Company of Heroes: Eastern Front
Eastern Front Mod (Read-Only) => Bugs & Tech Support => Topic started by: Walentin 'Walki' L. on February 02, 2012, 02:09:19 PM
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Post issues and bugs in here. Be as accurate as possible.
Posts without any relevant information will be deleted.
Old thread (v1.52) here (http://easternfront.org/forums/index.php?topic=6608.0).
Means fixed in dev version.
General:
* You can build an American officer, sniper and engineers in the mansion on stalingrad map by starting position 6 on fixed positions.
US:
CW:
RMC:
SU:
* Maxim gun was separated from it's base(MG dugout).
* OBR 76mm was aswell separated from it's base and something
* KV-2 has no description on the Commander Tree icon
* The T90 cant destroy buildings it just whittles them down to almost no health and leaves the building invisible which can only be destroyed with an explosive weapon
* Unable to leave buildings with an observer
* Troops is spelt wrong in the armory
Wehr:
* Icon above inspired assault is pink.
PE:
* PE double shreck and G43 don't work
* There is a chance for the Jagdtiger to bounce shots on the British command truck.
* Jagdtiger has Tiger Ace description in Call-in button.
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- Updated through Launcher, but EF games are greyed out in lobby just like the normal vcoh games.
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Hello
While i was testing the new patch 1.6 i've encountered two bugs:
1. Maxim gun was separated from it's base(MG dugout).
2. OBR 76mm was aswell separated from it's base and something
odd happened when the AI captured, was able to repair it with the field repairs ability.
The images speak for the themselves...
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Help!
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@777Mais777
You can use the hotkey ;D! Goin to fix it :).
@Pantherturm
I need some one else confirm this otherwise maybe you need to reinstall EF :-\.
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;D Ahah...Casually pressed. ;)
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Since 1.6 it doesn't start at all.
Well, that of course could be
an individual problem. But just to mention it.
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Since 1.6 it doesn't start at all.
Well, that of course could be
an individual problem. But just to mention it.
same with some of my mates
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Could you upload your warnings.log?
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Mine!
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Since 1.6 it doesn't start at all.
Well, that of course could be
an individual problem. But just to mention it.
I had the same problem with you but since i've reinstalled 1.51 and then installed 1.6 worked for me.
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I have this problem, check my post http://easternfront.org/forums/index.php?topic=7442.0.
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Looks like the Full patch is broken. Several important files are missing, I recomend to use the old full installer and download the incremental patch.
http://easternfront.org/forums/index.php?topic=2533.0
Sorry for any inconvenience, we are going to release a new full version shortly.
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I don't think this is an Eastern Front specific bug, but I have been having trouble recently with squads not retreating when I tell them to, or follow orders at all.
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I don't think this is an Eastern Front specific bug, but I have been having trouble recently with squads not retreating when I tell them to, or follow orders at all.
That's called Retreat Bug... Usually your guys don't accept orders if they just got pinned.
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Also, units are uncontrollable after calling an arty strike or throwing a satchel charge. Just an annoying part of the game.
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[...] calling an arty strike [...]
only for the Calli & officer arty
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Hello
While i was testing the new patch 1.6 i've encountered two bugs:
1. Maxim gun was separated from it's base(MG dugout).
2. OBR 76mm was aswell separated from it's base and something
odd happened when the AI captured, was able to repair it with the field repairs ability.
The images speak for the themselves...
I can confirm the Maxim gun bug
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KV-2 has no description on the Commander Tree icon.
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Partizans can't use Demo charges on same building twice ( they can rig it the first time, detonate, but then can't rig the building again ).
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I realize this post isn't very helpful but my game keeps crashing near the end (Im not joking). Im not sure why though :'(. I've crashed 4 times since 1.6 :(
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I played a game with PE and went for double shrecks, but my new grens still had only one
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Troops is spelt wrong in the armory
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That was with one o, correct? Fixed it.
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Yes.
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I played a game with PE and went for double shrecks, but my new grens still had only one
Same happened to mine squads. Though it appears to apply only when producing tank busters. PGs with shreck upgrade are fine.
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Jagdtiger has Tiger Ace description in Call-in button.
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I am new to EF. Could you please tell how to play multiplayer?
Can I play like a usual CoH or I need to choose LAN (and use Hamachi or smth)?
We tried to play a usual way today and it did not let a friend to join my game saying that our versions are incompatible. While that is not true as we both have CoH 2.602 + EF 1.601. What could be the reason?
Many thanks in advance.
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Maybe you or him have skin packs?
Also, you can try uninstalling EF, delete any EF file from CoH dir an reinstall EF.
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Just played a game then against the AI and called in the Il-2 numerous times yet they did not engage the Vehicles that I had marked them to attack, I had an Arty Spotter using binoculars one time and had a T34 attacking a Panther another yet the Il-2's didn't seem to attack they just seemed to fly over.
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Here's a few i found so far:
ISU-152's Beast killer ability is "BLANK"
Jagdtiger has tiger ace instead of jagdtiger as a name
Luftwaffe officer has FW-190 description instead of saying its an ME 262 dropping incendiaries
I can still build an American officer, sniper and engineers in the mansion on stalingrad map by starting position 6 on fixed positions
Thats about it..... Keepup the good work DEV's :)
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The text for the majority of the Armory upgrades reads "Effects all trops in the field" instead of "Effects all troops in the field."
Several textures, including the belts of Panzer Grenadiers, picked up PTRDs, and some fences are pink'd out on multiple graphics settings.
The Luftwaffe Officer description is grammatically incorrect, the ending of it should read "and Supervising buildings to increase production."
The G43 Package upgrade only grants Panzer Grenadiers with a single G43.
Naval Infantry in the doctrine UI read as occupying 6 pop when in fact they occupy 5.
The luftwaffe officer's aircraft offmap reads as having a Focke-Wulfe 190 dropping the two incendiary bombs (which are in fact two airbust arty rounds with an incendiary wake, unsure if intended) when in fact the UI shows an Me 262--which is in fact what's dropping the bombs.
Not truly a bug, but the luftwaffe officer's aircraft offmap is on a shared cooldown timer with other Luftwaffe officers owned by the same player--a redundant measure since you can only buy one at a time (found this one out playing EF spliced with Cheatmod)!
S-troops don't specify which teching path grants which supporting infantry.
The Commissar leading S-troops reads "Conscript" when the player's mouse is hovered over it.
The Conscripts in the S-troops squad read as "Weapon Reserves" when the player's mouse is hovered over them.
Wasn't "Discipline" supposed to kill one member of the sqaud when used? This currently isnt in effect.
The M1927 76mm emplacement has a very high chance of penetrating armor; more of a balance concern then anything. This thing will rip any PE player apart and does a number even on panzer_skirted, stug_skirted, and panther_skirted armor types.
Conscripts now occupy 7 pop per squad; unsure if intended.
Searching for more as of now.
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We already have a topic for issues, so I will merge it.
The "trop" typo was already fixed.
Discipline ability since 1.0 has never killed anyone because we haven't figured out how to do it. Hence, the description doesn't say anything about executing a member.
Panzer Grenadier belts is a relic texture so it shouldn't appear pink at all, in which settings have you seen pink the ptrd? Because I play in high and don't have that problem.
G43 and Panzershreck bug are fixed.
Fixed Naval pop indicator.
Cluster bombs sometimes were used as the incendiary devices and once they bursted the flames started.
About Shtrafnie Troops, it is intended it doesn't say how you get each thing :P. Their hover texts will be fixed.
Conscripts gives you +1 Pop per soldier, but they cost 1 pop so in the end you have the same pop available. This was made in order to give them squad size rather than having "0" as squad size.
Going to check the M1927 report.
Sure, I can remove the global cooldown for the ME-262 :).
Thanks for reporting.
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I threw some some satchel charges right next to my ingenery squad but surprisingly they didn't seem to hurt them at all.
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I dont think thats a bug :P. I think when squads throw explosives or incindearies at themselves, it does less dmg. I say this b/c I had my Rifleman squad throw a grenade at itself but it did little dmg. Then I had a Engineer squad throw a satchel at 3 of my rifle squads clumped together and like 2 squads died :P
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A description mistake.I don't know this has been mentioned or not,but in the Urban Warfare,the description of Street Fighting hasn't been changed even in 1.6,which I read in the changelog that Street Fighting can no longer enable mortar team to launch incendiary mortar.
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Issue has already been spotted and taken care of, but thanks for the heads up.
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The Soviet Arty Firebase seems to be rolling more hits then it used to; I've had several LOLWTFPWN shots on individual squads in a barrage rather then seeing the shells scattering--these barrages (in cheatmod vs. Normal AI which AFAIK has no modifiers against the player other then resources) were fired at max range into the FoW by both myself and emplacements I pause-swapped to the AI's control. Not sure if intended, the scatter is fine, but the rate at which the engine is calculating a hit (even vs moving squads and tanks) is very high.
This might also be complete bupkis if even the Normal AI has stat modifiers against human players.
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Hi I am playing through all the campaign missions from CoH, OF and ToV through the EF mod. Since updating to this patch, (did not occur in previous EF versions) on Falais Pocket, Mission 3, the Command abilities tabs for the abilities given to you at the start of this mission no longer appear. This means you cannot use these Command abilities, (including V1 rocket, off-map artillery and Henschel attack) which makes the mission impossible to complete. The new ones you earn playing this mission appear normally and can be used.
Had to continue this campaign in regular CoH where this bug does not occur.
Thanks for the excellent mod! :)
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Spotter team cannot get out from a house. They have not an exit button. Please fix it. Pic:
(http://img577.imageshack.us/img577/2630/relic00072.jpg) (http://imageshack.us/photo/my-images/577/relic00072.jpg/)
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I think they have, but the icon of the spotter ability is above it :-X
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* Spotter Marked Target ability being available when garrisoned.
Is already know and was fixed...
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I am sorry, i missed this one.
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You can right click the unit portrait to exit buildings.
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I've noticed recently that when playing on the map Langres on the South Side as the SU that the MGs are positioned in such a way or their range is so wide that it actually covers all of your build space except of one miniscule gap. Which means that any attempted "base rush" or if you are chasing a sniper with say a bike or SC results in its imminent death :'(. Is this intentional b/c if it is then its kinda annoying :(.
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I think I found another problem. When I went Tank destroyer doctrine for PE, I upgraded 1 PG squad with shreck and later bought another one, known as TankBuster (just to be specific). Later I got dual AT weapons for 3CPs (just so u follow along :P). The squad that bought the Shreck for 75 muni got the 2nd shreck but the TB squad i bought for 360mp didn't :(. It still had just one shreck and the stats resembeled weilding just one shreck. And I know I didn't drop it b/c the squad was just sittng in my base the whole time ;D(lol). Can this be fixed soon ???
Also is anyone going to fix the Langres thing?
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I think I found another problem. When I went Tank destroyer doctrine for PE, I upgraded 1 PG squad with shreck and later bought another one, known as TankBuster (just to be specific). Later I got dual AT weapons for 3CPs (just so u follow along :P). The squad that bought the Shreck for 75 muni got the 2nd shreck but the TB squad i bought for 360mp didn't :(. It still had just one shreck and the stats resembeled weilding just one shreck. And I know I didn't drop it b/c the squad was just sittng in my base the whole time ;D(lol). Can this be fixed soon ???
Also is anyone going to fix the Langres thing?
I think this was already reported and fixed.
Langres thing?
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Langres thing?
My previous post explains it ;)
Edit: Yeah you are right about Dual Shrecks Cranial. My fault for not reading list :P.
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Langres thing?
My previous post explains it ;)
Oh the MGs.
That's a map problem not a MG problem. They're positioned like that so the MG doesn't cover the +5 fuel...but it's a VERY small map so they have to cram it. Happens with every faction except PE and Brit because brits can move the trucks and PE have a 360 turret.
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Langres thing?
My previous post explains it ;)
Oh the MGs.
That's a map problem not a MG problem. They're positioned like that so the MG doesn't cover the +5 fuel...but it's a VERY small map so they have to cram it. Happens with every faction except PE and Brit because brits can move the trucks and PE have a 360 turret.
Hmmm, thats a bit upsetting :P. Well if Im playing Axis that is ;D. If Im SU then its fine XD
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I have a problem but not sure where to post it. When I try starting COH (vanilla or EF) it loads and then suddenly says "Insert your COH - Gold Edition CD". Im assuming thats becuase it cant connect to the internet for some reason? But my internet is obviously fine (as I am typing this :P). How do I fix this ???
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I have a problem but not sure where to post it. When I try starting COH (vanilla or EF) it loads and then suddenly says "Insert your COH - Gold Edition CD". Im assuming thats becuase it cant connect to the internet for some reason? But my internet is obviously fine (as I am typing this :P). How do I fix this ???
Relic is down.
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Thank god you said that Cranial XD! I was searching this thread for help and was afraid I was going to have to uninstall everything :P. My friend was also having a problem which made me think Relic was having a problem too Just wasn't sure :P
Now that I cant play Multiplayer, I realize how boring a game can get :P. Any game for that matter ;)
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i use this time to hone my skills as PE, which i have never played more than 5 games as. comp games arnt terrible, but they are a poor substitute for pvp.
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I am going to second the problem of the Sturmovik planes not shooting anything and just flying over. It was a pretty 200 muni airshow, but didn't do anything to harm the Tiger and the Ostwind that was sitting outside my base...
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I've noticed that captured Nebelwerfer by PE haven't got a reinforce icon. Also the area around the wreck of
shot down sturmovik airplane is impassable by inf or vehicles with light crush (not sure about medium or heavy).
Well if this is intended to happen like all the other wrecks in the game, then i could at least destroy the wrecks with
attack move though i can't.
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Thanks for the heads up about the nebelwerfer.
For the IL2 wreck, only medim and heavy crush (should XD) can traverse over it ;).
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I have noticed a lot of bugs in 1.601. Here's a few:
For Soviets:
The ZiS-5, when upgraded in the Armory, can no longer built. It says "requires Red Army Mustering Tent" or something like that and the slot is greyed out.
The NKVD Squads that I should get from the "Red Tide" ability are not available. The box they should be available from is greyed out as is the box for the "Red Tide" ability. I can provide a screen shot if this description is too vague.
The Sharpshooter appears as a blue box on the game map.
For Wher:
The Luftwaffe officer is not available. Nothing happens when I check the box for him in the rewards menu. Just a regular officer is created.
And thats about it. Hope this helps...
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I have noticed a lot of bugs in 1.601. Here's a few:
For Soviets:
The ZiS-5, when upgraded in the Armory, can no longer built. It says "requires Red Army Mustering Tent" or something like that and the slot is greyed out.
The NKVD Squads that I should get from the "Red Tide" ability are not available. The box they should be available from is greyed out as is the box for the "Red Tide" ability. I can provide a screen shot if this description is too vague.
The Sharpshooter appears as a blue box on the game map.
For Wher:
The Luftwaffe officer is not available. Nothing happens when I check the box for him in the rewards menu. Just a regular officer is created.
And thats about it. Hope this helps...
This might be a problem on your end. Try uninstalling and reinstalling.
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Thanks Cranialwizard, I just tried that and it worked!
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Thanks Cranialwizard, I just tried that and it worked!
No problem :D
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Hey!
I have noticed huge bug in soviet army, you can shoot unlimited Katiusha by pressing G key!!!!
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Hey!
I have noticed huge bug in soviet army, you can shoot unlimited Katiusha by pressing G key!!!!
This has been prior reported and already fixed on internal. We appreciate your heads up though! :)
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In my last game i have noticed few things: * that AT-gun squad reinforce instantly, * red smoke from PE luftwaffe a-p mines wont disappear, * artillery has a range of the entire map.
After 10 games, most with other people (usually i won) I'm proud of your work. I'm playing this mod since 1.1 version, and now its outstanding!!!!
Atleast experience system works properly, but im missing binocular officer's skill. ;(
GOOD WORK!!!
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* red smoke from PE luftwaffe a-p mines wont disappear, *
Can vouch for this.
Also campaign is causing problems.
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The smoke bug from Butterfly bombs is from vCoH.
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Other IMPORTANT thing, most of the messages in the game does not appear, especially that some unit were attacked, that's why i'm losing tons of units, even dont know when. :-X If you need list which messages are missed I can prepare one.
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@fr3akypl
In my last game i have noticed few things: * that AT-gun squad reinforce instantly,
Will be checked and normalized.
* red smoke from PE luftwaffe a-p mines wont disappear,
vCoH issue, we can't do anything about it.
* artillery has a range of the entire map.
Nope, it has 300, but in most of the maps can easily reach any part it wants.
Other IMPORTANT thing, most of the messages in the game does not appear, especially that some unit were attacked, that's why i'm losing tons of units, even dont know when. :-X If you need list which messages are missed I can prepare one.
That's hardcoded stuff AFAIK, so nothing we can do here atm.
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Howdy,
Squads retreating to zis FREQUENTLY stop short of the Ambulance even when the ZIS and the retreat route are under SOV control and pass through no isolated areas. Some times they stop a screen away sometimes much farther away. AFAIK the aborting units are still recharging the retreat function so I don't think it is a case of Stopping when the retreat function becomes available for use again. :'(
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This is a vCoH bug which I don't know how to fix :-\.
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The latest patch EF very crude. A bunch of bugs. Especially for the Soviet army. In the doctrine of Street Battles in mortar does not appear fire charges. On many maps sure sooner or later break the game with a message about the bug.
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The mortar fire round was removed in this patch. The ability description wasn't corrected but will be in the next release.
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The latest patch EF very crude. A bunch of bugs. Especially for the Soviet army. In the doctrine of Street Battles in mortar does not appear fire charges. On many maps sure sooner or later break the game with a message about the bug.
You must be playing computer and special game modes then. PvP works like a dream.
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agreed, unless youre trolling, EF works great.
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Soviet sniper doesn't kill german completely, sometimes the medic can save his victim.
Also try to click "View Progress" button in EF launcher serveral times.
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Soviet sniper doesn't kill german completely, sometimes the medic can save his victim.
Isn't this how it always was? How it's supposed to be?
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I saw it by my own eyes, the medic pick up sniper's victim (sniper is upgraded)
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That is normal, all snipers have the same chance.
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Since the last patch inspired assault icons above units are pink.
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I think this is a you problem. I used Inspiring Speech around 20 minutes ago and did not experience this.
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He means Inspired Assault from Wehrmacht Terror Tree :).
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He means Inspired Assault from Wehrmacht Terror Tree :).
Whoops. Mis-read that! :P
Thanks BB.
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I saw it by my own eyes, the medic pick up sniper's victim (sniper is upgraded)
Black, sniped victims are supposed to be irrecoverable by medics. That's why Ami players use snipers vs. Grenspam. If the SU sniper isnt preventing WM units from being recycled, it validates Grenspam as the "gg" strat vs Soviets.
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@TheVolskinator
You are wrong with that, AFAIK Snipers have a very low chance of injuring soldiers instead of killing them. Blame luck for it ;).
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Artillery Spotter teams cannot exit outposts once they enter. The 'exit outpost' button is covered by the 'mark target' ability.
http://i15.photobucket.com/albums/a372/Niscimble/sharpshooterbug.jpg
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@Niscimble
That is already fixed in the lattest patch 1.610 :).
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Conducted the upgrade of tank cannons on 85 мм. After it caused the tank-borne infantry on a tank. Т34 arrived with a 76мм cannon.
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Tank Riders doesn't have a T-34 w/85 mm gun. So it is not a bug.
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But earlier after upgrade T-34 on 85мм to a down the tank landing arrived on T-34-85. After the last patch both to an upgrade and after upgrade - the tank comes same, with tower T-34-76
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But earlier after upgrade T-34 on 85мм to a down the tank landing arrived on T-34-85. After the last patch both to an upgrade and after upgrade - the tank comes same, with tower T-34-76
This was removed because of a balance concern.
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Balance? With every patch Russians are doing everything weaker and weaker. Selected trenches, weakened the attack Il-2, was removed from assault engineers dual flamethrower... You'd better machine-gun nest strengthened in Russian, German infantry only when several machine-gun points pressed.
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Balance? With every patch Russians are doing everything weaker and weaker. Selected trenches, weakened the attack Il-2, was removed from assault engineers dual flamethrower... You'd better machine-gun nest strengthened in Russian, German infantry only when several machine-gun points pressed.
Soviet MG emplacements were only added because they wouldn't have a base defense. In a really good game you don't need those emplacements at all and Soviets have reached a point were you can say that they have the best balance.
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The BM-13 still says Studebaker when the mouse hovers or it.
Also the M-1938(AFB) is glitched when it fires on a horizontal plane at a long-distance target, the round appears to spawn above the gun.
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Don't worry ;), we already have a replacement for that model... we are just waiting to finish Ostheer to finish it among many other soviet models :).
About the BM-13, I think the truck is named like that, because is based upon that model.
(http://upload.wikimedia.org/wikipedia/commons/thumb/6/63/Katjuscha_1938_Moscow.jpg/800px-Katjuscha_1938_Moscow.jpg)
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Greetings All,
I am a comp stomper due to time constraints. I very rarely have even 20 minutes to dedicate to a game so I walk away...come back in 45 minutes etc....walk away again....in my defense I largely play against expert level AI...which is just 80-100% more MP of course :)
1. A 'bug' I have seen both when I am playing as PE and against PE:
When the Marder III is locked down and assigned a target, if the target moves the Marder may (not always) 'slide' towards the target. When this happened to me I was playing a different map (Bedum) than when I saw it occur to the AI (can't remember...sorry). When it happened to me the Marder 'slid' halfway across the map to it's doom and nothing I did would release it from its death slide. It stays 'locked down', no motion animation occurs...it just 'slides' along.
2. Kursk Map:
I cannot play on Kursk since the 1.61 patch. The game has crashed every time. I do not know where any logs might be.
3. Buildings:
If a building takes 'X' damage, esp (specifically? I cannot say) if the damage was from fire, it cannot be re-entered. This occurs on all maps.
4. No-Reinforcements:
It seems that many times, but not always, crews for captured equipment cannot be re-enforced. Sometimes this bug will 'heal' itself if I leave the weapon next to the re-enforcement point long enough. Many times though, I just have to live with it. Strangely, if I get that crew wiped out, the new crew might be re-enforceable. I wonder if they feel doomed when I send them to die......nah :)
5. Icon Issues:
Just recently I have experienced large blocky multi-colored icons over AI controlled troops. This may be my vid card BUT I have no issues with other games (I play a lot of Day of Defeat, Total War (all versions), and IL2-1946 for example). This blocky icon is just 2 colors typically, they being pink and blue in a rectangle laid lengthwise mostly, and if I scroll away and come back they often correct themselves. So for example on pioneers with the flamethrower, the little flamey icon that shows they are upgraded becomes the 2 color blocky thing instead. This seems to occur ONLY on AI controlled troops, not my troops. My troops are perfect :)
6. General AI issue I will also put in that thread:
A. Since I play mostly against expert level in annihilation mode (often w no pop-cap) the games can go a bit long...hey there's lots to kill!....and the AI just 'runs out of steam'. It stops producing almost anything but the 'latest greatest' for the Command Tree it has chosen, and so becomes one-dimensional. So for example, the Sovs stop producing Strelky and other infantry and just make SU-152s...which are meat because they are unsupported etc. Also, when the game is reloaded and watched I see the AI having TONS of MP to make inf etc but it doesn't use it because it is waiting for the SU-152 (for example) timer to reset so it can make another one. It needs to keep some balance so it can be more effective nearing the end game. The effect is that the game is a good hard game up until the AI collapses into this silly 'make one thing only' mode.
Regards,
Chumley
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Hi Chumley,
Thanks for the feedback :), we have detected some of these issues so I'll describe them one by one:
1. A 'bug' I have seen both when I am playing as PE and against PE:
When the Marder III is locked down and assigned a target, if the target moves the Marder may (not always) 'slide' towards the target. When this happened to me I was playing a different map (Bedum) than when I saw it occur to the AI (can't remember...sorry). When it happened to me the Marder 'slid' halfway across the map to it's doom and nothing I did would release it from its death slide. It stays 'locked down', no motion animation occurs...it just 'slides' along.
This happens with all the units that can be locked down, the moving animation doesn't halt making your vehicle locked but dashing through another area. It is a vanilla bug, I could check what's wrong but it will take some time so I do not promise anything :).
2. Kursk Map:
I cannot play on Kursk since the 1.61 patch. The game has crashed every time. I do not know where any logs might be.
We have received some similar reports about this map, although looks like it is not a common issue, nonetheless we'll track it down.
3. Buildings:
If a building takes 'X' damage, esp (specifically? I cannot say) if the damage was from fire, it cannot be re-entered. This occurs on all maps.
That's an unfixable Relic bug atm, if you ignite a building too much(either flamers or nebels), you won't be able to garrison it anymore.
4. No-Reinforcements:
It seems that many times, but not always, crews for captured equipment cannot be re-enforced. Sometimes this bug will 'heal' itself if I leave the weapon next to the re-enforcement point long enough. Many times though, I just have to live with it. Strangely, if I get that crew wiped out, the new crew might be re-enforceable. I wonder if they feel doomed when I send them to die......nah :)
You need to report with which weapon that is happening, otherwise we won't be able to fix the bug. It was supposed to be fixed, hence it is important to know what weapon is causing the problem.
5. Icon Issues:
Just recently I have experienced large blocky multi-colored icons over AI controlled troops. This may be my vid card BUT I have no issues with other games (I play a lot of Day of Defeat, Total War (all versions), and IL2-1946 for example). This blocky icon is just 2 colors typically, they being pink and blue in a rectangle laid lengthwise mostly, and if I scroll away and come back they often correct themselves. So for example on pioneers with the flamethrower, the little flamey icon that shows they are upgraded becomes the 2 color blocky thing instead. This seems to occur ONLY on AI controlled troops, not my troops. My troops are perfect :)
That issue was already reported and will be fixed for the next version.
6. General AI issue I will also put in that thread:
A. Since I play mostly against expert level in annihilation mode (often w no pop-cap) the games can go a bit long...hey there's lots to kill!....and the AI just 'runs out of steam'. It stops producing almost anything but the 'latest greatest' for the Command Tree it has chosen, and so becomes one-dimensional. So for example, the Sovs stop producing Strelky and other infantry and just make SU-152s...which are meat because they are unsupported etc. Also, when the game is reloaded and watched I see the AI having TONS of MP to make inf etc but it doesn't use it because it is waiting for the SU-152 (for example) timer to reset so it can make another one. It needs to keep some balance so it can be more effective nearing the end game. The effect is that the game is a good hard game up until the AI collapses into this silly 'make one thing only' mode.
That's not really my area, but I think our AI coders can take care of it :).
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6. General AI issue I will also put in that thread:
A. Since I play mostly against expert level in annihilation mode (often w no pop-cap) the games can go a bit long...hey there's lots to kill!....and the AI just 'runs out of steam'. It stops producing almost anything but the 'latest greatest' for the Command Tree it has chosen, and so becomes one-dimensional. So for example, the Sovs stop producing Strelky and other infantry and just make SU-152s...which are meat because they are unsupported etc. Also, when the game is reloaded and watched I see the AI having TONS of MP to make inf etc but it doesn't use it because it is waiting for the SU-152 (for example) timer to reset so it can make another one. It needs to keep some balance so it can be more effective nearing the end game. The effect is that the game is a good hard game up until the AI collapses into this silly 'make one thing only' mode.
I know what you are talking about it is eval bug in the AI cuz AI thinks that SU-152 is best unit all the time and he does not build anything else.
Is that happening with all AIs or just expert?
Will try to fix that asap atm am busy with other ai stuff, pls post it to AI Bugs Discussion topic so i don't forget to add it into list and fix it ;).
Thanks.
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Hello all,
Each time when I try to play for Soviet Union on Moscow map, (after some period of time) I get an "Fatal Scar Error - Execution Paused" error message screen.
Win 7 64-bit, COH+COHOF+COHToV v2.602 + EF1.6.1.0
Has someone seen the same thing? Who know the way to fix that?
Log attached.
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I guess you were playing against brits. Could you tell me all factions that were on map when error happened?
Also is that only map that has error with brits or not?
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Then the error happened there were Soviets and Germans(Wehrmacht) fraction on the map.
I can say that with the same fractions but on the map Angoville I didn't see any issues. But I didn't try other fractions on Moscow map, so I can't claim that problem is just in the map.
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If it is in the map probably someone would report it before i guess.
For log i can say that error is in one file that is responsible for controlling british trucks but that file is broken anyway.
Could you attach me scar.log and ai.log so i can be 100% sure.
Temporary solution would be to disable that file and try to play same map with disabled file with same factions if that happens again them am afraid problem is somewhere else.
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I have just finished USA vs Germans(Wehrmacht) battle on Moscow map, and no errors appeared.
I will try Soviets vs Germans(Wehrmacht) next time, and I'll give you know if error will appear again.
Could you also indicate location of scar.log and ai.log files.
P.S. Thank you for helping me!
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That files i mentioned calculates some stuff for brits but file is kinda broken i will totally turn it off until i make new one, i still don't know who is the author of that file. Probably you were playing vs brits or something weird happened in that file.
Try also vs brits or maybe vs all factions then you will be sure what faction caused error ;).
Logs are in ...\Documents\My Games\Company of Heroes\LogFiles on win 7 idk how it is on xp/vista. Sometimes you will not have ai.log, but best to get newest logs is to delete all old ones and then go in game and play.
No problem i plan to change that file but i would like to say thanks to the author for good concept :).
If the error continues i will give you instructions how to disable that file so it does not run anymore cuz it just calculates some data nothing else. I will disable it internally until i fix it so there will be no more error like this one.
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2. Kursk Map:
I cannot play on Kursk since the 1.61 patch. The game has crashed every time. I do not know where any logs might be.
I'll have a look into it.
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3. Buildings:
If a building takes 'X' damage, esp (specifically? I cannot say) if the damage was from fire, it cannot be re-entered. This occurs on all maps. ......
That's an unfixable Relic bug atm, if you ignite a building too much(either flamers or nebels), you won't be able to garrison it anymore.
AI squads have two retreat thresholds (One is 45=demand, both are related to health IIRC). THe building also has a health level.
When a squad is in a building and an incendiary attack occurs both building and squad lose health. THe two are probably linked together multiplicatively health wise. If this linkage can be changed squad also could re-enter the building. THe real difficulty occurs when the bulding health goes below 45=demand. THe problem may not be fixible from a practical sense but it is addressable by the EF Mod.
Edit: @MaxiKing6 What are the BP files associated with Architectural buildings one needs to import to manipulate building health demands?
Edit:Now just a minute here! Isn't the ISU152 a unique unit? Are you'all engaging in hyperbole? Set the ISU152 to (maximum = 1). I agree that AI Spams CT units. How many times have we heard that a Cap can't be placed on the AIs ability to spam units. Since the new developer came on board a lot of AI myths have been busted. At expert level the AI is supposed to select 1 of the 2 most appropriate of 5 possible production choices. The probability of correctly choosing goes down with each degree of difficulty until at easy AI there is a random selection IE 2/5 =.40 at easy, 2/4 =.5 at normal 2/3 = .67 at hard 2/2 = 1.0 at expert. Of course the experts choice of one of the two best options might just be skewed. Would you choose a conscript over say an ISU 152? If you need to obtain map control you would. The problem dear JoJo is not in our stars but in ourselves. Built into the LUA programming language (of which SCAR is a subset) is the flexibility to choose what ever style of I/O one chooses. Boolean Neverbuild_FCN if return=false is not the same as FCN return= -1, never build; is it?
- THe production que roster considers many factors (fuel, ETAfuel, threat assessment etc ), before allowing a given type of unit onto the short list as a demand. the priority of the unit on the roster is then modified by the demand_offset. (If I understand the concept correctly the higher the demand_offset is, -ie 15 rather then 12; The higher in the que demand range, ie 1 to 5; the unit will appear. At some point the FCN_number_of_XSquads_on_map should reduce the demand_offset!
- We should review the types of return different variables use to make sure we are being consistant.
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How many times have we heard that a Cap can't be placed on the AIs ability to spam units.
Who said that? You can place a limit to any unit for AI and AI won't build more units then limit, only few(3-6) units are limited in most of AIs. That spam issue is something that is a little different and has problem with demand, long story short if AI sees he can have a good unit in 1 min he will always wait for it that is why AI spams -> so it makes bottleneck that has to be resolved.
I will fix it asap.
Since the new developer came on board a lot of AI myths have been busted.
Thanks am trying to explain what i know almost every day i learn a new stuff :).
The problem dear JoJo is not in our stars but in ourselves. Built into the LUA programming language (of which SCAR is a subset) is the flexibility to choose what ever style of I/O one chooses. Boolean Neverbuild_FCN if return=false is not the same as FCN return= -1, never build; is it?
DEMAND_NeverBuild is constant with value -9999 which does not mean that we can be 100% sure AI won't build that unit, if AI gets demand table with all units with -9999 demand he will probably build one of them depending on lowest ETA, random factor and other factors that i will explain in other post. I will create some diagram or story to resolve that AI myth about demand.
Problem is someone (probably relic) made that bottleneck cuz all call-in units have demand_offset around 500-1000 that is why they are always on top in demand table and there is no other unit with similar demand and standard deviation(variance) has no effect. IMO all demand_offsets should be at max 100. Also some of them should depend on map control and other more human-like factors.
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Who said that? You can place a limit to any unit for AI and AI won't build more units then limit, only few(3-6) units are limited in most of AIs. That spam issue is something that is a little different and has problem with demand, long story short if AI sees he can have a good unit in 1 min he will always wait for it that is why AI spams -> so it makes bottleneck that has to be resolved.
I will fix it asap.
I think I love you for saying this :D :D :D
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DEMAND_NeverBuild is constant with value -9999 which does not mean that we can be 100% sure AI won't build that unit, if AI gets demand table with all units with -9999 demand he will probably build one of them depending on lowest ETA, random factor and other factors...Problem is someone (probably relic) made that bottleneck cuz all call-in units have demand_offset around 500-1000 that is why they are always on top in demand table and there is no other unit with similar demand and standard deviation(variance) has no effect. IMO all demand_offsets should be at max 100. Also some of them should depend on map control and other more human-like factors.
I think demand_offsets should be maximum = 100 - variance(in integer format) - Demand(in integer format) -that is being offset.
Edit:DEMAND_NeverBuild(-9999)
Never build (for the rest of the game) > FCN(-1) means never.
Can the infinitesimal chance(-9999) be over-ridden by the Boolean (-1)
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I think demand_offsets should be maximum = 100 - variance(in integer format) - Demand(in integer format) -that is being offset.
IIRC variance multiplies demand but am not sure need to check it out, will try to explain demand myth asap just to finish this crazy ai error that show on start vs soviet AI.
Edit:DEMAND_NeverBuild(-9999)
This is kinda function call.
It is defined like this : DEMAND_NeverBuild = -9999
So when you see in code return DEMAND_NeverBuild it is same as return -9999.
Never build (for the rest of the game) > FCN(-1) means never.
Can the infinitesimal chance(-9999) be over-ridden by the Boolean (-1)
Am not sure what do you mean with this, but Boolean can only be true or false nothing else -1 or similar.
Can you explain this a little more :).
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Am not sure what do you mean with this, but Boolean can only be true or false nothing else -1 or similar.
Can you explain this a little more :) .
Some of the LUA variables have a value(null). value(-1) is similar usage. Since Lua allows you to define Functions pretty much however you wish to programmer A will define a FCN_Q one way Programmer B will define the identical function as FCN_R or maybe even FCN_Q, Programmer A returns Boolean(null) Programmer B is uncomfortable using nulls --me for one and defines null=-1. I have seen examples both ways in the limited time I've spent studying LUA. I think you agree it is very confusing. ???
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Boolean values can be true(represented by with numeric value 1) or false(represented by with numeric value 0), AFAIK it shouldn't be able to accept such value(null/-1). You can assign a string with null or an integer with -1. As booleans cannot be null, they are false by default, unlike strings or integers than start as null/-1... at least on my experience XD.
EDIT:
When dealing with booleans you don't use 0 or 1 but true or false, although you know what is their numeric value if you need to convert something :P.
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I understand what you are saying. When I started seeing -1 in the LUA scripting it puzzled me too. Apparently Lua accepts the normal Boolean true,false paradigm; the old C language 1,0 paradigm and accepts a condition where nul and -1 are predefined non-false conditions, THere also seems to be a boolean form with 0,1,2 values. Unfortunately all three forms appear in the ai programming for CoH/EF. weirder and weirder.
An example of where the -1 value would be used in EF programming involves unique units like IS3. only one is allowed per faction per game. In evaluating whether to build this unit the boolean true, false is used. Once the unit is produced the boolean value should return nul or -1 IE do not build for the rest of the game. Dollars to doughnuts the coding for unique units does not always conform to this rule though. :P
Edit: BTW Cornell U. was involved with early C language development; probably because IBM had several facilities within an hour's drive. Cornell's engineering school has a tradition that disallows engineering students, (comp sci at the time), form studying logic as a mathematical discipline. binary notation was used for booleans. I am Cornell trained. Not surprisingly I think in binary rather than logical notation.
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I think I love you for saying this
LOL, Thanks.
Apparently Lua accepts the normal Boolean true,false paradigm; the old C language 1,0 paradigm and accepts a condition where nul and -1 are predefined non-false conditions, THere also seems to be a boolean form with 0,1,2 values. Unfortunately all three forms appear in the ai programming for CoH/EF. weirder and weirder.
AFAIK lua is written in C. Don`t mix 0,1,2 with boolean data type. From what i have learned i school there are 3 values for states, 0, 1 and undefined or high resistance aka "don't care" value marked X, see K-tables for logic functions in wikipedia if you are interested. But that is digital electronics.
When i started with programming for me it was easiest to compare true/false with flag or bulb, true -> flag is on, false flag is off :).
What else is so weird? I did not saw any 0,1,2 boolean values in AI, where did you saw them?
Hope it helps.
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Too much AI mumbo jumbo.
Brain hurts. :-X
Back to fiddling with corsix now that I got it to work.
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Do not know if it is a bug but every conscript squad I build cost 7 pop with a full 5 equalling 35 pop, I rarely use them as I love Propaganda Doc so I never noticed it before. ???
Here is the replay
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Conscripts generate their own population, so you only need the initial seven free pop.
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Conscripts generate their own population, so you only need the initial seven free pop.
Now I feel dumb, thanks bishop :-[
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Don't worry, I'll try to fix that for the next patch, I mean, they will cost zero pop when building so you don't need to have 7 pop free but once they hit the field they will cost 7 pop but will generate their own pop, so it will basically cover this problem.
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once they hit the field they will cost 7 pop but will generate their own pop, so it will basically cover this problem.
A most clever workaround. You just have to remember as your conscripts take casualties your Pop Cap goes down. This can be confusing when your trying to eke out enough pop for "Tank Riders" or ISU152
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This was a post of the 1.52 patch thread.
i was just playin an AI match and noticed that when the AI hulls down their zis guns they dont seem to know how to undo it, They just sit there picking it up and setting it back down. this includes enemies who recrew a dug in gun.
« Last Edit: August 26, 2011, 01:00:54 AM by DrRockzo1986 »
It still occurs in todays patch.
Is it possible to modify something in the files to remove the dig in/out ability for the russians ATs?
Cheers
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For now i think hull down is disabled for AI, it will be fixed in next patch ;).
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For the latest patch, 1.610, the game works fine for me until I finish a game. When I exit the post-game stats, the game crashes to desktop. This has happened twice. Same conditions. Skirmish, and after exiting post-game stats. The first time was alone with bots on Berlin, and the second time it was with a friend playing against bots on Zhytomyr. Not sure if that helps, but I'll throw it in just in case. Those were also the only two times I've run the mod since I patched it.
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While playing EF on the latest patch, i noticed this two issues:
1. American captured by PE mortar hasn't got the smoke barrage abiliity (is this intended?).
2. There is a chance for the Jagdtiger to bounce shots on the British command truck.
Here's a picture from one of the shots that bounced while it's in mid air and the captured mortar.
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Thanks for the feedback.
The mortar thingy happens with every faction but amis.
I'll check the British Command Truck, but this is normal for any tank gun. When locked down CW trucks get additional protection because they act as buildings not as vehicles.
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That truck doesn't look all set on the ground Black B. :P
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Il-2 Sturmovik's are still not engaging targerts, tested this a few times.
Anyone else getting this problem or just me :(?
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The T90 cant destroy buildings it just whittles them down to almost no health and leaves the building invisible which can only be destroyed with an explosive weapon
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The T90 cant destroy buildings it just whittles them down to almost no health and leaves the building invisible which can only be destroyed with an explosive weapon
I can confirm this but forgot to fix it. Thanks for your heads up.
Updated the list
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Removed some lines from the list:
* American captured by PE mortar hasn't got the smoke barrage abiliity (is this intended?).
* Partizans can't use Demo charges on same building twice ( they can rig it the first time, detonate, but then can't rig the building again ).
Because aren't clearly bugs from EF. Also, updated the list with the fixed changes in our internal version.
If there is any doubt about why they were deleted, you can read this:
* Demo charges from Partisans are exactly the same than US Engineers use. So this is a bug inherent from the ability itself, probably hardcoded.
* When you capture an US mortar with any faction rather than US, you don't get their smoke.
IIRC that's how they work.
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When I tried to use partizan demolitions on the rr bridge on Zytomir map the train was in the way. only 3 of 4 points could be wired. I don't know if this has been corrected or not.
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the coaxle machine gun for the kv-85 (the KV tank with the longer barrel) fires backwards only
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Captured by Wehrmacht 17 pounder emplacement lacking the AT gun.
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You seem to use a skinpack, please disable it in order to test if the AT gun is still absent then.
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There is an issue with the ability Inspired Assault. When you use it, little pink boxes appear.
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Already detected and fixed :P(see first post)
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Not sure if these have been posted. Did have a quick look. In the latest patch.
- KV-1 coaxial turret mg seems to render behind the turret and shot only forwards.
- Tracks on the SU-76 don't animate at all.
- I also noticed the russian special weapons (ie. AT rifles and MGs) don't render onscreen when fully zoomed out.
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The issues with the soviet models were reported already, and will be fixed until the new models are done ;).
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I can personally confirm that the AI will get Zis-3 guns stuck by digging them in. The AI also seems to not deploy its Zis-5 medic trucks, making them entirely useless.
(using latest versions of both CoH and EF)
I was also wondering if the AI uses artillery spotters properly. They don't even reinforce the artillery spotter squads to get two men, it seems. Perhaps it would be better if they only made snipers?
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You are correct about FO being less then optimal for ai. I operates as a one man sharpshooter(not sniper) and doesn't operate properly without a reinforc AFAIK. It would be better as a two man FO squad and a 1 man Sniper squad IMO.
THe Zis good-humor trucks are built by ai but don't L/D in v1.6.1. The corrected code will probably appear in next patch.
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When I play the map "Battle Of Mahiljou" it gives you fixed positions when it is set to random and when you set it to fixed, the fixed positions go away.
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You mean the tacmaps shown in the game setup menu?
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Yeah the tacmap's positions are all weird :P
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Lemmeh have a look!
/Fixed
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I have this error, always happens when the eastern front game will not let me play or one minute
Crash Report #1239273
An unhandled exception has occurred in FactionFix.dll Please check for a newer release.
Help
I have version 1.6.1.0
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No shortcuts regular army skills no incentive skills
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ive posted this before on another thread a while ago but didnt get replied, so, asking here,
i start up EF fine, and can play AS Soviets fine,
but when i set the game to have a soviet ally or enemy the game crashes at the loading screen. it gets two thirds loaded and it either;
1) plays an error message sound, but i cant minimise the game screen to see it, obviously a fatal error but cant read it.
2) it freezes my computer making a buzzing rumbling noise like a cd thats sticking would in a stereo (sound effects, not computer hardware related)
or 3) the screen would go bright purple, making the same frozen noise.
any help?
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Using the EF mod, when I save a runnig game (playing on EF maps), the save file can't be found in the ingame menu. No farther problem, but would be nice to load a game/combat again.
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Save a running game ?
What do you mean ?
You are trying to save a not ended game and you want to continue it after period of time ? This is impossible in COH. You can only save finished games and it is called a replay.
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Not sure if anyone said this before but Inspired Assault icons appearing above the infantry squad's heads are replaced by a purple pink square thingy.
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I think it has been said before, because it is already added to the list and also crossed out :P.
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I probably should have read 1st post before posting :-\
So does crossed out ones mean they will be fixed next patch?
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Yes ;D, although there are more bugs fixed which are not listed :).
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Save a running game ?
What do you mean ?
You are trying to save a not ended game and you want to continue it after period of time ? This is impossible in COH. You can only save finished games and it is called a replay.
Of course you can save a running game in COH and load it again to play on. But with EF I can't load because there is no save game file.
In COH there are.
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Well, here is the SturmMovies with Mosin rifles.
My last report was in wrong thread :P
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they look nice
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I am getting this bug and after noticing when playing Soviets vs. PE that sector artillery is bugged, the AI is able to pop it in your sector that you already control and even when sector artillery is put on a neutral territory and you cap the point, it still is active.
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Sounds like a VCOH issue not an eastern front one.
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I have a problem loading the game. When i try to load the game from the launcher by pressing 'play', nothing happens. It loads for about a second, then nothing happens. Please help me, i have no idea what is happening, this happens with most mods. ???
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Maybe you don't meet the minimum specs, or maybe you aren't waiting long enough. Sometimes the game can take some time to load up on weaker computers.
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You forgot to look into the stickies of this section ;).
http://easternfront.org/forums/index.php?topic=1677.msg56621#msg56621
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Ok, now i've done everything that post said but it still will not work! Nothing still happens. I re-installed it, I made sure it was aved in the right place, the directory is the same, but it still does not work. Please help me D:
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Screenshot your program files/company of heroes directory and post the screen.
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@StetoGuy
You have installed Company of Heroes in your PC and not only Eastern Front, don't you?
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Yes, i have both company of heroes and the mod installed.
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You forgot to post the screenshot :).
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(http://C:\Users\yeh\Pictures\screen.png)
(if this doesnt show the image, i need to be told how to upload the image, sorry)
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Is it normal for a Guard LMG that is dropped which is then picked up, but won't fire on the move like Guards do intended?
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@StetoGuy:
You can't link images directly from your computer. They have to be on the internet first. To achieve this, use an image hoster such as imageshack.us or equal. Use these websites to upload your pictures and then link them here using the forum code that you receive once the upload is done.
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Here, this is an image showing that i have the mod installed and the company of heroes.
(http://img90.imageshack.us/img90/4449/screenns.png)
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@StetoGuy
You have installed Company of Heroes in your PC and not only Eastern Front, don't you?
::)
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I have thats what the picture shows, doesnt it?
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Тhe question is - Do you have installed Company of Heroes ?
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What evidence do you want that I have the game installed, surely if i say the game is installed, it it enough?
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Do you have the reliccoh File?
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Dude, are you sure you followed the instructions? I think you don't.
"Could not locate RelicCoH.exe" OR "Game is up to date" OR "Nothing Happens" when clicking play
Your installation location is likely wrong, could also be directory in settings is wrong. Check these first, in order to see if your install location is good, you need to go to Company of Heroes folder and check if the "RelicCoH" app is there, along with "Eastern_Front" folder and Eastern_Front.module, you'll also see the launcher files there. If you don't see those then you installed it in the wrong place.
Most common case for this is that you are using Steam Version, where it cannot auto select the install folder. Uninstall Eastern Front and then reinstall it. You must manually switch the install folder to CoH folder. Normally "C:/Program Files/Steam/Steamapps/Common/Company of Heroes" (Steam Version) or "C:/Program Files/THQ/Company of Heroes" (None-Steam Version). Remember to look at "C:/Program Files (x86)" if you use x64 OS.
Remember than your install directory must end in "Company of Heroes" folder. If you add by yourself any other folder after it, the installer will proceed but the game ain't going to work.
If you get "Game is up to date" and you have installed it on the right path, open EF launcher; go to Settings, then check if CoH Directory option has the correct path otherwise fix it.
It is obvious than in that path you don't have Company of Heroes installed. There are some files missing from what I can see on the screenshot.
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Are you sure you even use steam in the first place? The only game you have there is CoH which we have determined is NOT installed there. Have you got a 64 bit OS? Remember to check for your steam folder under Program Files (x86).
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I'm deffinately sure i play on steam as i always play games on it, and i have it installed because i played with it the other day.
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Please sort your files in a way we can see them all and then take the screenshot. Also, please post your full path where EF is installed.
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What files exactly do u want to see?
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Everything from your CoH directory.
EDIT: You don't need to post several screenshots, just change the type of view using one of the buttons at the right side of the screen below the address bar/search bar or press control and scroll down the wheel of the mouse.