stoex Posted June 24, 2011 Share Posted June 24, 2011 While testing for a different issue related to trees shifting positions, I stumbled across the following notable problem: It appears that soldier positions within foxholes are not included in savegames created during the setup phase. I loaded up a battle (Apple Jam), saved during the setup phase without having moved any units or given any orders, then quit and reloaded the battle. Each time after reloading the savegame, the positioning of the units in foxholes was randomized as you can see from the following images (watch the change in the positioning of the bazooka team in the shots who happen to be facing towards the camera). It is in scenario author mode which is why all the enemy icons are showing: In the initial setup, the two members of the team are in two separate foxholes (I forgot to select them for the shot, but as I said they are the two men facing the camera)... This time around, the bazooka team is in different holes...note how the positions of the MG team sharing the foxholes also changes. On this occasion, Tube Guy and his buddy decided to get all cuddly in a single foxhole - somewhat obscured by the tree, but you can see their green bases showing. The question is, what gives? Does this have to do with the fact that I hadn't given any orders before saving? Would things have been different if I had manually placed the bazooka team in the foxhole once? More pertinently, does this mean that placement by the scenario designer is randomized each time I start a battle (which would suck for scenario designers..). Anyway, this behavior did not occur after I started the battle - any save after the setup phase had the units remaining in their positions from before the save. Anyhow, not really a serious bug, but something that might be good to know - your perfect positioning for your specialists/gunners/whatever might be worthless if you save and reload during setup. You may also notice that the prominent tree in the shots, while maintaining its position, changes its orientation each time. Don't know if this makes a difference to spotting/LOS/LOF, but I believe tree positioning is being fixed in the first patch anyway. Thoughts? 0 Quote Link to comment Share on other sites More sharing options...
stoex Posted June 24, 2011 Author Share Posted June 24, 2011 Okaaaaay... Further testing reveals that this issue is independent of moving or giving orders to the units. Simply put, saving and reloading during setup will always randomize the positions of units in foxholes. I would call that suboptimal...possibly it could be fixed? Not a really big problem though, the workaround being not to save and exit a battle (with foxholes) during setup, but immediately thereafter (after the first turn). 0 Quote Link to comment Share on other sites More sharing options...
womble Posted June 24, 2011 Share Posted June 24, 2011 Okaaaaay... Further testing reveals that this issue is independent of moving or giving orders to the units. Simply put, saving and reloading during setup will always randomize the positions of units in foxholes. I would call that suboptimal...possibly it could be fixed? Not a really big problem though, the workaround being not to save and exit a battle (with foxholes) during setup, but immediately thereafter (after the first turn). I'm wondering whether this problem will rear its head after any save and reload. As you say, it's not exactly major. 0 Quote Link to comment Share on other sites More sharing options...
stoex Posted June 24, 2011 Author Share Posted June 24, 2011 womble, As discussed in this thread, there is an issue with any saving/loading and multiplayer with regard to tree placement which will be fixed in v1.01. The problem I mention here only occurs when saving and loading in the setup phase - at least I could not replicate it after I had started the clock. Also, units not in foxholes seemed unaffected (in all the positions I tried, though I certainly didn't test exhaustively in that respect). It certainly is less of a problem than the shifting trees, but can well have an impact on the effectiveness of a defensive setup, since LOS/LOF for individual soldiers and their weapons will be altered if you save and reload during setup. 0 Quote Link to comment Share on other sites More sharing options...
womble Posted June 24, 2011 Share Posted June 24, 2011 Ah, you checked that already. Good work! Good to know it's limited to "Turn 0" too. 0 Quote Link to comment Share on other sites More sharing options...
A Canadian Cat Posted June 24, 2011 Share Posted June 24, 2011 womble, As discussed in this thread, there is an issue with any saving/loading and multiplayer with regard to tree placement which will be fixed in v1.01. I cannot find a reference in that thread saying that the different tree placement issue will be fixed in v1.01. Was it mentioned some place else? Did I miss it? Do you have magic knowledge? 0 Quote Link to comment Share on other sites More sharing options...
stoex Posted June 24, 2011 Author Share Posted June 24, 2011 ian.leslie, Here is a link to a post by Winecape (who is a beta tester) in the abovementioned thread. Check it out. 0 Quote Link to comment Share on other sites More sharing options...
A Canadian Cat Posted June 24, 2011 Share Posted June 24, 2011 ian.leslie, Here is a link to a post by Winecape (who is a beta tester) in the abovementioned thread. Check it out. Thanks - I just found it myself and was heading back here to say ooops:D 0 Quote Link to comment Share on other sites More sharing options...
stoex Posted June 26, 2011 Author Share Posted June 26, 2011 Bump-de-bump so maybe a beta tester can make a comment on this... 0 Quote Link to comment Share on other sites More sharing options...
stoex Posted July 2, 2011 Author Share Posted July 2, 2011 re-bump +filler 0 Quote Link to comment Share on other sites More sharing options...
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