View Full Version : Well done on 1.004 - Here are some new issues
1.004 has stopped disappearing fleets, this is good news. Well done.
Current outstanding bugs I have identified:
1) Fleets dont remember their ammunition levels after battles; they invariably never go lower than 100% even after big battles.
2) Some fleets automatically go down 0% ammunition after a battle without firing a shot
3) Cant move ships into a newly formed division in TF reorganisation page
4) Ships not remembering damage once they get to port. I had an entire fleet badly beaten up that upon returning to port had all damage instantly removed
5) Batteries in the campaign game dont fire (I am 90% sure of this)
6) Mine fields (big issue) - This is horribly irratic. I have fleets with no mine capacity being able to hold 1000+ mines and dedicated fleets of mine capable ships who couldnt hold a single mine.
7) The "reform line on selected ship" and "reform line on best ship" options are very irratic to make them almost useless.
8) I have some mystery fleets up in Siberia a couple of 100 kms inland, that are constantly running out of coal (well that is realistic I guess ;) )
I have examples of nearly all of these as saved games, if you want any list the number of the bug you are interested in and I will mail it to you.
Regards
Mowers
most of mentioned problems appeared in my campaign as well
Bullethead
06 Aug 06, 09:07
2) Some fleets automatically go down 0% ammunition after a battle without firing a shot
Seen that since 1.000.
3) Cant move ships into a newly formed division in TF reorganisation page
I get a system lock-up when I try this, up through 1.003. Will check 1.004 shortly.
6) Mine fields (big issue) - This is horribly irratic. I have fleets with no mine capacity being able to hold 1000+ mines and dedicated fleets of mine capable ships who couldnt hold a single mine.
This has been a problem since 1.000. The mine capacity of a TF never changes from the original configuration when the campaign starts. Thus, the original TF that had the minelayers stays at 1000+, and the new TFs you create with the minelayers in them have 0 mine capacity.
8) I have some mystery fleets up in Siberia a couple of 100 kms inland, that are constantly running out of coal (well that is realistic I guess ;) )
This has been a problem since 1.000. The way it happens with me is, sometimes during re-arrangement of TFs in Port Arthur, ships just disappear while in the TF Management screen (this is different from those that disappear after disengaing in battles). Some time later, the disappeared ships from the TF screen reappear at the top map edge, in the middle of the land mass (IOW, about 1/4 - 1/3 of the way over from the upper left corner).
Since v1004, my disappearing forces bug has gone away. But it seems to be replaced by a CG black screen lockup. It also locks up when leaving a battle to go to the campaign game screen. This happened while succesfully chasing down a neutral merchant with my Vladisvostok Force.
No major problems for me so far, but I have noticed that following enemy forces tend to submerge if they have to run close to land. They will then re-emerge from the depths when they have cleared the landmass.
Lempereur1
06 Aug 06, 12:49
Gents:
Try a couple of things before you claim your still having problems.
1. Start a campaign game from scratch. It is possible that a pre 1.004 campaign game file is corrputed.
2. Also, if you have any late model AMD processor, you need to update your Win XP drivers. This is in addition to the AND64 processor bug fix.
I posted a link to the drivers this am.
After you implement these. The email us if you still have problems. This AMD processor bug has caused some campaign game files o be corrupted and all sorts of other issues...
Email has been sent - I started a new campaign to double check as requested
1) [NOT FIXED] Fleets dont remember their ammunition levels after battles; they invariably never go lower than 100% even after big battles.
2) [NOT FIXED]Some fleets automatically go down 0% ammunition after a battle without firing a shot
3) [FIXED]Cant move ships into a newly formed division in TF reorganisation page
4) [NOT CHECKED]Ships not remembering damage once they get to port. I had an entire fleet badly beaten up that upon returning to port had all damage instantly removed
5) [NOT CHECKED]Batteries in the campaign game dont fire (I am 90% sure of this)
6) [NOT FIXED]Mine fields (big issue) - This is horribly irratic. I have fleets with no mine capacity being able to hold 1000+ mines and dedicated fleets of mine capable ships who couldnt hold a single mine. The problem is that the mine capability stays with the older fleet when the mine capable ships are transferred.
7) [NOT CHECKED]The "reform line on selected ship" and "reform line on best ship" options are very irratic to make them almost useless.
8) [NOT CHECKED]I have some mystery fleets up in Siberia a couple of 100 kms inland, that are constantly running out of coal (well that is realistic I guess ;) )
I have examples of nearly all of these as saved games, if you want any list the number of the bug you are interested in and I will mail it to you.
Regards
Mowers
WallysWorld
06 Aug 06, 18:30
5) [NOT CHECKED]Batteries in the campaign game dont fire (I am 90% sure of this)
Are you sure? Because in my Russian campaigns, the shore batteries at Port Arthur on Golden Hill and the Tiger's Tail fire a lot.
He put that one wasn't checked, not that it was still broken. I'll confirm that they fire. I mistakenly wandered into their range and realized it when the splashes started falling around me.
WallysWorld
06 Aug 06, 22:31
The shore batteries do not fire at all except in the surprise attack at Port Arthur.
I had a Japanese cruiser force chase me back to Port Arthur and I was hoping the shore battery guns would chase them off. They didn't fire one single shot even after the batteries themselves were being fired upon by the cruisers. Took place at about 8:00AM in daylight with visibility to 34km so if the cruisers saw the batteries and opened fire, the batteries must have seen the cruisers.
In fact, the Japanese followed me right into the base area (anchor symbol) without any danger from the base batteries.:(
This was in a campaign started after the 1.004 patch.
Hmm...I know I was taking fire from that direction when I was chasing a gunboat around Port Arthur as the Japanese. Unless he had a ship hidden somewhere out there that I couldn't see.
The shore batteries do not fire at all except in the surprise attack at Port Arthur.
I had a Japanese cruiser force chase me back to Port Arthur and I was hoping the shore battery guns would chase them off. They didn't fire one single shot even after the batteries themselves were being fired upon by the cruisers. Took place at about 8:00AM in daylight with visibility to 34km so if the cruisers saw the batteries and opened fire, the batteries must have seen the cruisers.
In fact, the Japanese followed me right into the base area (anchor symbol) without any danger from the base batteries.:(
This was in a campaign started after the 1.004 patch.
Ah, good, I wasnt sure if I was just missing what was actually happening.
I had exactly the same issue as you, I ran to the guns but even when I was right in front of them they never opened up to protect me from pursuing Japanese forces.
I have just checked Mines and ammunition levels for 1.005 in a new campaign and both are still not working as intended.
When one of my task forces disengages from battle, their status is reset to "ready in (home base)", and I have to manually order them again.
When I win a battle, my task force automatically get the "return to base" order and their ammunition level is set to 0% Also, their ammunition doesn't seem to replenish once they get back to port.
This is in a campaign started in 1.004
When one of my task forces disengages from battle, their status is reset to "ready in (home base)", and I have to manually order them again.
When I win a battle, my task force automatically get the "return to base" order and their ammunition level is set to 0% Also, their ammunition doesn't seem to replenish once they get back to port.
This is in a campaign started in 1.004
The same in my game. A big question is - does 0% ammo level in campaign game equals 0 shells in the battle? It might be a very, very nasty surprise :-D
The same in my game. A big question is - does 0% ammo level in campaign game equals 0 shells in the battle? It might be a very, very nasty surprise :-D
I would guess so as the mine count bug effects whether you can mine or not.
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