Joseignacio
Sergeant
Posts: 93
Joined: Thu Sep 21, 2006 9:26 am
Location: Madrid

Selecting and deselecting rail option cancels route

Wed Oct 31, 2007 7:06 pm

It happens a pretty good number of times. You select a stack, mark a route and order rail move. Later you decide you'd prefer to use the railroad capacity for something else and deselect rail move option.

It many times cancels the route that you had previously drawn and the unt stays still.

Also happens sometimes with the river movement or river+rail.

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Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Thu Nov 01, 2007 7:30 am

Does it happened to you before 1.7f ?

Is it reproducible (same force, same manipulation).
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Joseignacio
Sergeant
Posts: 93
Joined: Thu Sep 21, 2006 9:26 am
Location: Madrid

Thu Nov 01, 2007 12:05 pm

I don't use 1.07f since it was unofficial till few days ago (still?). I use 1.07e, and it happened for me since I bought the game and installed my first patch: 1.04d i believe. I you select randomly 10 forces in any game in the map, you would experience this in 50% of the cases, minimum 30% i'd say. So it's always reproducible, including same force same manipulation.

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GShock
Posts: 1134
Joined: Tue Aug 07, 2007 4:30 pm

Thu Nov 01, 2007 12:37 pm

Jose, Pocus released 2 1.07f patches. Make sure to redownload so you get the latest one.

I *never* experience this issue with RAIL movement but it does very often happen here with the move-by-river movement option.

If for example i move a stack from SC to KY via river and then deselect the move-by-river, the ghost stack disappears from destination region and all the path is cancelled. Doesn't happen here with rail but with river movement. (engine not converting river to standard march and cancels the whole move)

I "mechanized" this problem, after moving, if i cancel, i am still with the map on the destination but the stack i'd moved is still on the tabs. Just drag and drop it again, you don't need to look again for it ;)
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Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Thu Nov 01, 2007 2:31 pm

GShock, can you reproduce that with an initial turn and a given force? Tell me the force so I can check without waiting for a save in this case.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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GShock
Posts: 1134
Joined: Tue Aug 07, 2007 4:30 pm

Thu Nov 01, 2007 2:44 pm

Pocus wrote:GShock, can you reproduce that with an initial turn and a given force? Tell me the force so I can check without waiting for a save in this case.


I found more serious issues though:

Redeployment bugs :http://www.ageod-forum.com/showthread.php?t=6137

Inability to capture Lawrence with indians : everyone may try just bring the indians stack to lawrence and u ll see it's ungarrisoned but not capturable whatever posture you adopt.

Allegany mistery : http://www.ageod-forum.com/showpost.php?p=51693&postcount=5

AI moving fixed gun emplacements: spotted in MO will post and document asap.
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We ain't going down!

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GShock
Posts: 1134
Joined: Tue Aug 07, 2007 4:30 pm

Thu Nov 01, 2007 3:00 pm

Noob me, i forgot to compress...next ones will be smaller this is 80mb but luckily rapidshare uploads at 10mbps (at least here) so fast connections will do in a woosh.

http://rapidshare.com/files/66716100/bugs.zip.html <-- river move cancelled deletes move instead of converting to march order.
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GShock
Posts: 1134
Joined: Tue Aug 07, 2007 4:30 pm

Thu Nov 01, 2007 3:12 pm

http://rapidshare.com/files/66718359/redeploy_bug.avi.html

Here you can see how i redeploy a unit by starting the redeploy on general, then selecting tab of same-region stack and clicking on the region.

In the last frames you can see (25th second) the redeployed unit shows an ACTIVE redeploy button whereas this button with normal procedures is always greyed out.

PS. DIVX compression is amazing, this movie is just 2mb long.
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We ain't going down!

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Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Thu Nov 01, 2007 3:33 pm

GShock wrote:http://rapidshare.com/files/66718359/redeploy_bug.avi.html

Here you can see how i redeploy a unit by starting the redeploy on general, then selecting tab of same-region stack and clicking on the region.

In the last frames you can see (25th second) the redeployed unit shows an ACTIVE redeploy button whereas this button with normal procedures is always greyed out.

PS. DIVX compression is amazing, this movie is just 2mb long.


fixed.
what do you use as program as a divx compressor?
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

User avatar
Pocus
Posts: 25673
Joined: Wed Oct 19, 2005 7:37 am
Location: Lyon (France)

Thu Nov 01, 2007 3:35 pm

GShock wrote:I found more serious issues though:

Redeployment bugs :http://www.ageod-forum.com/showthread.php?t=6137

Inability to capture Lawrence with indians : everyone may try just bring the indians stack to lawrence and u ll see it's ungarrisoned but not capturable whatever posture you adopt.

Allegany mistery : http://www.ageod-forum.com/showpost.php?p=51693&postcount=5

AI moving fixed gun emplacements: spotted in MO will post and document asap.


this is WAD, indians can't capture big towns. Have you seen that in movies? No, so this is the proof of the concept. :niark:
Image


Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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