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1 hour ago, AtheistDane said:

M1 Garand (w/ M7 Rifle Grenade Launcher) is still missing from the game. 

It's supposed to be available beginning March 1944 in formations with Excellent equipment quality, yet it doesn't show up in ANY US formation from that time and forward. 

It is present in the 10th Mountain Division campaign. Dont know about the rest of the game.

garand%20M7.jpg?dl=1

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Is there a problem with scenarios made prior to recent TOE changes? They crash in the editor for me.

Details:

TOE changes have been made sometime prior to R2V, around the time of engine 4, 2.02 maybe, or perhaps earlier. Scenarios (and probably campaigns) made using earlier Fortress Italy and Gustav Line formations, have not been updated, so there is a conflict in older scenarios.

For example, the scenario titled GL Men with Suspicious Hats... this scenario contains a German formation from the old TOE, named 2/2 Munster. It contains 3 tanks and when you preview it, one of tanks has crew equipped with american pistols, and wearing infantry uniforms instead of tank crew uniforms. If you revert the formation to its original name, and look it up in the current TOE, you find that the PzIVG is not even available for that formation anymore, though it remains in the scenario. Loading this mission, and then subsequently loading a new "uncorrupted" mission (e.g. a homemade mission or R2V mission ) which evidently has been made using the new TOE will cause a CTD. This is currently the only way I know of to identify these problem scenarios.

These old scenarios do not always appear to cause uniform and equipment issues but the case above clearly does and it may be the cause of some of the CMFI oddities people have seem recently.

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Yes, I think so.

Fortress Italy as a whole needs a once-over to get everything in-line with the changes that have happened over the years. Now that it is complete, pending the Italian module and Elite Forces Pack -

On 12/26/2015 at 6:07 PM, ChrisND said:

Our current plan for filling out Fortress Italy is the following. NOTE THAT THIS IS SUBJECT TO CHANGE. Nothing here is laid in stone yet.

  • Gothic Line Module (that won't be the actual name for it) that pushes the timeline to the end of the war. Details on it are already present in the first post. Basically this module pushes the timeline to the end, and rounds out missing Commonwealth and German forces.
  • An Italian Forces Pack that adds a ton of Post-Armistice Italian forces to the Allies and Axis sides. Italian partisans, captured Italian equipment in use by Germans, actual Italian military forces operating under Allied and Axis sides, the works. This would be a pretty big Pack that will completely revolve around the Italians. I'm personally super excited for this pack, it will be a lot of fun to make and play.
  • An Elite Forces Pack that includes such things as Commandos and 1st Special Service Force. This would be a pretty small Pack, and may just get rolled into something else. Details are murky at this point.

Hey, more bones!

I think it would be worth the effort to give it a thorough once-over. Something like the SF2 campaigns, although it will probably be much less work and take much less time. The reality is that so much has happened since 2012. AI plans are better, there are new terrain features, new types of equipment and formations, maps can be much bigger and many more changes large and small.  Maps and AI plans made for R2V are miles ahead of Gustav Line and light years ahead of the Base Game which in turn makes all of the scenarios, campaigns and QBs better.

I am a supporter of how Battlefront develops Base Games and modules. It's been much smarter I think than breaking up the effort over the past 11 years into 3 straight for Battle for Normandy, 3 straight for Fortress Italy, 3 more for Red Thunder and so on. This is a marked improvement over the CM1 titles where CMAK was so much better than CMBO that there was really no reason to buy the older titles unless you had an interest in that particular theatre. I know I started with CMAK and had a very hard time going "back" to play CMBO.

The engine patches across all titles and cycling development into modules for each series in turn has meant that the older titles don't feel as "old".  The system now works fairly well, where R2V is in fact newer than the newest base game and the quality of scenarios, maps, campaigns and so on is just as good as the nearest WW2 line, Final Blitzkrieg.

Even with the engine up to date, and new modules being as good as the newer games, the old modules and base games certainly show their age, for the aforementioned reasons. There are so many scenarios in the base game and Gustav Line that would benefit tremendously from AI area fire, AI withdrawl and for God's sake AI triggers!  There are very good maps that could be improved with ditch contours, streams and the like. On-map AAA was added in Gustav Line and is conspicuous in it's absence in Fortress Italy. On top of that is the TOE and OOB changes, and the much better formation selection in QB, that for one thing gives infantry units their assigned vehicles. British infantry Carrier Platoons actually have carriers!

In short, the way the titles are developed is a good way to distribute improvements, maybe even quality generally between titles, but not within titles

Bringing the existing content up to the standards that have grown over the past 8 years will be a fair bit of work, but it will eliminate bugs. More than that, it will mean that when you buy Fortress Italy, you are getting a CM title of 2020 standards, set in the Italian Theatre of Operations in 1943 and incorporating all of those improvements into each campaign, scenario, QB and map. The Gustav Line module may introduce the Commonwealth and fighting in mainland Italy, but the quality of the maps and scenarios alone will not set it apart from the Base Game. Rome to Victory brings many new forces to the table and takes the timeline to the end of the war, but wouldn't be alone in having steams in Italy or the AI withdrawling on the defense.

Think of it as a capstone - the engine is not only up to date, but the game is as good as new, across the board. This is much easier to do when a game is complete because each module may change things. However, once it is done it will make engine updates or routine patches much easier. It would also mean Battle Packs can still come out, though the BP for CMBN they would likely require all existing modules. Which just goes to show how these improvements build on each other and are best used together.

For Fortress Italy in particular, I'm happy to wait for this kind of undertaking and get a temporary patch for the bugs that have popped up. My rationale for this is that I don't think Fortress Italy is complete yet. We know that the Italian Forces at least will be coming at some point down the line, and that obviously would have big implications for the Base Game. Any changes to the Italians in a module focused on them made there would create the same sort of problems with TOE and OOB we're seeing now with the Commonwealth, Germans and Americans.

I know that there are major modules in the works for other games, so this is probably down the list. I believe that in the same way patching all of the games to Engine 4 and rationalizing the TOE OOB and so on was an agonizing time for BF, a "capstone" update is a necessary process to close out the CM2 titles as they reach the end of their time periods and full roster of forces. Think of it as Shock Force 2 on a smaller scale.

This "capstone" would also be good to do before serious work starts on CM3. If all the CM2 titles are great from top to bottom, you can buy the oldest or the newest depending on your theatre of preference. It's a good way to keep sales going while working on a whole new game.

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Am hoping that eventually, (CM3?) BF will make it possible to incorporate all the games into one system so we don't have to do 7+ installs (if one includes CMA) with all the duplication that involves.  It was great fun in CM1 to play all the way from Barbarossa to the end in one game.  And of course am still a big fan of CMAK.

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23 hours ago, umlaut said:

It is present in the 10th Mountain Division campaign. Dont know about the rest of the game.

garand%20M7.jpg?dl=1

Interesting. 

I don't have have CM: Road to Victory yet so I wasn't able to test any of the units that are new to that module.

Can you please test US regular infantry after March 1944 and with excellent equipment and see if they show up?

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22 minutes ago, AtheistDane said:

Interesting. 

I don't have have CM: Road to Victory yet so I wasn't able to test any of the units that are new to that module.

Can you please test US regular infantry after March 1944 and with excellent equipment and see if they show up?

Just did a quick test: They show up around december 1944 (Italy), until then it is M1´s on Springfields.

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On 1/25/2020 at 10:51 PM, DougPhresh said:

Regarding the SS in RTV: The September '43 formation, which I am taking to be the LSSAH only has a grenadier battalion and no regimental formations available with the exception of flak units.

This is SS-Sturmbrigade "Reichsführer-SS" on Corsica in the Sept-Oct 43 time frame.   SS becomes available again with the newly raised 16. SS Panzergrenadier Division "Reichsführer-SS" sending a kampfgruppe to Anzio.  The full division and all it's elements does not become available until June 1944, IIRC.

On 1/25/2020 at 10:51 PM, DougPhresh said:

Under the scenario editor, Panzerjager and Panzerjager [armoured] with StuGs and Marders respectively are available but as the Waffen SS is only selectable as infantry only in QB they do not appear. If this is referring to the Division type, as is the case with France, it should be a quick fix to have those units and single vehicles appear under the infantry tab. This was one of the biggest improvements in RTV (as I mentioned in a thread under Shock Force 2) and I hope that this is applied more consistently within and across titles.

"Infantry-only" is supposed to restrict purchase to foot formations.  It is not "branch" or parent formation based like the editor.

On 1/25/2020 at 10:51 PM, DougPhresh said:

I would guess that the Waffen SS formations available from January '44 on are elements of 16 SS Panzergrenadier Division. In this case most of the regimental formations seem to be present.

Yes, as noted above.

On 1/25/2020 at 10:51 PM, DougPhresh said:

However, in the light infantry gun platoon within the panzergrenadier battalion, in QB no 75mm ammo is carried as cargo in the platoon Opel trucks, whereas in the anti-tank platoon ammo is carried for AT guns by the platoon vehicles (Protze). Going deeper this seems to be more confusing because in QB ammo is carried for the AT guns but not the infantry guns, but in the editor the situation seems to be reversed and 75mm is carried by the infantry gun Opels, but absent for the AT platoon Protze for Pak 40, 36(r) and 38.

Not sure how it would be reversed.  Is this across all formations or just in this specific panzergrenadier battalion.  The 16. SS formation panzergrenadier battalion is unique because it was only ever partially motorized.

On 1/25/2020 at 10:51 PM, DougPhresh said:

Despite being much smaller, the 250/10 carries much more 37mm ammunition than the 251/10. In fact, the 250/10 carries 4k more 7.92 rounds as well.

Swear this was reported long ago, but will check.

On 1/25/2020 at 10:51 PM, DougPhresh said:

Finally, the Free French can equip M5 76mm guns as specialist teams, but not as part of a formation. Their Regimental AT company can equip 37mm or 57mm AT guns, as the US does but France does not have a Tank Destroyer [towed] formation available. I would suggest adding the M5 as an option for the Regimental AT company if this is how France employed the guns.
I cannot for the life of me make sense of the French OOB in the Italian Campaign, so I'm differing to those who know better.

Don't think they had any M5s in Italy, just M10s.

 

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On 2/8/2020 at 7:45 PM, akd said:

"Infantry-only" is supposed to restrict purchase to foot formations.  It is not "branch" or parent formation based like the editor.

Sometimes it is and sometimes it isn't. I would greatly prefer the approach that came with R2V, for example the French forces - They are under the Infantry tab, but have their vehicles. Right now there is no way for example a British Infantry Battalion to have their carriers in QB. Worse than that, there is no way for the Indian army to have any of their vehicles at all in QB. No Jeeps, no carriers, no trucks.

I'd rather all QB formations be the same as in the editor. Foot only units would simply be a matter of going through and deleting the vehicles as house rules with your opponent, or when you pick the enemy force as well.

 

Edited by DougPhresh
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On 2/7/2020 at 5:52 PM, Jace11 said:

Is there a problem with scenarios made prior to recent TOE changes? They crash in the editor for me.

Details:

TOE changes have been made sometime prior to R2V, around the time of engine 4, 2.02 maybe, or perhaps earlier. Scenarios (and probably campaigns) made using earlier Fortress Italy and Gustav Line formations, have not been updated, so there is a conflict in older scenarios.

For example, the scenario titled GL Men with Suspicious Hats... this scenario contains a German formation from the old TOE, named 2/2 Munster. It contains 3 tanks and when you preview it, one of tanks has crew equipped with american pistols, and wearing infantry uniforms instead of tank crew uniforms. If you revert the formation to its original name, and look it up in the current TOE, you find that the PzIVG is not even available for that formation anymore, though it remains in the scenario. Loading this mission, and then subsequently loading a new "uncorrupted" mission (e.g. a homemade mission or R2V mission ) which evidently has been made using the new TOE will cause a CTD. This is currently the only way I know of to identify these problem scenarios.

These old scenarios do not always appear to cause uniform and equipment issues but the case above clearly does and it may be the cause of some of the CMFI oddities people have seem recently.

A bit more info,

I think the TOE changes are not causing the crashes, though they may still cause other issues. I found the crashing problem occurs with QB maps too and they have no units. Load an old map, followed by a new map and CMFI will CTD. Seems to be a file format issue. Looks like all the older maps need to be opened and resaved in the later version of the game. I did this for the 400+ maps in the QB folder and all scenarios. This fixes the crashes when loading old then new maps and the editor no longer crashes. Found some other issues regarding building sizes too. Looks like the 2 story commercial building shrunk a bit at some point, at least in the map editor...

The game currently only has a square 2 story commercial building yet in missions like GL In for a Pound, there are rectangular versions of it, or at least these appear rectangular in the map editor, but the model is square and appears square in game. This results in weirdness like these guys hanging outside. 

uR7WiLR.jpg

Edited by Jace11
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  • 2 weeks later...
  • 5 weeks later...

Anybody else having issues with smoke not not showing in game. Noticed it during a H2H game that none of my smoke shells from my mortars resulted in any smoke. Started up a quick battle to test, firing countless rounds that's hitting the target area but no smoke?

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18 minutes ago, AVR said:

Anybody else having issues with smoke not not showing in game. Noticed it during a H2H game that none of my smoke shells from my mortars resulted in any smoke. Started up a quick battle to test, firing countless rounds that's hitting the target area but no smoke?

Every once in awhile I also forget to turn 'Smoke' on ;)

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