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Txema

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  1. Upvote
    Txema reacted to IICptMillerII in Bug with upgrade? What gives?   
    The bug is known and has been addressed. A fix will be released when the fix is tested thoroughly and is shown to work. Said testing is currently in progress. 
  2. Upvote
    Txema reacted to RockinHarry in Evade towards enemy   
    Bits of toying around with @Lt Bull ´s TEST GAP battle today. Results for me are the same as reported. After bits of experimenting I came to a somewhat unexpected "solution" (or hint for debugging).
    By use of Instant Commands button "Pause", I set all forward defending german units to Pause mode (“Pause for further orders”). This in setup phase, before hitting Go. Surprisingly during execution phase this nailed the german units in place (despite heavy suppression). Next command phase showed that various evade commands (incl. those forward through bocage) were plotted by the TacAI, but not executed. This also allowed seeing the TacAI´s intended evade moves (fast into "best" cover and face toward apprehended threat), as otherwise the WP´s would be gone (all PTroopers KIA/WIA = WP deleted).
    Now what the manual (p. 62) says on Instant Command "Pause":
    “Pause for further orders”
    PAUSE - instructs the unit to temporarily halt all active orders and wait. This is the
    equivalent of yelling “Halt”. This button is a toggle, and by pressing it again,
    the unit is ordered to resume what it was doing.
    Interesting that Pause also works for orders not yet given, particularly those from the TacAI (evade). Always assumed it works for user given movement commands only.
    So maybe someone likes to test/repeat the procedure? Load TEST GAP.btt, do nothing but clicking "Pause" button for german units and hit GO.
  3. Upvote
    Txema reacted to AlexUK in Evade towards enemy   
    I'm not playing anything with bocage until resolved. Hopefully we can get an update soon. 
     
    Thankfully that still leaves quite a lot. 
  4. Upvote
    Txema reacted to Lt Bull in Evade towards enemy   
    Hello,
    I've gone looking for a thread posted maybe a year ago where I was originally made aware of the "evade towards enemy" behaviour (though probably an actual bug) that typically involves infantry behind hedgerows breaking that cover when under fire and running towards the enemy through gaps in the hedgerow (invariably to their deaths) that I can confirm I has been able to reliably replicate when I downloaded and played the saved game that was provided by a user investigating the issue at the time. From what I understand, this issue may only be specific to CMBN and seems to only have appeared after one of the recent patch/engine upgrades. I would have checked the status of the issue and would have posted on that thread there but I have not been able to find the thread curiously enough, hence this new thread.
    So I have just started a mirrored CMBN H2H QB on a map that I know several other players have battled over, and I just had a most extraordinary occurence of this "evade towards enemy" behaviour (or whatever you want to call it).  I had three infantry teams lined up along a stretch of hedgerow in a defensive deployment, evenly separated by about 15m.  Behind them is a flat wooded orchard. In front of them is a road, beyond which the terrain gently rises, criss-crossed with some buildings and hedgerows.
    On the second turn of making contact with the enemy directly in front of them, returning fire and taking some level of suppression, each team, at some point in the turn, decided to essentially break cover and run sideways along the hedgerow to the nearest infantry-sized gap in the hedgerows and run through the gap in to the open directly towards the enemy where they just get shot up.  When the teams actually break from taking casualties, the surviving pixeltruppen (eg. those that remained in place cowering behind the hedgerow) rout away from the hedgerow/enemy through the orchard behind them.
    Units lined up behind hedgerows engaging enemy start of turn:

    "Rattled" pixeltruppen running suicide through hedgerow gap to meet their maker:

    For the full video experience, you can watch it unfold here:
    First and second teams suicide
    Third team suicide
    I did wonder if I had inadvertently given move orders to my units during the previous orders phase (can happen if you just want to select one unit to issue a move order to but inadvertently double click it whereby also selecting all its subordinates and/or formation level units as well).  However, I can rule that possibility out: other units in the formation were unaffected.
    Still not satisfied, I checked the QB map in the Scenario Editor.  All "Friendly Direction" parameters were correct for the battle.  I then created a scenario file using the same map and parameters and purchased the same units on both sides.  I then placed the exact same German teams from the same platoon from the same company etc that I had purchased in the QB in the same spots and attacked them with the same infantry (US paras).  Incredibly (or maybe not so incredibly), the same thing happened!  Suicide through the hedgerow gap.
    Even better: I have created a scenario file (TEST GAP.btt) using the same QB map with all units in place.  All you need to do is load the scenario file, play it as a turn-based Hotseat (or SP Germans) and just press Go for both sides, no need to give any orders.  The units will start shooting and exchanging fire immediately.  You should see this behaviour with your own eyes occur within the first minute of battle:
    TEST GAP.btt
    So what is Battlefront's official stance on what appears to be on this undesirable TacAI induced behaviour?
    "What issue?" (no response/acknowledgement) "Nothing to see here, working as designed"(if so please explain) "Yeah, can't fix it, too bad, sucks for you though" "Wow, looking in to it, hopefully find a fix, keep you posted" FWIW, I have forfeited that H2H QB I am playing.  I can't afford to have that kind of thing happen and take those kinds of cheap loses and just continue playing regardless, let alone think it won't happen again.  I think for now I am regretfully going to just avoid playing any CMBN (or at least anything with that hedgerow terrain) until this issue is resolved.
  5. Like
    Txema got a reaction from Bubba883XL in New "02" patches for Game Engine 4 are now available   
    RockinHarry, it seems that they have been looking at that bug for years... 😛
    I hope we get a patch to fix this and the bocage "run towards the enemy" bugs soon!
  6. Upvote
    Txema reacted to Howler in CMBN - Upgrading to Version 4   
    It's across all titles while evading in close terrain. It's not apparent in BS/SF2 because things die fast. It's more apparent in BN. We tend to excuse troops rushing towards known enemy position in built-up areas. It's more flagrant in bocage and occurs  too often to chalk it up to a "war story" .
    FI has such diverse content that you could overlook it there (aka good war story). I don't have FB or RT so YMWV.
  7. Upvote
    Txema reacted to Erwin in CMBN - Upgrading to Version 4   
    It's a shame.  I been trying to finish CMBN campaigns I halted when other games were released, and yes in v4 it is very hard to get units to do what one wants (compared to the other titles and previous versions).  Units will regularly leave good cover to run out into the streets and get massacred.
     
  8. Upvote
    Txema reacted to RockinHarry in New "02" patches for Game Engine 4 are now available   
    like also to remind of the pillbox issues when mortars and artillery can easily penetrate and kill any occupants within single game turn. This holds up some my scenario creations from getting further since 2-3 years now.
  9. Upvote
    Txema got a reaction from Holdit in New "02" patches for Game Engine 4 are now available   
    I am also very interested in having that important bug solved. Please, BFCElvis, you acknowledged the bug at the beginning of July... CMBN v4 needs a solution for that bug soon!
  10. Upvote
    Txema reacted to Peter Panzer in New "02" patches for Game Engine 4 are now available   
    Thanks to everyone for resurrecting this topic, as well as to @Elvis for being present and hopefully bumping it closer to the top of the internal Please Fix or Do Sumfink List.  I know the R2V module took on a developmental life of it's own over the last months!
    CMBN is my favorite title and I too have held off starting any new games due to the counter logical infantry/bocage behavior.
  11. Like
    Txema got a reaction from Bulletpoint in New "02" patches for Game Engine 4 are now available   
    I am also very interested in having that important bug solved. Please, BFCElvis, you acknowledged the bug at the beginning of July... CMBN v4 needs a solution for that bug soon!
  12. Upvote
    Txema got a reaction from Warts 'n' all in New "02" patches for Game Engine 4 are now available   
    I am also very interested in having that important bug solved. Please, BFCElvis, you acknowledged the bug at the beginning of July... CMBN v4 needs a solution for that bug soon!
  13. Upvote
    Txema got a reaction from PIATpunk in New "02" patches for Game Engine 4 are now available   
    I am also very interested in having that important bug solved. Please, BFCElvis, you acknowledged the bug at the beginning of July... CMBN v4 needs a solution for that bug soon!
  14. Upvote
    Txema reacted to PIATpunk in New "02" patches for Game Engine 4 are now available   
    @BFCElvis , how did you go with your query on our bug status?
  15. Upvote
    Txema reacted to PIATpunk in New "02" patches for Game Engine 4 are now available   
    REPRODUCIBLE BUG - file attached  for @BFCElvis and other interested parties
    So I replaced part of Elvis's test file low hedgerow with tall hedgerow.
    8 out of 8 replays later, there were dead Germans in front of the hedgerows, having charged through the tall hedgerow gaps by the end of the first turn.
    I hope others will see what I am seeing!
    Foliage Runners Flat Map_PIATpunk.btt
  16. Upvote
    Txema reacted to PIATpunk in New "02" patches for Game Engine 4 are now available   
    Actually here's another file, all I have done is remove a low bocage gap tile from the original test and we have Germans running the wrong way.
    Foliage Runners Flat Mapgap15.btt
  17. Upvote
    Txema reacted to sburke in New "02" patches for Game Engine 4 are now available   
    thanks Piat, your file (actually both files) is included on the ticket along with a few others and your note.
  18. Upvote
    Txema reacted to Bulletpoint in CMBN - Upgrading to Version 4   
    Don't. There's a bug where your guys do suicide runs towards the enemy. Wait till that gets fixed.
  19. Upvote
    Txema reacted to PIATpunk in New "02" patches for Game Engine 4 are now available   
    Can I please enquire @BFCElvis - now that the R2V tome has been released, will we see some attention directed into squashing the bocage infantry TacAI bug in CMBN at some point in the near future?  cheers!
  20. Upvote
    Txema reacted to PIATpunk in 81mm mortar penetration?   
    really?  The thread you're probably referring to now has a repeatable example of the bug, using Elvis's supplied scenario.
  21. Like
    Txema got a reaction from PIATpunk in New "02" patches for Game Engine 4 are now available   
    Hi BFCElvis,
    Thank you very much for your answer!
    But it seems that the  hedgerow "gap charging" problem continues arising in some situations:
    http://community.battlefront.com/topic/134988-hummm-patche-4-i-need-your-opinion/?do=findComment&comment=1792929
    http://community.battlefront.com/topic/135173-irrational-behaviour/page/3/?tab=comments#comment-1793211
    Do you recognize this as a bug in the 4.02 version? Are you planning to fix this buggy behavior soon?
    Thanks in advance!
    Txema
  22. Upvote
    Txema got a reaction from sttp in New "02" patches for Game Engine 4 are now available   
    Hi BFCElvis,
    Thank you very much for your answer!
    But it seems that the  hedgerow "gap charging" problem continues arising in some situations:
    http://community.battlefront.com/topic/134988-hummm-patche-4-i-need-your-opinion/?do=findComment&comment=1792929
    http://community.battlefront.com/topic/135173-irrational-behaviour/page/3/?tab=comments#comment-1793211
    Do you recognize this as a bug in the 4.02 version? Are you planning to fix this buggy behavior soon?
    Thanks in advance!
    Txema
  23. Like
    Txema reacted to Ultradave in Irrational Behaviour   
    I could not get this to happen in the Roadblock scenario no matter what combinations I tried, in multiple attempts. However in the Scottish Corridor first scenario, it's pretty consistent, in two places. I related this in the beta forum with a idea of what is happening and how to reproduce so that someone besides just me can check. Also, I'm on a Mac. Occasionally Mac vs. PC makes a difference. In this case I would bet it doesn't. It's a logic thing, not graphics.
    Posting this here so that people know that when something like this gets posted, it does get looked at right away, reproduced, and acted on (acted on for right now would be posting a bug report to the database).  It appears to be some specific sets of circumstances to me. But that's why others need to verify it. I could also be wrong 🙂
    Saved game files REALLY help, if it's something reproducible so that you can get a save. That way we can compare the save to us running it fresh.  In this case it was much easier to see what was happening by running it myself at Basic Training level, because I could see all the Germans and what was happening to them.
  24. Like
    Txema reacted to Heirloom_Tomato in Irrational Behaviour   
    I have been looking at this one and trying to get the same results, it doesn't always happen when I play the same battle. I hope to have some time tonight to look deeper at it.
  25. Upvote
    Txema reacted to Howler in Irrational Behaviour   
    Is anyone able to provide an update to the issue reported by @Falaise concerning a reproducible evade in the CMBN Roadblock scenario? He's able to show US troops rushing forward through a hedgerow gap 10 out of 10 times in patch 4.02.
    His post ...
     
    Is it considered a fault? Of so, what corrective action should be expected?
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