done by they EF mod, but the British can pirate your command area if they park their shit in your base making it so you cant build buildings (other than defenses). Im assuming it transfers control of the command area to them if they park their Command HQ there.
Title: Re: [1.4] List of known issues
Post by: cephalos on June 26, 2011, 02:39:52 PM
I had similiar situation with IL-2s. They didn't drop the bombs at tanks. Just were flying around and shooting machineguns.
Title: Re: [1.4] List of known issues
Post by: Blackbishop on June 26, 2011, 07:48:07 PM
[...]
Also, this probably isnt anything that was done by they EF mod, but the British can pirate your command area if they park their shit in your base making it so you cant build buildings (other than defenses). Im assuming it transfers control of the command area to them if they park their Command HQ there.
I've just checked this and is a bug for US too. Will be fixed for the next version.
Title: Re: [1.4] List of known issues
Post by: DrRockzo1986 on June 26, 2011, 07:51:38 PM
good thank you
Title: Re: [1.4] List of known issues
Post by: cephalos on June 26, 2011, 08:28:32 PM
PTRS-41 has occupation=2... shouldn't it be 1?

And Sherman Jumbo with 76mm has horrible accuracy... though not sure if it's wrong or it should be like that.
Title: Re: [1.4] List of known issues
Post by: Blackbishop on June 26, 2011, 08:53:09 PM
PTRS-41 has occupation=2... shouldn't it be 1?

[...]
What do you mean with that? slot size ?

EDIT: Don't know, it  has always been like that so, i think they really need two slots.
Title: Re: [1.4] List of known issues
Post by: DrRockzo1986 on June 27, 2011, 01:33:05 AM
I was just playing as the SU and realized that my medic truck would randomly stop healing units that were in the area (like a Mortar team I had setup next to it) unless I re-locked it, then it would start healing again
Title: Re: [1.4] List of known issues
Post by: Otto Halfhand on June 27, 2011, 03:37:14 AM
I too have had similar experiences with Stormovics. IIRC someone posted thah the IL2s were only good versus soft targets. Bug or feature?
Title: Re: [1.4] List of known issues
Post by: DrRockzo1986 on June 28, 2011, 02:53:59 PM
I just tested my earlier issue with the ISU-152 and it worked so my bad

Post Merge: June 29, 2011, 08:28:47 AM
Also In case nobody has posted it the Kettenkrad while using Luft has two camo buttons.
Title: Re: [1.4] List of known issues
Post by: Blackbishop on June 30, 2011, 05:53:19 PM
I just tested my earlier issue with the ISU-152 and it worked so my bad

Post Merge: June 29, 2011, 08:28:47 AM
Also In case nobody has posted it the Kettenkrad while using Luft has two camo buttons.
Already marked in the list.
Title: Re: [1.4] List of known issues
Post by: Paladin88 on July 01, 2011, 04:13:41 AM
For the field truck bug, it will let you select the field command with multiple clicks, it just cycles through certain gliders as well, I actually like it cause now if i want to select commandoes glider its F2, tank glider is F3 and HQ glider is F4, there's nothing really wrong with it since it does cycle through the trucks too.
Title: Re: [1.4] List of known issues
Post by: Cursedboy on July 09, 2011, 09:02:59 PM
The partisans hat is ripped in the back, looks like the old bugged hat mixed with a new one, will get pic.
Title: Re: [1.4] List of known issues
Post by: Blackbishop on July 09, 2011, 09:13:52 PM
No problem, that was already reported many times.
Title: Re: [1.4] List of known issues
Post by: DrRockzo1986 on July 09, 2011, 11:32:16 PM
Just a couple things I didnt see on the list, 1 The SU mg dugout and Brit Vickers nest's attack area indicator (pre build) isnt aligned properly post build (Its shown pointing one way then moves when its finished) if that makes any sense. And 2, the Jagdpanzer IV's mg ball is off center (noticably)
Title: Re: [1.4] List of known issues
Post by: Blackbishop on July 10, 2011, 12:15:31 AM
As the Jagdpanzer is a Haltrack model, we won't fix it any issue related to the model itself. Besides he said that will improve the current model later.

About the CW dugout... don't know how to fix it or if it's worth to check it :-\. I don't worry for Soviets, they will get their own dugout later ;D.
Title: Re: [1.4] List of known issues
Post by: DrRockzo1986 on July 10, 2011, 04:34:58 AM
I swear I just saw the PE build a Inf HT with Tank Busters already inside of it :o

Post Merge: July 11, 2011, 08:51:52 AM
My own AI partner(SU) just threw a satchel on my ZiS3 emplacement and destroyed it. It was guarding an important point so we got overrun and lost. W T F >:(. Im sorry but that has to be the dumbest thing Ive ever seen the comp do.
Title: Re: [1.4] List of known issues
Post by: ZenAgain on July 12, 2011, 06:28:43 AM
I noticed that the map Leningrad is forever broken for me now... although it might just be my computer.  It loads to the map just fine, but when actually getting into the game, the command territories are all black on the minimap and the gameplay (not the game) is frozen.

In single player skirmishes (idk about multiplayer) this can be fixed by pressing pause when the game starts.
Title: Re: [1.4] List of known issues
Post by: DrRockzo1986 on July 27, 2011, 01:20:00 PM
I was Playing as the Allies today and noticed my Sov Ally (CPU) somehow aquired a Marder III, im attaching a pic. Ive gone over the replay a couple times but I cant find where it happens the earliest Ive seen it is near the PE base which makes me assume that it was built by the enemy but givin to my ally. Also as A side note if your RMC HQ truck is destroyed you lose the ability to call in the SAS glider when you bring in a new one. is this supposed to be this way?
Title: Re: [1.4] List of known issues
Post by: Blackbishop on July 27, 2011, 05:30:08 PM
That bug is already fixed(will be released on the next patch, ofc), and it's caused because the SU-76 has the wrong wreck entity, currently uses the Marder III one, when is destroyed as the wreck belongs to a marder 3 the berger can resurrect it and you will get a marder 3.
Title: Re: [1.4] List of known issues
Post by: DrRockzo1986 on July 27, 2011, 11:33:05 PM
That was my first guess I read bits and pieces about the Berge and SU-76s but wasnt sure if that was what they were talkin about. Thanks
Title: Re: [1.4] List of known issues
Post by: Blackbishop on July 28, 2011, 12:16:30 AM
That was my first guess I read bits and pieces about the Berge and SU-76s but wasnt sure if that was what they were talkin about. Thanks
Thanks to you for reporting it :). It's always better to double check those issues.
Title: Are naval infantry secretly guards
Post by: jeff the mighty on July 29, 2011, 04:26:51 AM
when i doubble click to select all of one unit type on screen it selects both naval infantry and guards.
Title: Re: [1.4] List of known issues
Post by: Blackbishop on July 29, 2011, 05:20:28 AM
@jeff the mighty
Topic merged. There is already a topic about the current issues, there is no need to open a new one.

Thanks for the heads up.
Title: Re: [1.4] List of known issues
Post by: Mr.ious.Q on August 01, 2011, 12:12:21 PM
Guys mabe you have known this, the naval infantries have some problems in modeling, when they shoot their SVTs, they keep pulling the bolt after each shot.
Title: Re: [1.4] List of known issues
Post by: Blackbishop on August 01, 2011, 06:05:49 PM
@Mr.Q
Ehmm... we already know this but has almost zero priority and won't be fixed soon... unless some member of the team (or from the forums) knows how to fix it and has time to do it.
Title: Re: [1.4] List of known issues
Post by: Mr.ious.Q on August 07, 2011, 02:03:42 PM
Guys i think you guys have noticed that all of the mortar crews are shooting "air shells"  :o
(http://img851.imageshack.us/img851/5327/unled2tf.png)
(http://img835.imageshack.us/img835/4191/unledko.png)
(http://img40.imageshack.us/img40/6056/unled1rxo.png)
(http://img691.imageshack.us/img691/5929/unled3xk.png)
Can you guys do something about this issue ?
Title: Re: [1.4] List of known issues
Post by: Dzierzan on August 07, 2011, 03:27:58 PM
Relic made it so this is not issue/bug. I think to "fix" it, we need model of shell and animate it. Right now, i think that is not priority.
Title: Captain with hands of death A.K.A Bullet Man
Post by: Darkjolly on August 10, 2011, 04:30:51 AM
So yeah, when I made the captain pick up a bren gun, it doesnt show the gun so hes shooting bullets from his hands. Beat that spider man

(http://i52.tinypic.com/35k292w.jpg)
Title: Re: [1.4] List of known issues
Post by: Blackbishop on August 10, 2011, 07:02:48 AM
@Darkjolly
Merged. Thanks for the heads up. :).

EDIT:
Fixed. It affected all infantry units(allies and enemies alike) but infantry section.

2nd. EDIT:
Updated list of bugs from the first post... ;D!! Looks good to me ;D...
Title: Re: [1.4] List of known issues
Post by: Baralhaum on August 10, 2011, 03:54:31 PM
Double click on Stuart or Staghound select both of then together.
I dont know how to repair the Daimler Scout Car, even with advance repair, it never gets full health again, and the icon of repair only appears above the jeep.
Title: Re: [1.4] List of known issues
Post by: Blackbishop on August 10, 2011, 05:38:25 PM
@Baralhaum
About the first issue, I'll check it out.

About the second, it was "fixed" (as fixed as possible) in our internal version.
Title: Re: [1.4] List of known issues
Post by: Walentin 'Walki' L. on August 11, 2011, 01:28:40 PM
SU-76 can pass between two tanktraps.
Aimed Fire of officer can't kill the officer.
Strafing Run has no friendly fire.
Title: Re: [1.4] List of known issues
Post by: Blackbishop on August 11, 2011, 05:55:31 PM
Quote
Strafing Run has no friendly fire.
And why it should have in EF?

Quote
Aimed Fire of officer can't kill the officer.
What ???

Quote
SU-76 can pass between two tanktraps.
I'll check it.
Title: Re: [1.4] List of known issues
Post by: Walentin 'Walki' L. on August 11, 2011, 05:58:42 PM
Quote
Strafing Run has no friendly fire.
And why it should have in EF?

Quote
Aimed Fire of officer can't kill the officer.
What ???

Quote
SU-76 can pass between two tanktraps.
I'll check it.

Ok the strafing run is a vCoH problem :P.

The thing with the officer: If you use the ability right onto him he won't die even if a mortar shell hits him directly.

Title: Re: [1.4] List of known issues
Post by: Blackbishop on August 12, 2011, 05:25:43 AM
@walki1
Looks like all tank traps(allied and axis) were bugged since 2.602, unfortunately I don't know how to fix them :(.
Title: Re: [1.4] List of known issues
Post by: Walentin 'Walki' L. on August 12, 2011, 07:52:13 PM
I more likely think that the SU-76 collision model is too small :P.
Title: Re: [1.4] List of known issues
Post by: Blackbishop on August 12, 2011, 08:09:46 PM
Nope.

http://www.companyofheroes.com/forums/company-of-heroes-discussion/topics/tank-trap-fail-since-2602 (http://www.companyofheroes.com/forums/company-of-heroes-discussion/topics/tank-trap-fail-since-2602)

http://forums.relicnews.com/showthread.php?260213-2.602-Bug-Thread (http://forums.relicnews.com/showthread.php?260213-2.602-Bug-Thread)

Title: Re: [1.4] List of known issues
Post by: Darkjolly on August 13, 2011, 02:59:55 AM
I didnt take a picture of this bug since it happened in motion but I was moving the RMC Achilles then pressed hulled down, instead of stopping it carried on moving full speed with the sandbags around it 0.o and wouldnt bloody stop till some panzercheck silenced it.
Title: Re: [1.4] List of known issues
Post by: Blackbishop on August 13, 2011, 03:04:11 AM
@Darkjolly
That's a common relic bug, but it's unfixable for us.
Title: Re: [1.4] List of known issues
Post by: Max 'DonXavi' von B. on August 14, 2011, 03:04:46 PM
AI seems to be able to unleash GOW on HQ territories. I just had a skirmish to test Kalach and AI spammed NI as usual, but in the end they baserushed with them and even used GOW on a players base sector. I don't have a replay because it won't work (known issue) plus it's a custom map.
Title: Re: [1.4] List of known issues
Post by: Blackbishop on August 14, 2011, 06:29:22 PM
You can't use it on the Command Sector but you can put it outside and your HQ will be in range, don't know if something could be done about it.
Title: Re: [1.4] List of known issues
Post by: Max 'DonXavi' von B. on August 14, 2011, 07:21:00 PM
You can't use it on the Command Sector but you can put it outside and your HQ will be in range, don't know if something could be done about it.
That was and is clear to me. I didn't use it, but the AI did. Maybe robotnik should have a look at it.
I saw the red flares and the initial barrage going down deep in the command sector, so it certainly was inside.
Title: Re: [1.4] List of known issues
Post by: DrRockzo1986 on August 15, 2011, 02:38:19 PM
Was their HQ destroyed? I ask because I swear Ive seen this before as well or at least another ability that you're not supposed to be able to use in command sector, but it was while their HQ was destroyed.
Title: Re: [1.4] List of known issues
Post by: GodlikeDennis on August 15, 2011, 03:06:31 PM
Coms do what Maxi describes pretty often actually. They ignore the rules of the HQ sectors. They use sector arty on HQ sectors all the time.
Title: Re: [1.4] List of known issues
Post by: Max 'DonXavi' von B. on August 15, 2011, 03:10:36 PM
Was their HQ destroyed? I ask because I swear Ive seen this before as well or at least another ability that you're not supposed to be able to use in command sector, but it was while their HQ was destroyed.

It was typical AI-like, there was just a HQ and a Bunker left.

Coms do what Maxi describes pretty often actually. They ignore the rules of the HQ sectors. They use sector arty on HQ sectors all the time.

Maybe robotnik could have a look at this.
Title: Re: [1.4] List of known issues
Post by: Mr.ious.Q on August 17, 2011, 08:57:34 AM
Guys can you guys get an eye on the KV-1's chain. The part of the chain that should be flexed when go on bumpy terrain seem to be missing.
(http://desmond.imageshack.us/Himg594/scaled.php?server=594&filename=unledgnw.png&res=medium)
And can you guys also fix the bug that vehicle can merged, i mean they go through each other instead of get stucked.
Title: Re: [1.4] List of known issues
Post by: Mystic-Car on August 17, 2011, 01:45:06 PM
And can you guys also fix the bug that vehicle can merged, i mean they go through each other instead of get stucked.
You mean the "feature" which enables better pathfinding? Relic once included that in a 2.x patch :O

Mystic
Title: Re: [1.4] List of known issues
Post by: Mr.ious.Q on August 17, 2011, 04:39:26 PM
I mean that the 2 tanks actually go through each other when they get into a corner. I'll send a pic.
Title: Re: [1.4] List of known issues
Post by: Blackbishop on August 17, 2011, 05:53:56 PM
That's what @Mystic-Car said.
Title: Re: [1.4] List of known issues
Post by: Raider217 on August 17, 2011, 09:20:36 PM
Mr.Q its better that way than both vehicles fighting for 10 mins to get around a corner.
Title: Re: [1.4] List of known issues
Post by: Seeme on August 18, 2011, 03:57:21 AM
It was made for noobs whole cant micro 2 tanks though a bridge ;D
Title: Re: [1.4] List of known issues
Post by: Mr.ious.Q on August 18, 2011, 06:44:29 AM
Uh i have a pic to represent my point. Sometime it doesn't have to get into corner to be like this but sometime it do go through each other from head to toe
(http://img194.imageshack.us/img194/7002/unledpj.png)
Title: Re: [1.4] List of known issues
Post by: Cranialwizard on August 18, 2011, 02:23:02 PM
You mean the "feature" which enables better pathfinding? Relic once included that in a 2.x patch :O

Mystic

He already answered you. We're not changing it.
Title: Re: [1.4] List of known issues
Post by: GodlikeDennis on August 18, 2011, 03:01:41 PM
I'd rather have tanks driving through each other than being a giant clusterfuck like the old days.
Title: Re: [1.4] List of known issues
Post by: Killar on August 18, 2011, 10:42:23 PM
I'd rather have tanks driving through each other than being a giant clusterfuck like the old days.

+1

sometimes funny to fight against a tank with 2 turrets
Title: Re: [1.4] List of known issues
Post by: Walentin 'Walki' L. on August 20, 2011, 10:01:11 PM
-Sherman M4 105 can fire smoke with a destroyed main gun.
Title: Re: [1.4] List of known issues
Post by: Blackbishop on August 20, 2011, 11:05:52 PM
Thanks, fixed.
Title: Re: [1.4] List of known issues
Post by: GodlikeDennis on August 21, 2011, 12:50:06 PM
Are you sure that's a bug? The Sherman doesn't use the gun to fire the smoke.
Title: Re: [1.4] List of known issues
Post by: Blackbishop on August 21, 2011, 05:24:15 PM
The sherman 105 fires the smoke round from the main gun and not from dischargers IIRC.
Title: Re: [1.4] List of known issues
Post by: Walentin 'Walki' L. on August 21, 2011, 07:26:39 PM
The sherman 105 fires the smoke round from the main gun and not from dischargers IIRC.

yeap, like the tetrach. I think the description should be changed :P.
Title: Re: [1.4] List of known issues
Post by: Blackbishop on August 21, 2011, 10:15:11 PM
Why ????

Quote
Fire Smoke Shell
Smoke Shells will be fired into the area ordered to provide cover for nearby Soldiers or Vehicles.

the current one seems fine for me.

Quote
M4 Sherman 105
An extension to the original Sherman, this version carries a mighty 105mm Howitzer to provide fire support to the Allied advance. Can be upgraded with a .50 cal Machine Gun and Smoke shells.

IIRC I've set as requirement the smoke dischargers for them.
Title: Re: [1.4] List of known issues
Post by: mokkc1999 on August 22, 2011, 10:16:24 AM
the map ' Leningrad' is bugged when playing online...... the mini map is black and everything is frozen (eg cannot move/produce units)
Title: Re: [1.4] List of known issues
Post by: Desert_Fox on August 22, 2011, 10:33:05 AM
the map ' Leningrad' is bugged when playing online...... the mini map is black and everything is frozen (eg cannot move/produce units)

Yes, we know.
Title: Re: [1.4] List of known issues
Post by: Walentin 'Walki' L. on August 22, 2011, 10:50:22 AM
-Soviet smoke grenades can kill infantry. (probably wrong criticals)
-Red banner strelky (ppsh) can destroy a ostwind?!
Title: Re: [1.4] List of known issues
Post by: Max 'DonXavi' von B. on August 22, 2011, 02:56:07 PM
-Soviet smoke grenades can kill infantry. (probably wrong criticals)
-Red banner strelky (ppsh) can destroy a ostwind?!

All the tricky secrets from 1.0 are revealed now  ;D
Title: Re: [1.4] List of known issues
Post by: Blackbishop on August 22, 2011, 05:25:53 PM
-Soviet smoke grenades can kill infantry. (probably wrong criticals)
-Red banner strelky (ppsh) can destroy a ostwind?!
The smoke nades criticals were already toned down for the next patch IIRC. Btw, this is for all smoke nades not only for soviets. Nice find ;D!

About the PPSH killing ostwinds, they have the same target table vs ostwinds that other smgs so, don't know what happened there. Perhaps our balance team could check if that issue is real :-\.
Title: Re: [1.4] List of known issues
Post by: GodlikeDennis on August 23, 2011, 04:41:44 AM
Any gun can kill a tank, as extremely unlikely it is. You just witnessed a very rare event.
Title: Re: [1.4] List of known issues
Post by: Darkjolly on August 24, 2011, 12:54:09 AM
ACTIVATE MACHINE GUN NIPPLES

(http://i53.tinypic.com/14llfm9.jpg)
Title: Re: [1.4] List of known issues
Post by: Blackbishop on August 24, 2011, 01:31:04 AM
@Darkjolly
You should post at least how did you get this ;D. Although looks like a Relic bug rather than EF(which would mean "unfixable" - at least for me ^^ ).
Title: Re: [1.4] List of known issues
Post by: Darkjolly on August 24, 2011, 05:55:53 AM
Dunno, just saw it. American mg nipples, but its also affecting the axis mg42 man too