Company of Heroes: Eastern Front
Eastern Front Mod (Read-Only) => Bugs & Tech Support => Topic started by: Miles Dixon on September 09, 2014, 06:26:07 PM
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Hi all,
First off, thanks so much for the mods on making the release! I will be reporting some bugs that I found as Ostheer (Army Fortress Sections) I am using 2.602.
- Bugs
0 The Medic Upgrade for Landsers (and perhaps other infantries) are not available. I upgraded to Vet 2 and 3 and I still cannot see the medic bag.
0 The Sector Heal for Army Fortress (The the doctrine beside Panzernest) does not work, and the sector is not shown in green when you have Panzernest/ Field Hospital (except the HQ).
0 Field Hospitals cannot reinforce units.
- Not bug
0 I wonder, is the AT Grenade (Half-something) is no more, is it?
- Typing Error/ Blank
I think the error on typing or BLANK does not affect the gameplay that much, just for information :>
= Artillery Barrage (the middle doctrine) is BLANK.
= Most doctrines branch is BLANK.
Maybe there are some others but so far I only tried for one run.
Hopefully the fix will be soon :>
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I also wonder about medic vet. It now has a crane icon, so, maybe now it's a logistic uprgade?
About that AT magnetic grenade (Haftlonggermanwordung, the HHL, to be short), the panzerfusiliers now have it, it replaces their panzerfaust. Now I think, only the Brandenburgers of the whole OH use pzfausts, am I right?
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I also wonder about medic vet. It now has a crane icon, so, maybe now it's a logistic uprgade?
About that AT magnetic grenade (Haftlonggermanwordung, the HHL, to be short), the panzerfusiliers now have it, it replaces their panzerfaust. Now I think, only the Brandenburgers of the whole OH use pzfausts, am I right?
I'm not sure if the descriptions were corrected before the release, but yes. the new veterancy is logistic veterancy. The bonuses make using abilities like grenades cheaper, aswell as lowering the manpower upkeep and reinforcement cost of your troops.
And yes, you're right. Brandenburgers are the only unit that can use the panzerfaust (which is the stronger panzerfaust 100 that deals more damage to enemy vehicles). With the release of the Stadtkampf reward doctrine, Straftrupps will be the 2nd unit that can use it. We chose to make the panzerfaust 100 a special weapon instead of making it widely available to the Ostheer troops.
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I have took care of the medic upgrade for Landsers and some other squads that have it missing. I also fixed the field hospital lack of reinforcement. The only thing left is the fortress thingy.
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Problem I am having is that the texture of the dead Landsers is that of the Landser squad leader.
Is anyone else experiencing this?
And another related question.
Art and model changes part of the patch 2.3 change list states : * Fixed texture selection for Landser squad.
What exactly does this mean?
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When recovering a wrecked T-34/85 with a Famo, it doesn't get a beutepanzer skin. Also, the description of the MP40 upgrade for the Landsers mentions Panzerfusiliers instead.
Also, what benefits does the technician veterancy give to Strumpioneers? Since they already have repair by deafult, is it improved or something?
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Sorry, now I'm a bit confused...
I'm not sure if the descriptions were corrected before the release, but yes. the new veterancy is logistic veterancy. The bonuses make using abilities like grenades cheaper, as well as lowering the manpower upkeep and reinforcement cost of your troops.
Does that mean the Medikit option does not exist anymore and was replaces by logistics? The logo IS a crane, and there is none for Medikits otherwise. 'Cause I seem to have read that the effects of the Medikits had been changed. Btw, I've tried giving Medikits to all kinds of Infantry (crane-button), but none actually get any.
Also...
I have took care of the medic upgrade for Landsers and some other squads that have it missing. I also fixed the field hospital lack of reinforcement. The only thing left is the fortress thingy.
Does this mean, it will be fixed in the next Patch/Steam-upload?
If I got it right, then the only possibility for OH to heal troops (apart from the Fortress-doctrine) is, to build a Medic-emplacement in the HQ-area, yes?
Seems to me that not being able to heal troops actively is quite a drawback, especially because OH doesen't have the numbers of the Americans or Soviets to compensate for losses...
On a positive note, there don't seem to be as many as 2300 bugs as the title of the post implies... ;)
(Yes, version, I got it)
I did find others but these seemed of most immediate importance to me.
Also, thanks for all your efforts to make this game plenty more awesome.
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@JustDOit8
I'll fix it later, that is correct. That means the texture had some issues and were fixed.
@Captainloco6
I see, thanks for the heads up.
@Aspviper
And about what you ask:
1) Nope.
2) Nope.
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I have took care of the medic upgrade for Landsers and some other squads that have it missing. I also fixed the field hospital lack of reinforcement. The only thing left is the fortress thingy.
I'm sorry but I don't understand what you meant with "I've fixed it". I downloaded the new version a couple of hours ago and still couldn't reinforce from the field hospital..
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Unfortunately you won't, because we don't release a version just to fix one bit, we will release a patch later after getting more issues to fix.
It seems you are new so you wouldn't know, but when I say that it means I fixed it in the internal version :).
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Unfortunately you won't, because we don't release a version just to fix one bit, we will release a patch later after getting more issues to fix.
It seems you are new so you wouldn't know, but when I say that it means I fixed it in the internal version :).
Oh okay, I thought it'd be something like that :) Otherwise yeah, I'm new to the forum but have been playing the game and this great mod from the beginning ;)
Otherwise the patch is cool, I just think you should have left the bunkers as they were and the healing station should be an upgrade like before, cause now Ostheer doesn't have a fixed emplacement any more.
Any news when the fix might be released?
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Well, only the conscripts-lack-of-building-animations issue and the missing translations remain. I'm not sure how much time will take to finish the translations, but I will submit them tomorrow so the translators can work.
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Sorry, now I'm a bit confused...
I'm not sure if the descriptions were corrected before the release, but yes. the new veterancy is logistic veterancy. The bonuses make using abilities like grenades cheaper, as well as lowering the manpower upkeep and reinforcement cost of your troops.
Does that mean the Medikit option does not exist anymore and was replaces by logistics? The logo IS a crane, and there is none for Medikits otherwise. 'Cause I seem to have read that the effects of the Medikits had been changed. Btw, I've tried giving Medikits to all kinds of Infantry (crane-button), but none actually get any.
Also...
I have took care of the medic upgrade for Landsers and some other squads that have it missing. I also fixed the field hospital lack of reinforcement. The only thing left is the fortress thingy.
Does this mean, it will be fixed in the next Patch/Steam-upload?
If I got it right, then the only possibility for OH to heal troops (apart from the Fortress-doctrine) is, to build a Medic-emplacement in the HQ-area, yes?
Seems to me that not being able to heal troops actively is quite a drawback, especially because OH doesen't have the numbers of the Americans or Soviets to compensate for losses...
On a positive note, there don't seem to be as many as 2300 bugs as the title of the post implies... ;)
(Yes, version, I got it)
I did find others but these seemed of most immediate importance to me.
Also, thanks for all your efforts to make this game plenty more awesome.
I just asked again and the lack of medikits for infantry and it is intended. And about the medic emplacement... yes, it only heals when it is built on the command area.
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[...]
0 The Medic Upgrade for Landsers (and perhaps other infantries) are not available. I upgraded to Vet 2 and 3 and I still cannot see the medic bag.
0 The Sector Heal for Army Fortress (The the doctrine beside Panzernest) does not work, and the sector is not shown in green when you have Panzernest/ Field Hospital (except the HQ).
[...]
These were removed on purpose, so they aren't bugs.
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I keep getting the "fatal ai error execution paused" error.
I've played 5 games so far on this new patch - and every single one ends up with the same error after about 10-15 minutes. My allies are always American, I've individually fought the panzer elite, Ostheer and default German army and it all results in the same problem.
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[...]
0 The Medic Upgrade for Landsers (and perhaps other infantries) are not available. I upgraded to Vet 2 and 3 and I still cannot see the medic bag.
0 The Sector Heal for Army Fortress (The the doctrine beside Panzernest) does not work, and the sector is not shown in green when you have Panzernest/ Field Hospital (except the HQ).
[...]
These were removed on purpose, so they aren't bugs.
I see, so it also means that the medic upgrade is no more for Ostheer except you choose the first doctrine right?
Hope there will be a temporary patch as the reinforcement bug for field hospital might affect gameplay a bit.
I also found some bugs:
- Snowman Grenadiers and Grenadiers (Wehr) has bug, where the first aid station produces grenadiers and the barracks provide snowman grenadiers, and grenadiers has no effect on the vet upgrade in Kampkraft Center (but the snowman does XD)
- Soviet's Katyusha sometimes cannot barrage, it shows that 'Ability is active' but it is not firing. (1 out of 4 Katyushas)
Hope it helps :>
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The grenadiers have vet, just that the icons are barely visible. The Katyusha not firing is a bug from Relic's engine. We can't fix it and it happens when firing on uneven terrain.
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[...]
0 The Medic Upgrade for Landsers (and perhaps other infantries) are not available. I upgraded to Vet 2 and 3 and I still cannot see the medic bag.
0 The Sector Heal for Army Fortress (The the doctrine beside Panzernest) does not work, and the sector is not shown in green when you have Panzernest/ Field Hospital (except the HQ).
[...]
These were removed on purpose, so they aren't bugs.
I see, so it also means that the medic upgrade is no more for Ostheer except you choose the first doctrine right?
Medic vet is gone. It's replaced by supply vet, which lowers reinforcement costs and ability costs.
The field hospital heals allied units when you build it in your base sector.
Hope there will be a temporary patch as the reinforcement bug for field hospital might affect gameplay a bit.
Which reinforcement bug?
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So, the field hospital no longer can reinforce, that's new to me. I thought it was a bug.
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So, the field hospital no longer can reinforce, that's new to me. I thought it was a bug.
Seriously? Why was the reinforcement canceled? Pls put it back :P
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The reasoning in a nutshell is:
"Ostheer is an offensive faction, and as such it doesn't require field hospitals to help them push enemies because they are already good on that. Besides, there is not a single buildable structure that retrieve wounded soldiers (US medic tent, CW CCS) that gives such feature, not to mention it cannot be damaged by small arms like a Wehr bunker and this building requires an upgrade to retrieve wounded and a Command Tree upgrade to make it reinforce infantry and it is a defensive faction which of course, Ostheer is not."
Although I can't help but agree on that line of thought. Ostheer should focus on the offensive and it becomes some sort of defensive when using fortress tree.
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Medic vet is gone. It's replaced by supply vet, which lowers reinforcement costs and ability costs.
The field hospital heals allied units when you build it in your base sector.
Hope there will be a temporary patch as the reinforcement bug for field hospital might affect gameplay a bit.
Which reinforcement bug?
Medic station/ Field hospital will be able to reinforce or not, seems it is a bit confusing on the descriptions too.
I think without the field hospital option, it makes it is not useful as offensive, as your reinforce option is only the halftrack, compared to Soviets (outpost upgrade outside base), US, Wehr, PE (barracks upgrade and halftrack), Brits (moveable HQ). PE is also offensive but seems that they have more reinforcement and healing options when it is compared with Ostheer.
Ostheer infantry is not that tough as PE in early to mid stage and with very limited reinforcement ability it makes that using Ostheer need to be a very advanced player. The logistic upgrade will be less useful if there is no halftracks for them. My 2 cents :>
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Medic vet is gone. It's replaced by supply vet, which lowers reinforcement costs and ability costs.
The field hospital heals allied units when you build it in your base sector.
Hope there will be a temporary patch as the reinforcement bug for field hospital might affect gameplay a bit.
Which reinforcement bug?
Medic station/ Field hospital will be able to reinforce or not, seems it is a bit confusing on the descriptions too.
I think without the field hospital option, it makes it is not useful as offensive, as your reinforce option is only the halftrack, compared to Soviets (outpost upgrade outside base), US, Wehr, PE (barracks upgrade and halftrack), Brits (moveable HQ). PE is also offensive but seems that they have more reinforcement and healing options when it is compared with Ostheer.
Ostheer infantry is not that tough as PE in early to mid stage and with very limited reinforcement ability it makes that using Ostheer need to be a very advanced player. The logistic upgrade will be less useful if there is no halftracks for them. My 2 cents :>
Hmm, you got a Point there. The reason why the reinforcement Option is gone is because the medic Emplacement works like the Wehrmacht bunker. On top it offers healing (in base) and an option to reinforce from it. Wehrmacht Needs fortify the Perimeter from def doctrine to do that. So, we concluded that the non-doctrinal Ostheer medic Emplacement is too useful compared to the bunker, and the reinforcement Option got scrapped. Especially since the Ostheer can push more compared to Wehrmacht earlygame and thus secure territory easier - especially in teamgames. In 1v1 this isnt that much of a Problem (also the maps are much smaller).
I'll roll up the Topic internally once more, maybe we'll find a suitable solution for this.
Greetings
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And also don't forget he OH can now upgrade civilian buildings into forward barracks. Although this can be not useful on maps with no/few suitable buildings.
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And also don't forget he OH can now upgrade civilian buildings into forward barracks. Although this can be not useful on maps with no/few suitable buildings.
Yes, I also noticed that when I play a new game. If this option is available then it will be OK so that the reinforcing ability is at least on par with other vanila factions (but might be removed as mods said that OH is offensive except you are choosing Army Fortress). Suggestion: OH can have the ability similar to Soviets and perhaps using Opel Mauliter as reinforcement option since it also secure territory, as it is more into offensive play that is like Soviets where Soviets use the infantry tide strategy with this XD
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noticed when i tried to crew the zis AT gun with my landsers, the crew died immediately
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Thanks, it will be fixed for the next update.
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noticed when i tried to crew the zis AT gun with my landsers, the crew died immediately
booby trapped zis gun. filthy russians :))
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sometimes the sturmpioneer with the g41 upgrade will glitch. Sometimes I noticed they have 2 G41 and 1 MP41 when there should be 3 G41s and 0 Mp41
The skirmish squad from ost doesn't seem to benefit or atleast get an icon when the ability "Dig in" from the fortress doc is chosen.
Marder II does pitty damage against the GAZ (soviet scout car)
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I can't answer for the lack of the Dig in bonus in the Skirmish squad because it might be a balance decision, but I'll fix the others.
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I keep getting the "fatal ai error execution paused" error.
We are getting this same stupid "Fatal AI Error Execution Paused"
I wish we didn't update!
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Sometimes after building field hospital as Ostheer it heals nearby units for a few seconds (there is a healing mark above the units).
Panzerfusiliers get Inspired Assault ability when their first upgrade is MG34, they don't get it when they upgrade with G41 first.
Every fighting unit with ability to build defensive structures lacks animations, not only Conscripts (American Riflemen, Infantry Sections, etc.)
In Polish version the Ostheer ability to drop medical supplies is not translated from English. Upgrades for Landsers from their structure are not updated (eg. MP40II upgrade says their sergeant gets Mkb(h)42).
And the AI fatal error, which was adressed before (can't stress it enough however).
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If the Field Hospital is near the HQ, it will heal units in that territory.
I'll check the other ones, thanks for the heads up.
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If the Field Hospital is near the HQ, it will heal units in that territory.
No, it happens outside the HQ, that's why I pointed it out. It might be only graphic bug, because I didn't see any diffrence in affected units' health before they appeared and after they disappeared. I will try to make a screenshot if it occur to me again.
I'm glad that I could help :)
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Pak emplacement for the fotress doctrine looks like it is manned by soviet weapon crew.
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The emplacement above is the original one, you can clearly see Soviet crew as stated above. The one below is recrewed and it has MG emblem
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That has already been reported and fixed :), but thanks for the heads up.
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there is no animation for repairing when ostheer infantry get their repair abilities. They just stand their as if they were the zombies from the zombie mod.
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It was already reported, and involves every single combat unit with ability to build (I don't remember whether basic builders are affected too).
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Nope, basic builder units are not affected.
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Units in Ostheer halftrack are facing wrong direction when attacking enemy (they are shooting with their backs).
Also:
-When upgrading T34/76 with flamethrower and later with 85mm cannon, there is no flame animation, instead it will fire from its hull MG, however fire damage is still applied.
-After upgrading Jagers with assault rifles, they have Assault Grenadier ability added, however it is disabled, not usable and cannot be enabled (lacks description of requirements, at least in polish version.)
-Sturmpioneers defensive upgrade is assigned under "T" hotkey, which is used for retreat as default.
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The skirmish commander doesn't have its "officer" symbol when the assault pool is picked, sometime units near the officer don't recieve this either
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skirmish commander cant pick up the medical supply drop
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skirmish commander cant pick up the medical supply drop
That's a side effect from having no weapon slots, will be fixed in the next patch.
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Ok, I'll fix it for the next update.
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So there's an ingenery with a flamethrower inside the tank? ;)
http://cloud-4.steampowered.com/ugc/38603820159599908/39FBC687D95A2C17C0357931C4AB61F2A7FE768E/
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skirmish commander cant pick up the medical supply drop
That's a side effect from having no weapon slots, will be fixed in the next patch.
But sniper can pick up the medical drop but it has no slots
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As explained by @darc before, that is a side effect and not the cause. That unit wasn't intended to pick up anything, so bringing other units' set up is not going to help... in case you still doubt it ;). There is no reason any unit (other than USA ones) would pick up something other than a weapon before Ostheer came.
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When i cap first point the game crashes everytime!
I try to play with Russia on 4x4 maps with fixed switched positions, anihilate condition, max resources.
The game start having crashes since patch EF_Setup(1.8.0.1) and i stop plaing it.
Now i see it has EF_Setup(2.2.2.0) but stupid crash is still there.
I send a reports about that bug i hope you fix it or just remove EF_Setup(1.8.0.1) patch.
At least tell me what to do to avoid crashes or how to avoid installing of EF_Setup(1.8.0.1).
I want to play new patches without that crash.
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You don't even need to install EF v1.8.0.1 anymore. The latest version is 2.3.0.0, however, if you are not using the latest Steam version it will always crash... it has always been like this. Most likely you are using a pirate version which is not supported so it will always crash.
There is a compatibility patch for CoH 2.602 too, for more information about the latest version you can read the announcement here (http://www.moddb.com/mods/coheastern-front).
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really getting into playing with OST so tried a different doctrine and noticed some issues(i normally play fortress)
Using Army support
XP menu headings state " Blank"
Confusion on XP menu, no.5 states choice of luchs or wespe depending on pool yet no.6 is just wespe with both active.
landsers not able to build foxholes yet still have "build" icon not sure if ability is supposed to be there but with no emplacements surely they should have foxholes.
Brandenburgers drop worked about 10 mins after clicking and no where near the location i clicked?
Randomly, groups of squads affect a much slower capture of points, think i had 1 PF 2 landsers and some BBs and capture went very slow, retried directing one squad at a time and all ok..
Will report any more i come across :)
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After loading a saved game where i had a bunch of vet 4 brandenburgers with LMGs, they were equipped with their default mosin rifles instead of the lmgs they picked up. However, after a guy died and another reinforced the LMG was back
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At first I thought the missing Ostheer medkits were a bug, but after reading this, I found out that you guys took it out on purpose.
In my opinion, this was a bad decision. I mostly play as the soviets, but sometimes I play as Ostheer, and from what I understand, the faction is supposed to be very offensive and use harrasment strategies and always be on the move. If there is no way to heal your units, except one bound to a specific doctrine, without running all the way back to headquaters, most of the point of Ostheer infantry is rendered moot. If you're going to remove healing machinegun-nests because the faction should be offensive-focused, please don't add in something that forces the faction to be more defensive.
Please make the medkits more expensive or give units a defence debuff while healing or even both, but please reinstate it, as constantly running back to the base really limits your offensive capabilities and your options in general.
Also, please bring back the anti-tank guys... In my opinion, the Ostheer has too little anti-vehicle options early to mid game.
Soviets get light armour before OH are able to effectively counter them (and I say this as a Soviet-focused player)
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Ostheer heals by building the medic tent in the base sector. It's pretty similar to US. If you are going to use in-field healing offensively, you'll be wasting your munitions. The healing would either be underpowered or overpowered. That's why we have reverted to passive healing in the base sector since you take decent casualties in the field as OH.
The medic airdrop was buffed internally. It's a lot better now.
We have rearranged the soft-AT options internally so that Ostheer have more options to fend off early Soviet tanks and be a bit more lenient with the hard counters to AT. Additional light AT options are going to be evaluated.
The best part of passive healing is that you can simply rest and refit in base and wholly concentrate on fighting instead of having your units be debuffed when healing in the heat of battle or being forced to exit the engagement because they need to heal and because they are debuffed. It's a bit easier on the micro.
It's less like Wehrmacht, which has defensive non-doctrinal infantry.
This is however the wrong topic to discuss such matters. Please post any balance concerns in the balance discussion thread.
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Katyusha's still refuse to fire
This has been a prevalent bug since 2.0.0
Another bug;
I try to place a Soviet Tank Hall
I click where I want it to go
the bluehighlight showing where it'll be stays there
My ingenery move to make it
then it disappears and nothing happens.
It took me over 35 minutes to get a tank hall when I was floating in fuel
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Correct me if I am wrong( Bish?), but the angle of fire has been adjusted internally.
I am not sure what you mean with the second bug. Did you click your engies to move by accident or something of the sort? Technically, it should just be click and they start to build.
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Yeah, nothing more can be done until the new model comes up.
About the second "bug", that happens when something changes in the terrain or the resources, perhaps one unit ran in the area, perhaps an invisible unit was there or the resources were not enough by the time it arrived to start to build. There is nothing wrong with the building other than it is not the proper Tank Hall building.
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Would be great if you guys can implement the option to change where the building's facing when you build one (not talking about the MG emplacement)
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Nope, we won't :p.
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I dont think that is possible. However, what is possible is that you get 4 different versions of a models, each of which are positioned at different angles. They would all be identical, but the models would just be rotated to accommodate the size of the base. If you wanted to go all out, you could even make 8 different versions, where there would be a 45°, 135°, 225°, and a 315° as additional models.
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I dont think that is possible. However, what is possible is that you get 4 different versions of a models, each of which are positioned at different angles. They would all be identical, but the models would just be rotated to accommodate the size of the base. If you wanted to go all out, you could even make 8 different versions, where there would be a 45°, 135°, 225°, and a 315° as additional models.
Afaik its totally possible to make normal buildings rotateable. CoH: online did it I think. Actually it would be nice.
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If you mean, to make buildings rotateable when selecting where to build them, it is entirely possible in CoH.
We have disabled it on EF because it seems AI behaves odd when a building is not built in the default way... or at least that's what we were told. Robotnik might know about this but we can enable it any time if everyone is fine with it.
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I wonder if this issue has been reported. Just for some heads on (2.602, not sure if it happens in 2.7).
Most weapon recrew have bugs. So far I have noticed:
- OH infantry attempt to recrew Soviet's AT will auto killed (after a brief red icon on the AT unit).
- PE cannot recrew Soviet MGs, and even if they do, if the unit is down to 1 men, you cannot do anything nor select the unit. (need to kill with grenade)
- Some infantry (Soviet, Wehr) can recrew the weapon but cannot reinforce crews. (Happened in AT and MG)
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Yeah, that bug was already reported and was fixed.
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Here's some bugs I found:
- Ostheer: the game crashes when installing scout veterancy on Landsers.
- Ostheer: After selecting either Assault or Support branches the option for F42 and Combat Training still exists in Sturmpioneers. Thus you can get Assault and then get the Combat Training and vice versa.
- Soviets: Partisan units fire at enemies even when they are issued a hold fire order. Thus breaking camo.
- Soviets: Upgrading to Shtrafniye Troops doesn't add the proper PPD43 icon sometimes.
- Panzer Elite: THE NASHORN DOESN'T FIRE. Attack orders do show when the tank is NOT locked down but it doesn't fire. However the instructions say that the gun has to be sited before firing. Upon Siting the Gun. The Flak36 sound plays but NO shell animation and NO damage is caused to it's selected target. Also upon siting main gun, it loses the ability to have orders like Attack Ground and Halt. How does the Nashorn work anyways? Because from my evaluation it works like a Marder III that when sited allows for more firepower but it could still fire on the move.
Will check for more bugs. Glad to help :)
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Hello ChernoAlpha,
I'm not sure if you are playing the latest version, because you don't need Assault or Support Pools to get any Sturmpio upgrade, also Scout vet works fine for Landsers.
I think the Partisan thingy was reported a while ago, fixed and released. The PPD43 icon was fixed long time ago as well and I played PE yesterday using the Nashorn and it didn't have problems.
I think you are playing an old version.
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Hello ChernoAlpha,
I'm not sure if you are playing the latest version, because you don't need Assault or Support Pools to get any Sturmpio upgrade, also Scout vet works fine for Landsers.
I think the Partisan thingy was reported a while ago, fixed and released. The PPD43 icon was fixed long time ago as well and I played PE yesterday using the Nashorn and it didn't have problems.
I think you are playing an old version.
Hi Blackbishop.
I check my updates now and I'm running the latest version (2.30) Will try PE again.
EDIT: Silly me, The Nashorn DOES need to lock down before firing. However, the attack icons seem to be misplaced since it shows up when not locked down. Thus creating the confusion/the idea that it can fire when not locked down.
Also idk if it has been reported yet, but the OH Jagers with the MKB have the burst-fire/single shot mode like the Marksman. Is it usable? Or probably misplaced?
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Guys after Strelky- Guards, Veterans?- with SVT upgrade can pick up weapons (which take one weapon slot, eg. bazooka) but they never use them.
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Hello ChernoAlpha,
I'm not sure if you are playing the latest version, because you don't need Assault or Support Pools to get any Sturmpio upgrade, also Scout vet works fine for Landsers.
I think the Partisan thingy was reported a while ago, fixed and released. The PPD43 icon was fixed long time ago as well and I played PE yesterday using the Nashorn and it didn't have problems.
I think you are playing an old version.
Hi Blackbishop.
I check my updates now and I'm running the latest version (2.30) Will try PE again.
EDIT: Silly me, The Nashorn DOES need to lock down before firing. However, the attack icons seem to be misplaced since it shows up when not locked down. Thus creating the confusion/the idea that it can fire when not locked down.
Also idk if it has been reported yet, but the OH Jagers with the MKB have the burst-fire/single shot mode like the Marksman. Is it usable? Or probably misplaced?
It's usable.
@Xenobane
I'll check it.
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If Famo uses its Retrieve Beutepanzer ability, and the camera move somewhere else so it's not visible, when looking back it will be inside the wreckage and the process will be halted (there is health bar above wreckage, but it doesn't move at all).
Ost AI builds multiple Famo at some point of the battle.
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1.only soviet infantry can capture zis AT gun
2.Pak 36 emplacement when be captured don't work
3.attack move order don't have sound for any unite
4.splash for Stug III, it only sometime happen
5.Tank Riders always active
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Some of these may not be bugs per se but here they are;
The Sturmtiger (or sturmpanzer 4 according to the unit guide on the website) is referenced in the Elite Troop tree for the Ostheer but I was never able to call one in or build one as the case may be.
The Ostheer Rocket half track only fires 8 rockets despite the description saying ten.
The Ostheer Transport half track (sweet AA upgrade btw) only holds 6. Not sure if this is intentional or not but it does render them useless as a transport since 1 squad of anything per vehicle is less than ideal.
The call in mechanized battalion is in game called panzer battalion. The command tree says it can bring in a panzer 38t or wespe as opposed to the Luchs and the panzerjagers that it actually brings in. Changing assault or support pools does not make an impact on this. I was certain that somewhere I had read that choosing one pool over the other determines which units are spawned, In the end never found a way to get the 38t. Despite the hardcap message for the Luchs saying there was one(38t) on field already and that's why no more than 2 Luchs could be called in.
The Support Troop Doctrine refers to off map call ins of foreign units. If they have not been implemented into the game yet then ignore this point. I had seen some of the pictures of the 38t and Semovente on Moddb and thought they were already in game.
The Wespe sometimes instead of firing will simply attempt to drive to the area targeted for barrage. Had this happen once in every 15 or so barrages by two Wespe side by side. One, usually the one on the leftmost side, will drive to the area while the other fires as intended.
All that said, excellent job on the Ostheer. The different skins for the buildable tigers was a really nice touch. ;D
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US paratroopers are lacking one squad member when called on the field.
When playing a match against PE and Ostheer AI as US, there were several artillery warnings ("Incoming, get the hell down") without any reason- mostly when enemy units were coming from the Fog of War.
Landser MP40IIs are extremely effective against US weapon teams on medium range (I saw Expert AI rip them to shreds from 20-25 meters, from the front of the gun.
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US paratroopers are lacking one squad member when called on the field.
That's not an issue from us, the airborne squad hasn't changed in EF and it is set up to always deploy six soldiers like usual. Perhaps 1 was shot down before reaching the field.
When playing a match against PE and Ostheer AI as US, there were several artillery warnings ("Incoming, get the hell down") without any reason- mostly when enemy units were coming from the Fog of War.
Do you mean, US soldiers said that? I don't think that can be fixed, at least not by me.
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I checked the paratrooper issue once more- it happened when I loaded a saved game, but when restarted it's fine. Maybe the same applies to that artillery warnings- I will check this one again as well. Sorry for the confusion!
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When calling in supplies from Maultier truck (Support Army) and the plane is shot down, Brandenburgers spawn at the crash site.
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If Panzerfusiliers lose their MG34, it can't be purchased again
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@Xenobane
About the Maultier thingy. There is no such thing for the JU-52. It is likely you are playing an old build, because last time that was checked somehow was on March from 2013 and in the latest code there is nothing that makes this possible. Neither the Brandenburger call-in has a feature like that.
For the MG-34, that's normal. If you lose a schreck from a German squad, whether is from WH, PE or OH you lose it permanently unless you pick it up again. Same applies for all these kind of weapons like the MG-42 or the DP-28 or the PTRD-41/PTRS-41.
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I figured out that I have added a few lines through corsix to prevent Fatal AI Error when Greyhounds and Staghounds were fighting AT guns- maybe those caused all that mess... I will reinstall the mod- sorry for those false leads :(
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Make sure the EF folder is gone before reinstalling and make sure you are installing the latest build (EF v2.300).
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Ostheer: the change from Heal-vet to support-vet doesn't work for the Sturmpios. They still have the Heal-vet and it seems to be instant Vet4. when they get vet1 and i choose the crane symbol they can heal themselfes and nearby units.
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SU: the model of the KV-1 has some errors.
1. the coaxial turret MG is firing from behind the turret, that looks weird when the turret is turned to the side.
2. whenever the KV1 fires its main gun,some muzzle fire(smoke) goes to the front of the hull even when the turret is turned to the side or back
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Ostheer: the tank veterancy seems to have some issues.
1. all tanks get the top MG gunner at vet 1 if choosen (maybe intendet but wrong description?).
2. the speed veterancy doesnt work. (i tried it with the Pz. IV: i let a speed(vet 4) and a comand(vet4) Pz.IV drive several races. they have the exact same speed, acceleration and
traverse speed) vet4 (smoke) works just fine
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When I order an MG squad to go on combat patrol, the A key on the keyboard, the team will head off, an sometimes this will happen:
The team will encounter enemy infantry, deploy MG and engage. Enemy retreat, the loader and the helper will move on to the designated location, but the gunner will halt on his positio. The team can end up being separated by a very large distance, resulting in some weird situations if the gunner, or the other two, gets killed.
I have also seen other strange things where the MG team will deploy the MG facing the wrong direction, pack it back up, redeploy, pack up again, and redeploy yet again - and by this time they are pretty much history or hauling ass back to base.
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Soviet Union:
1. when recrewing a Mg, Mortar or AT gun the cost to refresh this MG later in the game depends on the cost to refresh the unit it was recrewed with (e.g. if it is recrewed with conscripts it costs
only 7mp to refresh) not sure if this is intended (recrew cost for single AT gun member with standard crew is 2mp: seems weird)
2. siper ace: after firing the suppresion shot on a unit the sniper instantly shoots again if there is a target left. (2 kills in 1 sec) not sure maybe this is intended but there is a incorrect german
description?)
3.1 the SU-100 upgrade doesnt change the look of the SU. The model still has the 85mm gun attached.
3.2 when upgrading the SU-85 to the SU-100 with ammunition the description is about the 85mm gun and the T34 (german description)
3.3 when upgrading the SU-85 to the SU-100 with ammunition the name of the tank doesnt change to the upgraded tank name as it does with the similar upgrade for the T34
3.4 the 100mm upgrade doesn't change the ingame stats of the SU (below the picture)
4. partisanen(dont know the english name) walk on full speed when camouflaged
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Thanks for the feedback.
Ostheer: the change from Heal-vet to support-vet doesn't work for the Sturmpios. They still have the Heal-vet and it seems to be instant Vet4. when they get vet1 and i choose the crane symbol they can heal themselfes and nearby units.
I checked but everything seems fine. They no longer have anything medic among them.
SU: the model of the KV-1 has some errors.
1. the coaxial turret MG is firing from behind the turret, that looks weird when the turret is turned to the side.
2. whenever the KV1 fires its main gun,some muzzle fire(smoke) goes to the front of the hull even when the turret is turned to the side or back
Already known from centuries ago ;).
Ostheer: the tank veterancy seems to have some issues.
1. all tanks get the top MG gunner at vet 1 if choosen (maybe intendet but wrong description?).
2. the speed veterancy doesnt work. (i tried it with the Pz. IV: i let a speed(vet 4) and a comand(vet4) Pz.IV drive several races. they have the exact same speed, acceleration and
traverse speed) vet4 (smoke) works just fine
The description is already fixed in the beta. I don't think you can really measure the acceleration just by seeing it though and I'm sure it works fine.
When I order an MG squad to go on combat patrol, the A key on the keyboard, the team will head off, an sometimes this will happen:
The team will encounter enemy infantry, deploy MG and engage. Enemy retreat, the loader and the helper will move on to the designated location, but the gunner will halt on his positio. The team can end up being separated by a very large distance, resulting in some weird situations if the gunner, or the other two, gets killed.
I have also seen other strange things where the MG team will deploy the MG facing the wrong direction, pack it back up, redeploy, pack up again, and redeploy yet again - and by this time they are pretty much history or hauling ass back to base.
That can't be fixed, these are the regular animations for HMGs.
Soviet Union:
1. when recrewing a Mg, Mortar or AT gun the cost to refresh this MG later in the game depends on the cost to refresh the unit it was recrewed with (e.g. if it is recrewed with conscripts it costs
only 7mp to refresh) not sure if this is intended (recrew cost for single AT gun member with standard crew is 2mp: seems weird)
2. siper ace: after firing the suppresion shot on a unit the sniper instantly shoots again if there is a target left. (2 kills in 1 sec) not sure maybe this is intended but there is a incorrect german
description?)
3.1 the SU-100 upgrade doesnt change the look of the SU. The model still has the 85mm gun attached.
3.2 when upgrading the SU-85 to the SU-100 with ammunition the description is about the 85mm gun and the T34 (german description)
3.3 when upgrading the SU-85 to the SU-100 with ammunition the name of the tank doesnt change to the upgraded tank name as it does with the similar upgrade for the T34
3.4 the 100mm upgrade doesn't change the ingame stats of the SU (below the picture)
4. partisanen(dont know the english name) walk on full speed when camouflaged
1. That's normal and unavoidable.
2. I'll check the shot thingy.
3. Already known, that's why we made a new model and posted pics about it in the announcement section.
4. Not sure if that's intended.
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I don't think you can really measure the acceleration just by seeing it though and I'm sure it works fine.
if it's not possible to even see a difference in a direct comparrison of two drag-racing tanks, what is the point in choosing it then? If it works it must be really underpowered.
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Partisans camouflage is intended to work like that, not a bug, and it's a pretty nice feature :).
As for the Ostheer Engine veterancy, its bonuses are like +5% max speed and around +10% to acceleration when vet 3 (you only get smoke when ace), which should be pretty much unnoticeable. I don't think it's bugged, just severely outweighted by the other 2 options, but that shouldn't be discussed here ;).
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That's right. It is not a bug, so it can't be discussed as such.
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In competitive play, nothing is more important than speed. Especially when it comes to tank battles. That's why even a tetrarch can destroy a Tiger II with enough patience. It might not seem like much, but the boni stack, which does make a difference, since you might even be able to outspeed most rotating turrets. However, this doesn't mean it works perfectly. If you feel it is underpowered, please post an enquiry including an attached replay of a game that supports your argument(s). We are always willing to take a look at it. Just don't expect Bugatti Veyrons ;).
About the Partisans. Internally, we removed the SMGs they posessed. This was to compensate for their full movement speed while cloaked. Otherwise, they would have speed, stealth AND wipe potential. Combine that with a cheap price (240 manpower in the sandbox) and well.... you get what I mean.
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I've played this mod and it awesome but i had some strange bugs:
US engineer don't have the body or head, just helmet and gun.
Sometime there's no sound when i play a match.
Maybe it because i'm not using the steam version of this game.
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Judging from your Victroy Point icons you are using a skinmod. Skinmods + EF are usually a bad idea.
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The T-90 doesn't appear to take any damage from the OH Goliath. Will continue to playtest to make sure.
The OH description of emplacements healing infantry in the same sector is false; I've seen no evidence of healing.
The text for the medic emplacement needs to be updated; it makes no mention of having to be in the HQ sector to heal; it doesn't even mention the ability to heal at all :P.
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The text for the medic emplacement needs to be updated; it makes no mention of having to be in the HQ sector to heal; it doesn't even mention the ability to heal at all :P.
Well in the beginning it would 'only' reward you 200 mp per 5 men collected :P.
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If EF + Skinmod usually a bad idea so is there any skin mod or pack that compatible with the mod.
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If EF + Skinmod usually a bad idea so is there any skin mod or pack that compatible with the mod.
There should be some for sure, we had a list once but I can't find it and it should be pretty outdated by now.
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IF you mean this : http://www.easternfront.org/forums/index.php?topic=2107.0
Those link a completely outdated. Can you guy make another one.
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I have a question. Where's the King Tiger. I can't find it anywhere.
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There is no King Tiger for Ostheer. We have planned it to have one at the Hungarian reward tree, but that's another story ;).
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Hi Cliff,
when you will bugfix these small bugs? Any idea when a new update will be released?
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Hi Cliff,
when you will bugfix these small bugs? Any idea when a new update will be released?
No one here is named Cliff though... nice try bot 8).