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Marines Bug Reports


ChrisND

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US Marine Force doesn't show up in quick battles

quickxs8.th.jpgthpix.gif

My CMSF copy is paradox version by Polish distributor Cenega. They have changed something in the game becoude paradox patches didn't fit. I had to wait for Cenega to release their version of patch. It usually took them about a month.

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Sorry, I have bad English.

But I find bug with RPG-16. My solders equiped with rpg-16 can do only one shot. After shot they cant use rpg-16.

I have screenshots:

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Sorry, i thought i was misunderstood, and because of this i rewrote my previous post, sorry for this.

I have found a bug in game. It`s about RPG-16. Squads can do only ONE shot from it, and then it suddenly disapears -> it`s icon remove, like one-time weapon.

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I originally posted this in the "...First Impressions," thread but perhaps it belongs here as well...

Here are some quick points after spending a little bit of time with CMSF:M...

The Bad:

  • USMC Infantry lack "idle" animations (there's a joke here somewhere). How did that make it through months of testing?
  • The M16A4 hanguard is too short. The barrel and gas tube of the M16A4 are not exposed the way they are depicted in CMSF:M.


    m16a4pg4.png

    The primary small arm of the Corps is misrepresented? Tsk, tsk.;) On the other hand, every rifleman has apparently been issued an ACOG, bonus.

  • Vehicle movement playback is sometimes choppy. This is typically accompanied by a stutter in the vehicle movement sound effect (save game file available).
  • WEGO playback still needs work in terms of infantry models sliding (no run/walk animation) into final positions and vehicles hitching vertically when moving over uneven terrain.
  • "Face" commands still cannot be issued to units that are hiding.
  • USMC Escort Platoon "Equipment" rating is backwards (Mk19=Poor, M2=Excellent)
  • User entered names ("Rename" function) for HQ units do not appear "in-game."

Questions:

  • Could some of the obvious points like the M16A4 handguard and lack of idle animations be added to the upcoming download version of v.1.10?
  • Will the Mk.19 Humvee variant be avilable to US Army units in v.1.11?

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I know this has been reported by another player...but just wanted to add it happened to me also.

Second mission in the campaign, I won, with 2 killed, 2 wounded and 3 missing...but more strange than that, I killed 2 enemy soldiers...and there were none left alive...so the entire enemy consisted of 2 soldiers???

It may not be a bug :D ...but thought I'd better tell you anyway.

In reply to that posters message, you said you'd deal with it in another thread. The other thread (or "a"nother thread) I noticed you said there had been some campaign tweaks, but for those downloading on Sunday, it wouldn't be a problem as the download would already include the updated campaign file for whatever changes you made...well I downloaded on Sunday, so if your "campaign edits" had anything to do with this issue, I don't have the fix.

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USMC Infantry lack "idle" animations (there's a joke here somewhere). How did that make it through months of testing?

I figured out why this "omission" made it "...through months of testing."

Turns out the game is working as intended and I was wrong. Go figure.:P

Somehow, I got it into my head the idle animations continue between turns in WEGO. This is not the case - they actually stop after the action phase and begin again during the subsequent turn. Viewing the models during the interim between turns gave me the false impression they were "frozen."

Sorry about the confusion. I did note I have only spent a little bit of time with the game, right?:D

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I know this has been reported by another player...but just wanted to add it happened to me also.

Second mission in the campaign, I won, with 2 killed, 2 wounded and 3 missing...but more strange than that, I killed 2 enemy soldiers...and there were none left alive...so the entire enemy consisted of 2 soldiers???

It may not be a bug :D ...but thought I'd better tell you anyway.

In reply to that posters message, you said you'd deal with it in another thread. The other thread (or "a"nother thread) I noticed you said there had been some campaign tweaks, but for those downloading on Sunday, it wouldn't be a problem as the download would already include the updated campaign file for whatever changes you made...well I downloaded on Sunday, so if your "campaign edits" had anything to do with this issue, I don't have the fix.

I'm about ten turns into the second mission, with the campaign fix, and when I request a cease-fire, I get a victory with 7 dead syrians and 8 alive... I think I'll skip this one.

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There is an issue with unit flags(i.e. the question marks). They disappear when the unit is destroyed, even if the unit remains unspotted. Consequently, you will always know when an area has been cleared of previously spotted units.

Example:

Intelligence shows there are enemies here:

http://www.filedump.net/dumped/unitflagissue1222644426.jpg

A few rounds on target, and those units which were spotted can now safely be assumed to be destroyed:

http://www.filedump.net/dumped/unitflagissue21222644445.jpg

NOTE:

When the unit in question has been spotted by beforehand intelligence, then every soldier in that unit has been spotted, as far as I can tell, which means you can be certain that every man has been wiped out when the question mark goes away. A quite serious issue, in other words.

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Okay, I'm beginning to think there is something seriously bugged with the LOS code in connection with walls and ridges. I keep seeing this stuff every time I look.

http://www.filedump.net/dumped/losbug41222652203.JPG

They haven't even got LOS to higher elevations, let alone the areas below.

EDIT:

Packing up the weapon seems to improve the LOS. With the weapon packed up, they have LOS from higher elevations and almost down to areas with the same elevation. Nothing can be seen below.

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A relatively minor issue with a couple of sound effects:

US radio chatter is focused around the CO or HQ vehicles, so move away and you don't hear it. That's fine. But the same chatter (US radio comms) is also heard around the Syrian HQ vehicle. Sounds slightly bizarre.

Also, sometimes the sound of the Cobra (great sound effects!) comes from a different direction to that from which it's missiles come. ie Cobra passes across my left side or rear, missile flies in from the right.

And on the same subject, a visual bug - Cobra missiles (haven't tested with other aircraft) come in from way off map, fly very high (much too high for a strike), then instantly drop near map edge to hit target.

Stunning new module, this. I haven't been out all weekend!

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I found several cases (in the built up area of Al Huqf) where my plotted AFV move (in WEGO) was completely overwritten by the TACAI.

This was not the 'why did it drive like that to get to it's plotted end point?' But more like '...where the hell did that end-point come from!? :D

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A few bugs/issues and some criticism of the third campaign mission('The Flank Guard'):

**** SPOILER ALERT ****

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1. Victory conditions. I almost completely annihilated the attacking force, yet I only achieved a 'Tactical Victory' because the Syrians gained points for "breaking through". Obviously, "breaking through" achieves little when you are dead one minute later. The amount of VPs given for killing the entire opposing force should almost always be higher than what is given to the enemy for other objectives!

2. Problem with Syrians not dismounting from their BTR's. One of the BTR's drove all the way over to my part of the valley and stayed there for several turns without dismounting its troops(they dismounted when I opened fire on it).

3. The briefing said I had cobras at my disposal. No cobras appeared. Should they have been included?

4. The enemy reinforcements spawn too close to where the fighting is. If one decides to attack(a very bad idea, but still), one might end up right in the middle of the enemy spawn zone.

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