Company of Heroes: Eastern Front

Eastern Front Mod (Read-Only) => Bugs & Tech Support => Topic started by: Rikard Blixt on January 21, 2010, 11:06:07 PM

Title: The Bug Thread
Post by: Rikard Blixt on January 21, 2010, 11:06:07 PM
Please post all GAME BUGS in here (No Launcher/Install/Start-up etc!). So only ingame stuffs, eg. let's say that "Ability X does not work at all!".

Confirmed Bugs:

Unconfirmed Bugs:


Not Fixable:
Title: Re: The Bug Thread
Post by: Jimbosmith on January 21, 2010, 11:30:07 PM
Just collected these from the forum:

Guard smoke nade hot key is "R" which is the reinforce hot key

If you Upgrade a unit, at the same time your building that unit, it will bug out and not produce causing it to get stuck in the barracks/ Tank depot

The icon for "not one step back" turns into the Wehr forced retreat symbol in the area where you select it, rather than the mother russia one on the command tree.

ZIS AT gun uses the american 57mm icon

Once you've won a game the "Victory" box that appears is the one used for Wehr.

The Command squad's Heroic Charge does not affect Ingenery, which seriously hurts when playing Urban Combat (and thus using Ingenery as a combat force).

When in Observer mode with the sniper squad, and the spotter dies you cant turn the ability off

two russian players  went down the same tech tree (Propaganda) and the other guy dropped out of the game. I then see that the CPU replacement is calling in Partisans.
Title: Re: The Bug Thread
Post by: Exangelus on January 22, 2010, 12:28:11 AM
First of all: congratulations!! You made a fantastic mod, best mod I've ever seen for any game! Absolutely amazing  ;D
Been playing 6 hours with a friend of mine, awesome mod!!

Just found one little bug: when you call in the IL2's rocket barrage which is awesome the planes appear to be typhoon's instead of IL2's.
Title: Re: The Bug Thread
Post by: DaChief99 on January 22, 2010, 02:55:51 AM
when the su100 blows up, only the treads are destroyed. the tank body stays fine.  wouldn't be a problem if the "wreck" could be destroyed.  i had one on a bridge and couldn't kill it with my is2.  it also cannot be run over
Title: Re: The Bug Thread
Post by: LeRagpicker on January 22, 2010, 06:50:23 AM
1. most important imo: the command squad can call down the flares from their artystrik and then move to cancle the animation (no arty is comming and the cd is reset immediately) = infinit flares, one never knows when its a real arty strike or a fake strike = really gamebreaking bug/balance issue

2. the outpost seems not to be destroyed without heavy weapons ( e.g. shreck tankgun etc)
4 squads of pgs and 2 ihts did not manage to finish it off and the ability to reinforce remained
Title: Re: The Bug Thread
Post by: Voop_Bakon on January 22, 2010, 08:19:06 AM
ZIS-2 AT gun, when upgraded, says it costs and additional 150 mun to activate for 10 sec. Didnt catch if it actually charged me the 150, but if it did, that just seems wrong.
Title: Re: The Bug Thread
Post by: BushwhackerBilly on January 22, 2010, 08:36:07 AM
Installed game, and when I play Eastern front, TS won't work. Doesn't happen in regular COH.
Title: Re: The Bug Thread
Post by: Rikard Blixt on January 22, 2010, 08:38:01 AM
TS? Teamspeak?
Either way, please make a new thread, sounds more like a technical problem then a bug.
Title: Re: The Bug Thread:AT-gun
Post by: ITAKAlanPizza on January 22, 2010, 09:46:05 AM
Have only one game to check italian translation.Good Russian speach.Funny job, men.(OP but funny)

Now the bug(hope on right place on forum):
enemy kills 3/4 men of AT-gun's crew and destroyed the gun.I moved survival man near an outpost and reinforce the squad.Well:when 4th man recalled the gun magically appears (I have replay if necessary)

Title: Re: The Bug Thread
Post by: Pointwolf on January 22, 2010, 09:56:56 AM
I don't know if its a bug or not but... Sometimes i get lag and when it stops laggin' my is-2 get super speedy... only the is-2 not the other units...

Nice russian speech but... :D its kinda what the US units say "lets do this for uncle Sam" ... only translated in russian and its a bit modern the speech i mean
in 1945 there weren't some words that are used :D i think and others.

And one last thing... In the lobby it showed me the British flag instead of the Soviet when i choose the russians it still was the Soviet faction but the flag was British and when i got defeated it showed the wehr pic for defeat 
Title: Re: The Bug Thread
Post by: Rikard Blixt on January 22, 2010, 10:10:03 AM
defeat pic is something that is not done yet.
Title: Re: The Bug Thread
Post by: funnyme on January 22, 2010, 11:52:14 AM
Hi,

Hi the starting ESovite Engg have a Count of 1 in their ICON , Is it intentional or should it be more .The other crew figures are depicted correctly .

The Officer Call in arty only drops the smoke  the shells dont fall once the enemy has moved , Think it has been reported already .

Also, The trench Faceing direction is not known , Thus some time when you get the crews to crew them they have the backs to the enemy .How can we assertain the facing direction ..

Regards
funnyme
Title: Re: The Bug Thread
Post by: tbarcello on January 22, 2010, 12:40:27 PM
When SU-100 or Medic truck is being exploded it doesn't disappear from the map and doesn't turn into debris: it is impossible to run over it and clear with heavy tanks, it just stays in the normal, undamaged form and blocks the way. Please, see to it. Other than that it's great mod, I love city combat tactic!
Title: Re: The Bug Thread
Post by: pamp on January 22, 2010, 01:36:50 PM
KV-2 Heavy Artillery tank has no limit on the number you can call in.

Pak's & 58mm AT-guns share the same sound as the Russian AT-gun.  Calliope has a new sound. 105mm Howitzer has a new sound.

*edit* Also i didn't think the Russians was supposed to be able to pick up "heavy weapons", but they pick up
panzershreks and bazookas fine.
Title: Re: The Bug Thread
Post by: Rokossovski on January 22, 2010, 05:34:21 PM
The Russian tanks could drive through barriers.
Title: Re: The Bug Thread
Post by: red on January 22, 2010, 06:17:11 PM
Dunno if it counts as a bug, but Ventrilo does not work (you cant talk) when you are ingame and you have Win 7. All of my friends who got Win 7 could not get it to work either. I have never had any problems with that in any other game so I guess it is related to Eastern Front!
Title: Re: The Bug Thread
Post by: Rikard Blixt on January 22, 2010, 06:30:01 PM
Start Ventrilo as "Run as Admin"
Title: Re: The Bug Thread
Post by: BrandenburgKommando on January 22, 2010, 07:31:43 PM
When the German player recrew a Russian heavy weapon he cannot retreat it.

The Red Tide ability does not seem to work at all.

The For the Mother Land puts them into sprint mode not breaking suppression instead of a similar run up mode that would.

Cannot think of any other then the ones already listed great mod guys.
Title: Re: The Bug Thread
Post by: nbeerbower on January 22, 2010, 10:11:21 PM
Not deeming it worthy of having it's own thread-

I originally made Cottbus, and would like to point out that the name on the loading screen should be "nbeerbower", not "JimboSmith".

Thanks.  ;)
Title: Re: The Bug Thread
Post by: xxNooblike on January 22, 2010, 10:17:53 PM
the Katjuscha wrecks blocks the road and cannot be defeat with heavy tanks like panther, kingtiger.

at the 6player map leningrad tanks like panther or bigger cant pass the way at middle island between fuel sector and the building left from it
Title: Re: The Bug Thread
Post by: Jimbosmith on January 22, 2010, 10:28:59 PM
Quote
Not deeming it worthy of having it's own thread-

I originally made Cottbus, and would like to point out that the name on the loading screen should be "nbeerbower", not "JimboSmith".



yeah i reported that to dragon, dont know why it ended up like that lol
Title: Re: The Bug Thread
Post by: UeArtemis on January 23, 2010, 12:08:46 AM
SU-85 has a drawing of SU-76
Title: Re: The Bug Thread
Post by: LeRagpicker on January 23, 2010, 12:44:33 AM
dont know if its a bug or a "feature"
sniper artillery call in is not on a global timer
i.e. u got lets say 5 sniper squads = 5 times FOO (if not more) for 100 mun!
lol?
also sniper damage to schwimm/ketten/bike seems bugged
i had 2 sniperteams in houses shoot a wehr schwimm in 4 salvos O_o
Title: Re: The Bug Thread
Post by: Razz on January 23, 2010, 07:50:04 AM
After a few minutes, my game sound repeats and it freezes.

I can confirm the medical truck not being destroyed. I tjust sits there. You can't use it but sits there as a normal icon not a debri icon.
Title: Re: The Bug Thread
Post by: UeArtemis on January 23, 2010, 11:28:21 AM
ISU-152 doesn't have an icon on the shield.
Tank Hunters have a wrong yellow description about efficiency.
Title: Re: The Bug Thread
Post by: Bronco78th on January 23, 2010, 11:58:02 AM

Hey guys, Fantastic mod, really enjoying it, going to donate to your charitable cause as well as my way of saying thanks :).

The one minor bug ive seen is with the ISU-152,when you put it into 'lock-down',static mode (I forget the term used in the game) there is no icon on the ground to signify it is in this state of immobility.

The original special german tanks that can go into this state have a large compass thing on the ground below them to signify they are currently immobile.

Many thanks.

John
Title: Re: The Bug Thread
Post by: KhanTom on January 23, 2010, 12:50:44 PM
Sometimes the partisans lost their skill to infiltrate ! Then the button to infiltate is complete,clean lost !

thx for the best mod ever !
Title: Re: The Bug Thread
Post by: knusr1g. on January 23, 2010, 02:02:52 PM
Hehe thanks for the 1v1 auto possibility to play against brits and us. ^^

But i found a bug, where the command post was sometimes indestructable while shooting at it with infantry.
Title: Re: The Bug Thread
Post by: potte on January 23, 2010, 04:11:45 PM
i have a stupid bug here, which is pissing me a bit off :(

I can play maps just fine from EF (berlin and so on).
But when i try to start a map from the original COH (Gilroys Harbor) The game crashes about 4 minutes in game, rigth after i have chosen my doctrine?
I just get the message: You have been defeated.
Title: Re: The Bug Thread
Post by: LeRagpicker on January 23, 2010, 06:14:04 PM
propaganda war doesnt seem to work vs russians at all...
Title: Re: The Bug Thread
Post by: [RoniN]Praetorian on January 23, 2010, 06:28:10 PM
propaganda war doesnt seem to work vs russians at all...

Hi,
as you see I'am not a member of the EF-developer at all. Maybe this isn't a bug, but rather the consequence of the fact, that they can't retreat at all.
Title: Re: The Bug Thread
Post by: Fivestargeneral on January 24, 2010, 04:51:49 AM

Not Fixable:
  • If you Upgrade a unit, at the same time your building that unit, it will bug out and not produce causing it to get stuck in the barracks/ Tank depot

Hi, what does "not fixable" mean? Does it mean that we have to upgrade the unit, wait for the upgrading to finish, then build it?

Other bugs that I can confirmed among this bug thread:

1) Medic truck debris bug -- debris doesn't look like a wreck.

2) IL2 airplane has P47 model.

3) Captured Soviet mortar by Germans cannot retreat.

4) New: When watching replay of past Soviet games, the icon of Soviets is displayed as British flag instead.

5) New: Not sure if bug, but US 57mm AT has the sound of Soviet AT gun. Similarly other sounds have changed, e.g. Flak 88. Confusing.
Title: Re: The Bug Thread
Post by: Valkyrie on January 24, 2010, 05:53:54 AM
Reporting a minor bug:

To Reproduce:

As Soviet: 1) reinforce sniper squad at outpost while single sniper is hidden in camoflauge

Resulting Bug: single sniper in camo is then not movable, and changing to camo for that unit goes back and forth -one unit is camo while the other is not

This is a minor bug - it can be avoided by not being in camo when reinforcing sniper squad

This is my first post - many thanks for the great mod!!! Really GREAT work!!!  If this were an official expansion (after a little polish)-it would surely have sold very well  :)
Title: Re: The Bug Thread
Post by: FrontSoldat on January 24, 2010, 12:33:15 PM
Hi guys I've noticed some bugs but I don't know if they are allready known so forgive me if im reposting something or if it is allready solved in the new patch :D .

1) if the heavy-weapon of a heavy-weapon crew is destroyed and the heavy-weapon-crew survives you can reinfroce 'em and then they are able to recrew any other heavy-weapon (if they are not reinforced to the full amount of 5 and their heavy-weapon apears again) but when you do this (recrew any other heavy-weapon with your heavy-weapon-crew) the game crashes.

2) the "red-tide" works but not for infantry wich is upgraded with an upgrade from the "armoury"
Title: Re: The Bug Thread
Post by: LeRagpicker on January 24, 2010, 01:17:31 PM
sniper team cant be crushed with tanks when they are stationary it seems...
Title: Re: The Bug Thread
Post by: GreenApple on January 24, 2010, 02:52:08 PM
Upgradet ZiS-2 AT Gun hasn't  the "Armor piercing" ability.
Title: Re: The Bug Thread
Post by: Rikard Blixt on January 24, 2010, 03:28:39 PM
Upgradet ZiS-2 AT Gun hasn't  the "Armor piercing" ability.
Passive Ability.
Title: Re: The Bug Thread
Post by: GreenApple on January 24, 2010, 05:01:56 PM
Well i have checked again and "Yes" the Soviet vehicles vetpips are much bigger than the german/american vehicles vetpips.It seems that the black border aorund them is bigger.
Title: Re: The Bug Thread
Post by: RexHong on January 24, 2010, 07:31:14 PM
"The Red Tide" can't respawn "Sturmovie Ingenery"
Im not very sure but you have to test that.
Title: Re: The Bug Thread
Post by: aztoaststatus on January 24, 2010, 07:38:33 PM
I can't even start the mod. It says it cant find the target language.
Title: Re: The Bug Thread
Post by: Firespray on January 24, 2010, 09:03:19 PM
Noticed a small bug when building the T-70.  When it builds, it goes invisable for around 2seconds?  Then it re-appears. 
Title: Re: The Bug Thread
Post by: UltimateTobi on January 24, 2010, 09:08:49 PM
Hi guys,

the ability "Rolling Fortress" has no effect on the tank it should take. I forgot the name of the tank, but the description was like, that the tank and its crew is able to dig in, but when I click on that tank, there's no ability to use.

Kind regards, Ultimate!
Title: Re: The Bug Thread
Post by: Rikard Blixt on January 24, 2010, 09:19:44 PM
Rolling Fortress was changed in 1.01 (read the changelog), however I believe our Localization team missed to update the text.
Title: Re: The Bug Thread
Post by: UltimateTobi on January 24, 2010, 09:24:41 PM
Rolling Fortress was changed in 1.01 (read the changelog), however I believe our Localization team missed to update the text.
If the Localization Team missed translating it, could you tell me what this ability is for?
Faction Design
* Replaced Rolling Fortress with Mechanics Salvage.

Thanks in advance, kind regards, Ultimate.
Title: Re: The Bug Thread
Post by: Firespray on January 24, 2010, 09:31:34 PM
Oh yes, I almost forgot.  Commisars don't kill any of their conscripts when using the unsupression ability.
Title: Re: The Bug Thread
Post by: BigBoss7556 on January 24, 2010, 09:33:31 PM
This seems to be a visual bug, but if you look at the partisans, some of them are wearing what appears to be an officers cap that isn't displaying correctly.  Shouldn't they be wearing black berets?
Title: Re: The Bug Thread
Post by: Rikard Blixt on January 24, 2010, 10:43:43 PM
Rolling Fortress was changed in 1.01 (read the changelog), however I believe our Localization team missed to update the text.
If the Localization Team missed translating it, could you tell me what this ability is for?
Faction Design
* Replaced Rolling Fortress with Mechanics Salvage.

Thanks in advance, kind regards, Ultimate.

Same ability that Bergetiger has (repair destroyed vehicles)
Title: Re: The Bug Thread
Post by: seq13 on January 25, 2010, 01:16:56 AM
So I suppose it should be there

In 1.01 the soviet sniper did not snipe wehr weapons crew (paks, nebels) and he did damage to the weapons instead (still sniping mg/mortar crews).
Title: Re: The Bug Thread
Post by: KyleD531 on January 25, 2010, 03:22:07 AM
I just now in game noticed that The Red Tide doesnt work. I rushed 5 squads into death... none re spawned   :(
Title: Re: The Bug Thread
Post by: nbeerbower on January 25, 2010, 03:41:25 AM
I just now in game noticed that The Red Tide doesnt work. I rushed 5 squads into death... none re spawned   :(

Do you remember what kind of squads they were? Because I had some guards get respawned by Red Tide just today.
Title: Re: The Bug Thread
Post by: thebomb on January 25, 2010, 07:47:34 AM
I get a "Sync Error" in the middle of my screen when watching replays in EF. What's up with that?
Title: Re: The Bug Thread
Post by: KaPaull on January 25, 2010, 08:32:08 AM
after the patch IS-2 can not dig
Title: Re: The Bug Thread
Post by: heavypanzer on January 25, 2010, 09:20:36 AM
Guards and Shock Guards's reinforce hotkey is the same as Smoke grenade
Title: Re: The Bug Thread
Post by: UltimateTobi on January 25, 2010, 09:24:18 AM
after the patch IS-2 can not dig
Just read some posts upwards.
The ability "Rolling Fortress" was replaced with "Mechanics Salvage", it just got missed translating. :) Means: Your Mechanics can repair vehicles like a Bergetiger.

Kind regards, Ultimate!
Title: Re: The Bug Thread
Post by: Voop_Bakon on January 25, 2010, 09:52:44 AM
Copied my thread here at the request of devs

So Ive played around and here are my list of bugs/glitches I have encountered. I managed to recreate all these on Burros map, though I dont know if they are active or as prominent on other maps

1. Some annoying graphics glitch where wreckages of both new Soviet and German Vehicles produce huge grey/white squares on the minimap. They are selectable and are in control of "world" but have a purple fill in color as their symbol.

Screenshot: Here (http://img156.imageshack.us/img156/3402/relic00007.jpg) is an example of a t-34. Notice in the minimap that there is a big white square where the t-34 is. Notice in the tactical view (http://img249.imageshack.us/img249/2663/relic00008.jpg) the square does not show up. This isn't just Russian tanks. Tiger (http://img39.imageshack.us/img39/8350/relic00012.jpg) and corresponding tactical map view (http://img63.imageshack.us/img63/7214/relic00013y.jpg). This happens on all maps with these wreckages (such as Kursk)

2. Conscript discipline describes as "Execute a member to break suppression". Not sure if that was a joke or a glitch that its not working as intended but look below

Screenshot: Here (http://img156.imageshack.us/img156/1183/relic00015.jpg) you can plainly see the ability activated, however, the squad is at full force.

3. Zis-2 gun has a price of 150 munitions to active its HEAT rounds for 8 seconds. This seems ridiculous, so I am going to assume this is a mess up in the code.

Screenshot: Notice here (http://img96.imageshack.us/img96/4221/relic00017.jpg) that the ability states it costs 150 mun and I have highlighted my current mun before and after to prove it does not just say it but makes you pay for it (http://img714.imageshack.us/img714/4668/relic00018.jpg).

4. ISU-152 seems to have some graphical problems.

Screenshot: First off, no symbol (http://img96.imageshack.us/img96/9721/relic00021k.jpg) on the unit. Not a biggie, just a pet peeve. The annoying part is when I opened my strategic map and saw this (http://img249.imageshack.us/img249/7442/relic00030.jpg)! On a side note, I shouldnt be able to have 3 on the field either  :P

5. What does beast hunter ability do exactly? When I press the ability, it simply makes it so my ISU-152 cannot move from my perspective. There is no sign that the ability is active or not. Just curious as to what it is supposed to/is doing while active

6. Finally a bit of a pet peeve, but the designation ML-20 on the artillery is never mentioned  :P This one is not so important, just pointing it out

Screenshot: Neither on the artillery piece itself (http://img195.imageshack.us/img195/2676/relic00019a.jpg) nor in the ingenery build menu (http://img715.imageshack.us/img715/3619/relic00020.jpg).

Well thats is what i have found so far. Anyone else who has found similar bugs/glitches feel free to post here
Title: Re: The Bug Thread
Post by: tdeviant on January 25, 2010, 03:24:35 PM
Hi, great Mod BTW, Brilliant work!!

I have the same problem, We like Gilroys Harbor, nice quick game map, but soon as it loads few seconds in, it displays a message 'You have Been Defeated'.

Title: Re: The Bug Thread
Post by: BasileusHotshot on January 25, 2010, 04:31:52 PM
I've just noticed that APEX, to which I was sending my feedback is not in the stuff any more, so I'll just post again here, in case he didn't forward this to you and I'll add some things that I noticed, after I PMed him for the last time on GR.org: (All of them concerne the original version of the game. I haven't played the newer patch yet)

1- "Feedback" option isn't working. Remains grey no matter what and is impossible to click on, even after entering the code.
2- T-90's and T-70's appearance, isn't affected by criticals. Be it engine damaged/destroyed, immobilization or destroyed gun, the tank always looks brand new.
3- On some Soviet HQs, you forgot to replace a Nazi flag under one of the windows, with a Russian one (Kinda funny IMO)
4- The mod was supposed not to affect any part of COH, but if you try watching a "Relic's COH" replay, it won't play properly and you'll have a "Sync-error message" on the screen.
5- When capping a strategic point, the flag doesn't display the Allied star. It's just a light blue flag, with nothing on it.
6- Related to the above I presume: When capping a victory point, the bigger of the 2 flags (Victory points have 2 flags instead of 1, under normal circumstances) is not displayed. Only the second (Smaller) one.
7- Machine guns in the Dugouts, are still British Vickers.
8- Brilliant work overall!
Title: Re: The Bug Thread
Post by: Joe Bleasdale on January 25, 2010, 05:19:43 PM
First let me say well done on the mod... I know it is hard work developing extra things for games.

However the mod does have quite a few bugs.

1) No retreat button for the russian army. I find myself loosing games because I cannot retreat my men.
2) Tanks and infantry quite often stop production at the very end of the cycle, just like they do when there is no population avaliable. But there is population avaliable so they shouldnt stop. The spawn after the production time should be instant, it isnt. This doesnt happen all the time.
3) Russian heavy tanks can drive through most objects. For example they can drive through a tank trap but it will take another 5 mins or so for the tank trap to disintergrate as it was destroyed by the tank. Russian tanks can also drive through other russian tanks, and other objects such as the radar disch next to a german HQ.
4) it says in the barracks that certain soldiers (cant remember the name) can construct defenses, they cant. They fight and that is all... no defenses.
5) what is the point in the command post?? It does nothing at all.
6) no MG emplacements??
7) why does the major squad that is made from the HQ have a time regeneration lock on all its abilities straight after it is made? I should be able to use its abilities straight away... but I cant...
8) conscripts cost no population?? Is this correct?!

Thanks. :)
Title: Re: The Bug Thread
Post by: majortomm on January 25, 2010, 05:31:42 PM
1) No retreat button for the russian army. I find myself loosing games because I cannot retreat my men.
8) conscripts cost no population?? Is this correct?!
6) no MG emplacements??

These are not bugs. And MG Emplacements are a Command Tree unlock.

Quote
7) why does the major squad that is made from the HQ have a time regeneration lock on all its abilities straight after it is made? I should be able to use its abilities straight away... but I cant...

This is probably intended in some capacity at least. Probably to prevent quick artil use.

Quote
5) what is the point in the command post?? It does nothing at all.

They reinforce troups don't they?

Quote
2) Tanks and infantry quite often stop production at the very end of the cycle, just like they do when there is no population avaliable. But there is population avaliable so they shouldnt stop. The spawn after the production time should be instant, it isnt. This doesnt happen all the time.

I have noticed this a couple of times, normally when a building is under attack that is required by other buildings. For example my IS2 wouldn't leave the tank hall until my barracks stopped being under attack.
Title: Re: The Bug Thread
Post by: Joe Bleasdale on January 25, 2010, 07:22:44 PM
Thanks... Oh and Soviets dont get a leaderboard or rank on the stats page?
Title: Re: The Bug Thread
Post by: IEatBolsheviks on January 25, 2010, 11:33:16 PM
Thanks for this awesome mod!

Here are some minor errors in the german translation of the map infos.

Prag map info:
Ein großteil -> Ein Großteil
letzten mann gegen die rebellen -> letzten Mann gegen die Rebellen

Smolensk map info:
gute Deckung aber viele Soldaten wissen das sie -> gute Deckung, aber viele Soldaten wissen, dass sie (not shure on the commas)

Cottbus map info:
Kreuzfeuer als die -> Kreuzfeuer, als die
letzten trumph -> letzten Trumpf

Tannenberg map info:
so so viele -> so viele

Zhytomir map info:
Operation Begration -> Operation Bagration (see http://de.wikipedia.org/wiki/Operation_Bagration (http://de.wikipedia.org/wiki/Operation_Bagration))
der 40 Division -> der 40 Divisionen

Halbe map info:
richtung Osten -> Richtung Osten
Title: Re: The Bug Thread
Post by: funnyme on January 26, 2010, 07:01:06 AM
Hi,

The aerial bombardment option in the break through command tree did not work in one match , But worked in another on a different map .

Question:-Can this option be applied only if the troops are on a different sector to the sector in which you call in the airstrike , Or does it work at all times ?

Regards
funnyme
Title: Re: The Bug Thread
Post by: mia.fodder on January 26, 2010, 10:12:48 AM
Kind of a small bug. But me and my friends use Ventrilo to chat and you can't use push to talk when playing Eastern Fronts.

No idea why it stops it
Title: Re: The Bug Thread
Post by: WolfDK1984 on January 26, 2010, 03:48:33 PM
Well I've found a funny bug.. Fill up a T-34(/85) with the  tank guard, and if they all get killed by Snipers, the tank can still capture the Controlpoints(?),
Title: Re: The Bug Thread
Post by: SauerKRAUT on January 26, 2010, 06:16:32 PM
Well I've found a funny bug.. Fill up a T-34(/85) with the  tank guard, and if they all get killed by Snipers, the tank can still capture the Controlpoints(?),
Yes I noticed that and that you call in tank rider tanks even with only 1 pop cap left and no pop cost is listed on the icon along with a couple other call ins. I also think the 85mm tanks guns are kind of nerfed 1 vet p4s take 5 odd hits? this gun was better than the sherman 76(w) and ive had trip vet p4s go on me in 2 or 3 and the power of the su-100 seem understated as well. That gun was used in the t54/55s during the cold war it was so good. Also this forums type box is really twitchy nad hard to type in or even select things on the half dozen computers I have used on it.
Title: Re: The Bug Thread
Post by: funnyme on January 26, 2010, 07:26:47 PM
Hi,

My Arty crew went fishing .... ;)

(http://img4.yfrog.com/img4/6065/relic00019.jpg)

Regards
Rishad

P.S.Think it is not a bug , Just enjoy it ...
Title: Re: The Bug Thread
Post by: Rahvenich on January 26, 2010, 08:56:50 PM
A list of bugs I've come across that I haven't seen reported yet:

- The firebase doesn't seem to be considered a building for purposes of determining an annihilate victory.
- Played on Lyon (4) against two comps, one Soviet. Eventually, the Soviet comp sent a SU-100 across the center bridge. My camouflaged Paks failed to shoot at it until I ordered them to, so I suspect there's some issue with them recognizing it as a vehicle.
- The Soviet scoring, specifically "buildings", seems a bit off, as seen here (http://i12.photobucket.com/albums/a205/ulteriormotives/SomethingWrong.png).
- For some reason, I churned out a vet 1 Volksgrenadier squad from a forward barracks when I hadn't researched that yet. The squad remained one pip ahead until vet 3 and no other squads I built from that FB had the same issue.

Map issues:
- Orel: In the description, it should be "wreaking" not "wrecking".
- Minsk: The buildings with walls around them aren't garrisonable. Don't know if that's intentional.

Hope these help.
Title: Re: The Bug Thread
Post by: Rikard Blixt on January 27, 2010, 09:20:10 AM
Kind of a small bug. But me and my friends use Ventrilo to chat and you can't use push to talk when playing Eastern Fronts.

No idea why it stops it

Run vent "As Admin"
Title: Re: The Bug Thread
Post by: BasileusHotshot on January 27, 2010, 06:30:21 PM
http://www.gamereplays.org/companyofheroes/replays.php?game=25&tab=popular&show=details&id=108243&st=0#disc (http://www.gamereplays.org/companyofheroes/replays.php?game=25&tab=popular&show=details&id=108243&st=0#disc)

^Check this one out. IS-2 has main gun destroyed. When repaired, it's still not firing. It happens near the end of the replay.

Also: Russian infantrymen, don't suffer from fatigue after fire up, as the other armies. From what I know, it is not intentional right?
Title: Re: The Bug Thread
Post by: WolfDK1984 on January 27, 2010, 06:42:28 PM
Hi,

My Arty crew went fishing .... ;)

(http://img4.yfrog.com/img4/6065/relic00019.jpg)

Regards
Rishad

P.S.Think it is not a bug , Just enjoy it ...



Nahh it's the Chinese(??) they are aiming at;-)
Title: Re: The Bug Thread
Post by: thebomb on January 28, 2010, 07:53:32 AM
The Command Squad's initial artillery cooldown timer starts at time of spawn not from the beginning of the game as it should. I built a command squad late-game and I still had to wait the initial cooldown to pass in order to use the artillery ability. I assume this is not intended?
Title: Re: The Bug Thread
Post by: Rikard Blixt on January 28, 2010, 08:51:54 AM
That is intended.
Title: Re: The Bug Thread
Post by: Zjorghammer on January 28, 2010, 09:21:39 AM
Sometimes axis call in units eg.King Tiger, Luftwaffe infantry, 88 guns etc. turn up on the battlefield with bright pink uniforms or paint jobs in the EF mod, a small but distracting bug.
Title: Re: The Bug Thread
Post by: Zuzundra on January 28, 2010, 11:31:19 AM
After the patch 1.01, soviet tank IS2 cant be dug round...There is no icon for this operation....Pls fix it...
(when playing for the third doctrine)
Title: Re: The Bug Thread
Post by: UltimateTobi on January 28, 2010, 04:04:58 PM
After the patch 1.01, soviet tank IS2 cant be dug round...There is no icon for this operation....Pls fix it...
(when playing for the third doctrine)
Read the changelog of patch 1.01, "Rolling Fortress" has changed to "Salvage Mechanics" (Or "Mechanics Salvage", not sure. :D), but they missed to translate/change the name and description. Makes Mechanics repair wrecks like the Bergetiger.
Title: Re: The Bug Thread
Post by: bono2005 on January 28, 2010, 10:34:35 PM
I can confirm that "the red tide" does not work when I used propaganda doctrine or even breakthrough. It happened a few times already. 
Title: Re: The Bug Thread
Post by: RexHong on January 29, 2010, 08:45:11 AM
my friend said
after patch is out
American rangers , airbornes cant call over 3 squad
plz check
Title: Re: The Bug Thread
Post by: Champion on January 29, 2010, 09:57:25 AM
Not sure if anyone has caught this:

Sniper Ace will not decrew a soviet AT gun with the jerrys take it over.



Post Merge: January 29, 2010, 10:24:34 AM
Sorry for the double post.

Mortar fire Decrews russian Mg bunkers guarding the HQ
Title: Re: The Bug Thread
Post by: guynumber7 on January 30, 2010, 05:31:43 AM
the russian thing that makes your infantry sprint says click to launch Blitzkreg.
Title: Re: The Bug Thread
Post by: iverieli on January 30, 2010, 09:24:50 AM
The most noticeable and major bugs I have encountered in the 40+ games I've played:

1.) The command squad is suppressed and/or "slowed" under heavy MG fire during "fire-up". This happens to me about 30% of the time.

2.) When upgrading and building units at the same time, sometimes the finished unit will not deploy from the building (without pop cap limit). This has happened with infantry and tanks. About 15% of the time.

3.) The game randomly crashes and sometimes sync error is given. I've installed my files into the correct directory.

I don't know if other people who have maybe installed it wrong could affect everyone playing in the game.
Title: Re: The Bug Thread
Post by: TheeDragon on January 30, 2010, 03:28:39 PM
when AI mortar (and even Nebs) fire - there is no red dots in the fog of war
(like it does in the COH) - really hard to find the enemy

also= in CoH - if you use mortar barrage - you are likley to get counter mortared
- but in EF - even if NOT use barrage, the AI still
(in 4 diff games - wrecked train - me = USA vs Wermacht on Normal)
 the AI mortar crew kills all 3 of my crew in one shot - no time to retreat -
this is IMHO a little toooooo deadly? (if not a bug)
Title: Re: The Bug Thread
Post by: xxredmaxx on January 30, 2010, 10:46:13 PM
Help I can't update my EF! It just sends you a n error report :(
Title: Re: The Bug Thread
Post by: guldan on January 31, 2010, 05:50:49 PM
I ask to excuse for bad knowledge of English.
At me problem here such character:
At Т-34, Т-70, Т-90 at hit in them of shell, occurs the following - continuous blinking of shades on the case and in point of hit of shell. To other technics of the given doesn't occur.
Title: Re: The Bug Thread
Post by: Rikard Blixt on January 31, 2010, 05:58:05 PM
I ask to excuse for bad knowledge of English.
At me problem here such character:
At Т-34, Т-70, Т-90 at hit in them of shell, occurs the following - continuous blinking of shades on the case and in point of hit of shell. To other technics of the given doesn't occur.

Turn off Object Scaring in Options.
Title: Re: The Bug Thread
Post by: guldan on January 31, 2010, 06:47:20 PM
Quote
Turn off Object Scaring in Options.
Thanks for the help. All began to be displayed normally.
Title: Re: The Bug Thread
Post by: seq13 on January 31, 2010, 08:12:43 PM
1.03

When the command squad being garrisoned in building the recharge time for callin arty freeze (not sure about other abilities but might be the same).
Title: Re: The Bug Thread
Post by: ppsh-41 on January 31, 2010, 10:48:31 PM
Strelky Squads don't get the option to choose ppsh41 or DP's it automatically gives DP's
Title: Re: The Bug Thread
Post by: Laufer.fr on February 01, 2010, 11:06:42 AM
Problem with the DP's description:
(http://img710.imageshack.us/img710/7596/relic00107.jpg)

(Probably because of the french translation)
Title: Re: The Bug Thread
Post by: beserka on February 01, 2010, 01:02:06 PM
BUG: HQ allows queueing of multiple COMMAND SQUADS, even though there is a limit of one COMMAND SQUAD

http://lh3.ggpht.com/_-FEbaHoE_PE/S2bB4-NVNDI/AAAAAAAACWw/C8NcMIJ4Kwo/s912/relic00233.jpg (http://lh3.ggpht.com/_-FEbaHoE_PE/S2bB4-NVNDI/AAAAAAAACWw/C8NcMIJ4Kwo/s912/relic00233.jpg)

Post Merge: February 01, 2010, 01:09:37 PM
BUG: RUSSIAN OUTPOST INVINCIBLE!

http://lh5.ggpht.com/_-FEbaHoE_PE/S2bEH_c_xBI (http://lh5.ggpht.com/_-FEbaHoE_PE/S2bEH_c_xBI)
/AAAAAAAACXM/e9S85VG3u4I/s912/relic00232.jpg

When it gets to about 2% health it stays there no matter how much damage is thrown at it.
Title: Re: The Bug Thread
Post by: blex on February 01, 2010, 03:15:29 PM
hi


its not possible to enter the building

map minsk
(http://s2.directupload.net/images/100201/temp/jiua8ksw.jpg) (http://s2.directupload.net/file/d/2057/jiua8ksw_jpg.htm)
Title: Re: The Bug Thread
Post by: ColonelHell on February 01, 2010, 09:39:28 PM
Hi!
Thanks for this great mod. I discovered that when you try watching a replay in EF(downloaded from the net, vanilla CoH), i get a sync error. The replay starts but all i can watch is pretty weird, only pioneer squads are moving around, no building is set up ... Watching in vanilla Coh shows the correct replay. Is this a bug or a mod issue?

Keep up the good work!
Title: Re: The Bug Thread
Post by: DaChief99 on February 01, 2010, 10:37:49 PM
In the patchnotes for 1.02, it said the medic truck had to be deployed to heal infy.

I played patch 1.02 w/o realizing there were 2 other patches so this may have been fixed, but it wasn't in the patch notes for 1.03/1.04

1) It still heals undeployed
2) it heals while moving now
Title: Re: The Bug Thread
Post by: luz777 on February 02, 2010, 12:31:03 AM
Nothing major really...

The mechanic repair ability has the Bergetiger Icon and Description.

Both Red Banner Strelky options can be chosen if you que them up. (The other option only dissapears when the one chosen is complete)

This also applied to Command squads so you could have more than one, might have been fixed by now though.

Keep it up guys, and as always great work getting the updates out fast  :)
Title: Re: The Bug Thread
Post by: UltimateTobi on February 02, 2010, 01:27:06 AM
Nothing major really...

The mechanic repair ability has the Bergetiger Icon and Description.

Both Red Banner Strelky options can be chosen if you que them up. (The other option only dissapears when the one chosen is complete)

This also applied to Command squads so you could have more than one, might have been fixed by now though.

Keep it up guys, and as always great work getting the updates out fast  :)
Ye, I noted that, after building the Red Banner Strelkies, first take the LMG, then PPSh, then you have both, if you click first on PPSh, then LMG disappears.
Title: Re: The Bug Thread
Post by: Someone on February 03, 2010, 05:53:41 AM
I had my Sniper Team on camo and then put on observe, I then took off camo and tried to move (forgetting about observe) and my spotter could move! The attached image is to show the problem, but by accident before I had the spotter move half the map through Fog of War without revealing anything.
Title: Re: The Bug Thread
Post by: EasterEgg on February 04, 2010, 12:03:58 PM
Eastern Front Mod Gameplay (http://www.youtube.com/watch?v=KXWoLfqtRnM#normal)

At 4:55 an AT gun shots by itself without crew.
Title: Re: The Bug Thread
Post by: GodlikeDennis on February 05, 2010, 04:28:40 AM
A British HQ truck placed in the soviet HQ area (even un-setup) makes it so the soviet player cannot build buildings in his territory. Does not recognise as HQ sector and says "must build in HQ territory". Can still build buildings in allied HQ sectors.

Also, guards will sometimes become suppressed.
Title: Re: The Bug Thread
Post by: funnyme on February 05, 2010, 08:07:50 AM
Hi,

The eyes of the tank hunters are missing ...

(http://img10.imageshack.us/img10/1936/relic00071.jpg)

Regards
funnyme
Title: Re: The Bug Thread
Post by: Laufer.fr on February 05, 2010, 05:58:20 PM
And the Mosin looks like a toy (Orange barrel lol)
Title: Re: The Bug Thread
Post by: zeroLogic on February 05, 2010, 09:17:06 PM
Hiya, first off: Great expension. I won't even call it a mod. Just great work.

Just played my first game vs a mate. I was PE.
I tried to use the thread break ability vs an IS-2 (twice), but it didn't work.

Both attacks were head-on at max range, but normally that doesn't make a difference.

Have not tried it yet vs other Russian tanks.

grtz
Title: Re: The Bug Thread
Post by: Rahvenich on February 14, 2010, 12:09:19 AM
Mentioned a bug a while back (http://i12.photobucket.com/albums/a205/ulteriormotives/Vetdiscrep.png) where my Volksgrenadiere had one. vet pip too many. I think I've figured out how to replicate it: Had a Volkssquad emerge from the Wehrmacht Quarters right as I finished researching Vet 1. (http://i12.photobucket.com/albums/a205/ulteriormotives/VetDiscrep2.png) Don't know if this is also a Vanilla CoH bug...
Title: Re: The Bug Thread
Post by: funnyme on February 14, 2010, 03:05:05 PM
Hi,

when the engg's are building defenses , Their guns just dangle in air ...

(http://img23.imageshack.us/img23/6995/relic00085q.jpg)



Title: Re: The Bug Thread
Post by: VassilyGrossman on February 15, 2010, 08:09:17 PM
Hi great mod, propoganda war didn't work for me on a large bunch of soviet infantry.
Title: Re: The Bug Thread
Post by: JBigsby on February 16, 2010, 12:00:38 AM
Version 1.04, playing stalingrad i had a game crash which generated this bug report.

RELICDOWNLOADER started at 2010-02-15 16:13
OS NT 6.0 (sp2.0) x64, 0MB Physical Memory, 0 Physical Available, 1977 Virtual Available
RUN-OPTIONS
WORKING-DIR C:\Program Files (x86)\THQ\Company of Heroes\RelicDownloader
USER xxxxxxxx

16:13:23.60   Found locale at path C:\Program Files (x86)\THQ\Company of Heroes\/Locale.ini
16:13:23.60   Using language English
16:13:23.61   TorrentSessionManager - DHT disabled
16:13:23.61   Running config file commands:
16:13:23.61   ! game dlmanager set peertraffic 1
16:13:23.61   ack game dlmanager set peertraffic 1
16:13:23.61   ! game dlmanager set uploadlimit 2147483647
16:13:23.61   ack game dlmanager set uploadlimit 2147483647
16:13:23.61   ! game dlmanager set seedratio 3
16:13:23.61   ack game dlmanager set seedratio 3
16:13:23.64   IsInternetOn - Host Name: xxxxxxx-PC, aliases: , type=AF_INET, len=4
16:13:23.64   IsInternetOn - Host IP Address #0: 192.168.2.2
16:13:23.64   TorrentSessionManager::Process - Got alert with severity 4 unknown:[listening on interface 0.0.0.0:6112]
16:13:23.64   TorrentSessionManager::Process - Got alert with severity 4 unknown:[listening on interface [::]:6112]
16:13:23.65   TorrentSessionManager::Process - Got alert with severity 2 [torrent is complete]
16:13:23.65   TorrentSessionManager::Process - Got alert with severity 1 [torrent finished checking]
16:13:23.65   TorrentSessionManager::Process - Got alert with severity 2 [torrent is complete]
16:13:23.65   TorrentSessionManager::Process - Got alert with severity 1 [torrent finished checking]
16:13:23.66   TorrentSessionManager::Process - Got alert with severity 2 [torrent is complete]
16:13:23.66   TorrentSessionManager::Process - Got alert with severity 1 [torrent finished checking]
16:13:23.66   TorrentSessionManager::Process - Got alert with severity 2 [torrent is complete]
16:13:23.66   ALERT: torrent EN_2500_2501_Patch.exe.torrent status connectingToTracker 112496474 112496474 1 dlmanager patch
16:13:23.66   ALERT: torrent EN_2501_2502_Patch.exe.torrent status connectingToTracker 32765297 32765297 1 dlmanager patch
16:13:23.66   ALERT: torrent EN_2502_2600_Patch.exe.torrent status connectingToTracker 47593217 47593217 1 dlmanager patch
16:13:23.66   ALERT: torrent EN_2600_2601_Patch.exe.torrent status connectingToTracker 28143440 28143440 1 dlmanager patch
16:13:23.66   @ game CompanyOfHeroes started 396 601 allowtraffic
16:13:23.66   > dlmanager version 1.0 peertraffic 1 uploadlimit 2147483647 seedratio 3
16:13:26.93   @ game CompanyOfHeroes softthrottle
16:13:26.93   TorrentSessionManager - GameSoftThrottle from game CompanyOfHeroes
16:13:26.93   TorrentSessionManager - GameSoftThrottle going into state 2 current speed 0.000000 new upload limit -1
16:13:26.93   > ack game CompanyOfHeroes softthrottle
16:13:28.14   @ game CompanyOfHeroes hardthrottle
16:13:28.14   TorrentSessionManager - GameHardThrottle from game CompanyOfHeroes
16:13:28.14   TorrentSessionManager - GameHardThrottle going into state 0 current speed 0.000000 smoothing target 4000 new upload limit 2000
16:13:28.14   > ack game CompanyOfHeroes hardthrottle
16:13:38.45   TorrentSessionManager - Throttle from state 0 going into state 1 for 2000MS with upload limit 2000
16:13:40.45   TorrentSessionManager - Throttle from state 1 going into state 1 for 2000MS with upload limit 2400
16:13:41.08   @ game CompanyOfHeroes softthrottle
16:13:41.08   TorrentSessionManager - GameSoftThrottle from game CompanyOfHeroes
16:13:41.08   TorrentSessionManager - GameSoftThrottle going into state 1 current speed 0.000000 new upload limit 2000
16:13:41.08   > ack game CompanyOfHeroes softthrottle
16:13:43.43   TorrentSessionManager - Throttle from state 1 going into state 1 for 2000MS with upload limit 2400
16:13:45.43   TorrentSessionManager - Throttle from state 1 going into state 1 for 2000MS with upload limit 2799
16:13:47.43   TorrentSessionManager - Throttle from state 1 going into state 1 for 2000MS with upload limit 3199
16:13:49.43   TorrentSessionManager - Throttle from state 1 going into state 1 for 2000MS with upload limit 3598
16:13:51.44   TorrentSessionManager - Throttle from state 1 going into state 1 for 2000MS with upload limit 3997
16:13:53.44   TorrentSessionManager - Throttle from state 1 going into state 2 for 3000MS with upload limit 4000
16:13:56.44   TorrentSessionManager - Throttle from state 2 going into state 2 for 3000MS with upload limit 429499935
16:13:59.44   TorrentSessionManager - Throttle from state 2 going into state 2 for 3000MS with upload limit 858995839
16:14:02.45   TorrentSessionManager - Throttle from state 2 going into state 2 for 3000MS with upload limit 1288491775
16:14:05.45   TorrentSessionManager - Throttle from state 2 going into state 2 for 3000MS with upload limit 1717987711
16:14:08.45   TorrentSessionManager - Throttle from state 2 going into state 3 for 3000MS with upload limit 2147483647
16:15:15.05   @ game CompanyOfHeroes disallowtraffic
16:15:15.05   > ack game CompanyOfHeroes disallowtraffic
16:15:15.05   TorrentSessionManager::Process - Got alert with severity 2 unknown:[torrent paused]
16:15:15.05   TorrentSessionManager::Process - Got alert with severity 2 unknown:[torrent paused]
16:15:15.05   TorrentSessionManager::Process - Got alert with severity 2 unknown:[torrent paused]
16:15:15.05   TorrentSessionManager::Process - Got alert with severity 2 unknown:[torrent paused]
16:44:44.83   Begin Cleanup.
16:44:48.73   Cleanup successful.

Application closed without errors
Title: Re: The Bug Thread
Post by: Haze on February 21, 2010, 03:51:36 PM
First of all my compliments to this great MOD.

Now the problem. Everytime when I play EF on LAN a ''Sync error'' occurs.

The time it pops up is random, sometimes after 5min and sometimes after 30 min. I have 2 legit coppies of COH ( with all expensions) at my place at two different comp. The orginal COH always plays fine. It only happens when playing EF. Pretty anoying since it doesnt show up immediately.

Anyone some suggestions, let me know.
Title: Re: The Bug Thread
Post by: nalp on February 23, 2010, 02:22:48 PM
dont know if this is the right forum (if not tell me, then i delete this post).

i have a problem, i have download everything (launcher, patch 1 - 4, etc) and when i open  patch version 2.601, gives me a code error 10244 and 11367??? what's the solution, please help me and another bunch of people have the same prob....



RELICCOH started at 2010-02-22 22:26
OS NT 6.0 (sp2.0) x86, 3070MB Physical Memory, 1198 Physical Available, 1937 Virtual Available
RUN-OPTIONS -dev -mod Eastern_Front
WORKING-DIR C:\Program Files\THQ\Company of Heroes
USER Alpalhão

22:26:49.48   2 Logical Processors detected
22:26:49.48   Multithreading Enabled
22:26:49.48   THREAD: Hyper-Threading Technology Processors are not detected.
22:26:49.48   XTHREAD: Detected 2 core(s) with 2 hardware thread(s)
22:26:49.48   XTHREAD: Main thread now used as XThread 0
22:26:49.48   XTHREAD: Spawned thread on processor 1
22:26:49.48   MATHBOX -- Version=6, Cpu=Intel Core 2:f=6,m=15, Mode=SSE
22:26:49.48   GAME -- Company Of Heroes, 2.500.0, Build live.2.500.0, Type live, Language English
22:26:49.51   MOD -- Mounting EF_DLC1, 1.0
22:26:49.51   FILESYSTEM -- filepath failure, path does not exist 'DLC1\Data\'
22:26:49.51   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Alpalhão\Documents\My Games\Company of Heroes\DLC1\Data\'
22:26:49.51   FILESYSTEM -- filepath failure, path does not exist 'DLC1\DataArtHigh\'
22:26:49.51   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Alpalhão\Documents\My Games\Company of Heroes\DLC1\DataArtHigh\'
22:26:49.51   FILESYSTEM -- filepath failure, path does not exist 'DLC1\DataSoundEnglish\'
22:26:49.51   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Alpalhão\Documents\My Games\Company of Heroes\DLC1\DataSoundEnglish\'
22:26:49.51   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Alpalhão\Documents\My Games\Company of Heroes\DLC1\Movies\'
22:26:49.51   MOD -- Mounting EF_DLC2, 1.0
22:26:49.51   FILESYSTEM -- filepath failure, path does not exist 'DLC2\Data\'
22:26:49.51   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Alpalhão\Documents\My Games\Company of Heroes\DLC2\Data\'
22:26:49.51   FILESYSTEM -- filepath failure, path does not exist 'DLC2\DataArtHigh\'
22:26:49.51   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Alpalhão\Documents\My Games\Company of Heroes\DLC2\DataArtHigh\'
22:26:49.51   FILESYSTEM -- filepath failure, path does not exist 'DLC2\DataSoundEnglish\'
22:26:49.51   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Alpalhão\Documents\My Games\Company of Heroes\DLC2\DataSoundEnglish\'
22:26:49.51   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Alpalhão\Documents\My Games\Company of Heroes\DLC2\Movies\'
22:26:49.51   MOD -- Mounting EF_DLC3, 1.0
22:26:49.51   FILESYSTEM -- filepath failure, path does not exist 'DLC3\Data\'
22:26:49.51   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Alpalhão\Documents\My Games\Company of Heroes\DLC3\Data\'
22:26:49.51   FILESYSTEM -- filepath failure, path does not exist 'DLC3\DataArtHigh\'
22:26:49.51   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Alpalhão\Documents\My Games\Company of Heroes\DLC3\DataArtHigh\'
22:26:49.53   FILESYSTEM -- filepath failure, path does not exist 'DLC3\DataSoundEnglish\'
22:26:49.53   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Alpalhão\Documents\My Games\Company of Heroes\DLC3\DataSoundEnglish\'
22:26:49.53   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Alpalhão\Documents\My Games\Company of Heroes\DLC3\Movies\'
22:26:49.53   MOD -- Mounting EF_OPS, 1.0
22:26:49.53   FILESYSTEM -- filepath failure, path does not exist 'CoH\Ops\Data\'
22:26:49.53   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Alpalhão\Documents\My Games\Company of Heroes\CoH\Ops\Data\'
22:26:49.53   MOD -- Mounting Eastern_Front, 1.0
22:26:49.53   FILESYSTEM -- filepath failure, path does not exist 'RelicOnline\Data\'
22:26:49.53   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Alpalhão\Documents\My Games\Company of Heroes\RelicOnline\Data\'
22:26:49.53   FILESYSTEM -- filepath failure, path does not exist 'CoH\Engine\Data\'
22:26:49.53   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Alpalhão\Documents\My Games\Company of Heroes\CoH\Engine\Data\'
22:26:49.53   FILESYSTEM -- filepath failure, path does not exist 'WW2\Data\'
22:26:49.53   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Alpalhão\Documents\My Games\Company of Heroes\WW2\Data\'
22:26:49.54   FILESYSTEM -- filepath failure, path does not exist 'CoH\Data\'
22:26:49.54   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Alpalhão\Documents\My Games\Company of Heroes\CoH\Data\'
22:26:49.56   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Alpalhão\Documents\My Games\Company of Heroes\Eastern_Front\Data\'
22:26:49.56   FILESYSTEM -- filepath failure, path does not exist 'CoH\DataArtHigh\'
22:26:49.56   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Alpalhão\Documents\My Games\Company of Heroes\CoH\DataArtHigh\'
22:26:49.56   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Alpalhão\Documents\My Games\Company of Heroes\Eastern_Front\DataSoundHigh\'
22:26:49.56   FILESYSTEM -- filepath failure, path does not exist 'Eastern_Front\DataSound\'
22:26:49.56   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Alpalhão\Documents\My Games\Company of Heroes\Eastern_Front\DataSound\'
22:26:49.56   FILESYSTEM -- filepath failure, path does not exist 'Eastern_Front\Locale\English\Data\'
22:26:49.56   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Alpalhão\Documents\My Games\Company of Heroes\Eastern_Front\Locale\English\Data\'
22:26:49.56   FILESYSTEM -- filepath failure, path does not exist 'Engine\Locale\English\Data\'
22:26:49.56   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Alpalhão\Documents\My Games\Company of Heroes\Engine\Locale\English\Data\'
22:26:49.62   FILESYSTEM -- filepath failure, path does not exist 'CoH\DataSoundEnglish\'
22:26:49.62   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Alpalhão\Documents\My Games\Company of Heroes\CoH\DataSoundEnglish\'
22:26:49.62   FILESYSTEM -- filepath failure, path does not exist 'CoH\Locale\English\Data\'
22:26:49.62   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Alpalhão\Documents\My Games\Company of Heroes\CoH\Locale\English\Data\'
22:26:49.62   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Alpalhão\Documents\My Games\Company of Heroes\Eastern_Front\DataAttrib\'
22:26:49.62   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Alpalhão\Documents\My Games\Company of Heroes\Eastern_Front\Movies\'
22:26:49.64   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Alpalhão\Documents\My Games\Company of Heroes\Engine\Movies\'
22:26:49.64   FILESYSTEM -- filepath failure, path does not exist 'C:\Users\Alpalhão\Documents\My Games\Company of Heroes\WW2\Movies\'
22:26:49.71   GAME -- Resetting fp control word.
22:27:01.96   WW2Mod -- PropertyBagManager Loaded in 12.246000s
22:27:02.10   NetworkManager::Create - creating network manager
22:27:02.10   Read 360 bytes from network datastore login_cache.bin
22:27:02.10   Read 52 bytes from network datastore global_cache.bin
22:27:02.10   Read 28 bytes from network datastore ping_cache.bin
22:27:02.10   QuazalInitializer - static initializing Quazal library
22:27:02.10   PingCache - populating cache with 0 pings
22:27:02.12   Transport - Header Size = 4 bytes + 4 byte nonce + 2 byte consolidation header
22:27:02.32   WinTransport - CreateSocket exclusive broadcast socket was available.
22:27:02.32   WinTransport - CreateSocket listening for broadcasts on default port
22:27:02.33   WinTransport - Host Name: FamíliaAlpalhao, aliases: , type=AF_INET, len=4
22:27:02.33   WinTransport - Host IP Address #0: 192.168.2.100
22:27:02.33   WinTransport - Interface #0: ip:192.168.2.100, broadcast:192.168.2.100, flags=IFF_UP IFF_BROADCAST IFF_MULTICAST
22:27:02.33   WinTransport - Interface #1: ip:127.0.0.1, broadcast:127.0.0.1, flags=IFF_UP IFF_LOOPBACK IFF_MULTICAST
22:27:02.33   Transport::OpenInternal request to WINaddr:255.255.255.255:6112;
22:27:02.33   WinTransport - Quazal address string = udp:/address=192.168.2.100;port=6112
22:27:02.33   SessionManager - Peer Header Size = 16 bytes
22:27:02.33   SessionManager - Game Data overhead = 7 bytes
22:27:02.33   SessionManager - Proxy overhead = 7 bytes
22:27:02.33   MessageInternal::CreateChannel: Created channel 47535450
22:27:02.33   Session::Initialize - info, initializing session object, using threads.
22:27:02.33   SessionManager::RegisterSession - Registering new session 07065db8
22:27:02.33   Transport::OpenInternal request to WINaddr:255.255.255.255:6112;
22:27:02.33   AutomatchInternal: Instantiating
22:27:02.33   Net::ThreadFunction - Entering network thread function...
22:27:02.33   PartyInternal: Instantiating
22:27:02.33   MessageInternal::CreateChannel: Created channel 50525459
22:27:02.33   MessageInternal::CreateChannel: Created channel 51434b4d
22:27:02.33   Session::GetState - info, session's state changed to [1:STATE_DISCONNECTED].
22:27:02.33   MessageInternal::CreateChannel: Created channel 534d5347
22:27:02.33   MessageInternal::CreateChannel: Created channel 474d4343
22:27:02.33   MessageInternal::CreateChannel: Created channel 474f424a
22:27:02.33   MessageInternal::CreateChannel: Created channel 4d4f444d
22:27:02.33   MessageInternal::CreateChannel: Created channel 53594e43
22:27:02.33   MessageInternal::DestroyChannel: Destroyed channel 534d5347
22:27:02.33   MessageInternal::DestroyChannel: Destroyed channel 474d4343
22:27:02.33   MessageInternal::DestroyChannel: Destroyed channel 474f424a
22:27:02.33   MessageInternal::DestroyChannel: Destroyed channel 4d4f444d
22:27:02.33   MessageInternal::DestroyChannel: Destroyed channel 53594e43
22:27:02.37   Transport - Largest received is now 19
22:27:02.37   Transport::OpenInternal request to WINaddr:192.168.2.100:6112;
22:27:02.41   GAME -- Available memory: 3070MB Physical RAM, 3284MB Pagefile, 2047 Virtual Address Space
22:27:07.26   DLLDriverLinker -- Adding driver 'spDx10.dll'.
22:27:07.26   DLLDriverLinker -- Adding driver 'spDx9.dll'.
22:27:07.26   DLLDriverLinker -- 2 DLL drivers found.
22:27:07.47   SPDx10 -- Adapter [NVIDIA GeForce 8400 ]: 243MB dedicated video memory, 0MB dedicated system memory and 1279MB shared system memory.
22:27:10.32   DLLDriverLinker -- 2 DLL drivers found.
22:27:10.52   SPOOGE - Driver[DirectX10 Rendering Device] version[4,36]
22:27:10.52   GAME -- Resolution set to 1280x768 (fullscreen).
22:27:10.71   SPDx10 -- Adapter Description = NVIDIA GeForce 8400
22:27:10.71   SPDx10 -- Driver Vendor = 0x000010de  Device = 0x000006e2  SubSys = 0x05101043  Rev = 0x000000a1
22:27:10.71   SPDx10 -- Driver Version  Product = 0x0007  Version = 0x000f  SubVersion = 0x00  Build = 175.78
22:27:10.71   SPDx10 -- Driver LUID = 0x00000000-0x0000d017
22:27:10.71   SPDx10 -- 243MB dedicated video memory, 0MB dedicated system memory and 1279MB shared system memory available.
22:27:10.71   ShaderDatabase: using shader profile [ps40]
22:27:13.33   SPDx10 -- Gamma Caps - Scale/Offset supported: no, Max: 1.00, Min: 0.00, Number of Control Points: 256.
22:27:13.50   SPDx10 -- Gamma Caps - Scale/Offset supported: no, Max: 1.00, Min: 0.00, Number of Control Points: 256.
22:27:13.52   FILESYSTEM -- filepath failure, missing alias 'TOOLSDATA:autoloddecimator.lua'
22:27:14.10   GameObjLoader 029033e0 - resetting counters
22:27:14.10   GameObjLoader 029033e0 - Created loader
22:27:14.10   GameObjLoader 02903540 - resetting counters
22:27:14.10   GameObjLoader 02903540 - Created loader
22:27:15.14   GAME -- Beginning FE
22:27:15.14   Sent message game CompanyOfHeroes started 5576 500 allowtraffic
22:27:15.14   RemoteDLManager - Connection Restored.
22:27:15.14   UIFrontEnd - Loading Front End
22:27:15.14   THREAD: Hyper-Threading Technology Processors are not detected.
22:27:15.25   SOUND -- Initializing ...
22:27:15.34   INNIMapDCA Key not found: sp_speechducker::time
22:27:16.25   SOUND -- Initialization completed!
22:27:16.25   UIFrontEnd - Initializing Forms
22:27:19.12   CampaignFilter::BindFilterSpecificWidgets()
22:27:19.25   Activating screen: MovieScreen
22:27:19.25   Got dlman msg [dlmanager version 1.0 peertraffic 0 uploadlimit 2147483647 seedratio 3]
22:27:20.62   Activating screen: AppLoadingForm
22:27:20.62   SetupProductLoadingArt - choosing bgArt = 4 (gold=0)
22:27:21.55   GAME -- Loaded campaign 'Invasion of Normandy' (DATA:SCENARIOS\SP\COH.CAMP) with 15 missions, [coh]
22:27:21.56   GAME -- Loaded campaign 'Liberation of Caen' (DATA:SCENARIOS\SP\CXP1.CAMP) with 9 missions, [cxp1]
22:27:21.56   GAME -- Loaded campaign 'Operation Market Garden' (DATA:SCENARIOS\SP\CXP2.CAMP) with 8 missions, [cxp2]
22:27:21.56   GAME -- Loaded campaign 'Falaise Pocket' (DATA:SCENARIOS\SP\DLC3.CAMP) with 3 missions, [dlc3]
22:27:21.56   GAME -- Loaded campaign 'Causeway' (DATA:SCENARIOS\SP\DLC2.CAMP) with 3 missions, [dlc2]
22:27:21.56   GAME -- Loaded campaign 'Tiger Ace' (DATA:SCENARIOS\SP\DLC1.CAMP) with 3 missions, [dlc1]
22:27:22.06   GAME -- Using player profile FAMÍLIAALPALHAO
22:27:26.51   Dx10Program : Unable to find shader script for 'fxshader_multiply' in the ShaderDatabase.
22:27:27.90   Dx10Program : Unable to find shader script for 'fxshader_depthadditive' in the ShaderDatabase.
22:27:30.55   QuazalLoginService - *** Connecting to server: 127.0.0.1:30260
22:27:30.55   RendezvousManager: CreateSession - starting profile=Guest login
22:27:45.61   GetBackEndServices()->Login: call returned with (5:2) TransportErrorCode::ConnectionFailure.
22:27:45.61   RendezvousManager - unable to connect to the server as guest
22:27:45.63   OnConnect: connect failure
22:27:45.63   RendezvousManager::Shutdown - deleting instance
22:27:45.63   RendezvousManager - terminating all server calls in progress
22:27:45.63   CallManager - terminating all server calls in progress (1 in progress)
22:27:45.63   RendezvousManager - destroying chat handler
22:27:45.63   ~RendezvousManager - m_state = 7, no need for server disconnect
22:27:45.65   OnConnect: this wasnt a reconnect, no need for autologin
22:27:45.65   OnLogin: no previous login, auto selecting profile not required
22:27:45.68   SetupProductLoadingArt - choosing bgArt = 4 (gold=0)
22:27:45.69   CRC & Version Info : 000001f4:c045f544:cf929579 eastern_front:500:ww2mod.dll 1
22:27:45.69   Activating screen: FEMovie
22:27:45.69   Activating screen: OnlineWidget
22:27:45.69   Activating screen: RelicOnlineLogin
22:27:45.70   SetupProductLoadingArt - choosing bgArt = 4 (gold=0)
22:27:45.70   You have a valid version of the game.
22:27:45.73   AccountStore -- Found matching account %%%DefaultAccountName%%%, ignoring for now
22:27:45.73   installed_products = ( DLC1 DLC2 DLC3 )
22:27:45.73   OnLogin: no previous login, auto selecting profile not required
22:27:45.73   Activating screen: MessageBoxPopup
22:27:45.73   Activating screen: MessageBoxPopup
22:27:45.73   ScreenManager - Flushing recursively, due to activated screens during the previous flush, flush number: 1
22:27:47.85   Beginning media verification...
22:27:47.85   Validator type : validators\udro\udro.dll
22:27:47.85   Activating screen: MessageBoxPopup
22:27:48.13   Activating screen: FE_mm_01
22:27:48.14   GAME -- Setting campaign state to 'dlc1'
22:27:48.14   GAME -- Closing state 'dlc1'
22:27:48.15   GAME -- Setting campaign state to 'dlc2'
22:27:48.15   GAME -- Closing state 'dlc2'
22:27:48.16   GAME -- Setting campaign state to 'dlc3'
22:27:48.17   GAME -- Closing state 'dlc3'
22:27:59.81   Activating screen: MessageBoxPopup
22:28:01.57   QuazalLoginService - *** Connecting to server: 127.0.0.1:30260
22:28:01.57   Activating screen: RelicOnlineWait
22:28:01.58   Activating screen: FEMovie
22:28:01.58   Activating screen: OnlineWidget
22:28:01.58   Activating screen: RelicOnlineLogin
22:28:01.58   Activating screen: RelicOnlineWait
22:28:01.58   RendezvousManager: CreateSession - starting profile=Guest login
22:28:01.64   You have a valid version of the game.
22:28:01.64   Disconnect process - nothing to do
22:28:03.01   Transport - median kBPS [hi/cur] sent = 0.0/0.0, recvd = 0.0/0.0, #p/sec[s/r] = 0.0/0.2, max unsent 0, version err 0, merge 0
22:28:16.69   GetBackEndServices()->Login: call returned with (5:2) TransportErrorCode::ConnectionFailure.
22:28:16.69   RendezvousManager - unable to connect to the server as guest
22:28:16.71   OnConnect: connect failure
22:28:16.71   RendezvousManager::Shutdown - deleting instance
22:28:16.71   RendezvousManager - terminating all server calls in progress
22:28:16.71   CallManager - terminating all server calls in progress (1 in progress)
22:28:16.71   RendezvousManager - destroying chat handler
22:28:16.71   ~RendezvousManager - m_state = 7, no need for server disconnect
22:28:16.73   You have a valid version of the game.
22:28:16.73   OnConnect: this wasnt a reconnect, no need for autologin
22:29:04.01   Transport - median kBPS [hi/cur] sent = 0.0/0.0, recvd = 0.0/0.0, #p/sec[s/r] = 0.0/0.2, max unsent 0, version err 0, merge 0
22:29:07.86   Activating screen: RelicOnlineWait
22:29:07.86   Activating screen: MessageBoxPopup
22:29:07.86   Activating screen: RelicOnlineWait
22:29:07.86   Activating screen: RelicOnlineWait
22:29:07.86   OnLogin: no previous login, auto selecting profile not required
22:29:55.67   Activating screen: RelicOnlineWait
22:29:55.67   Activating screen: MessageBoxPopup
22:29:55.67   Activating screen: RelicOnlineWait
22:29:55.67   Activating screen: RelicOnlineWait
22:29:55.67   OnLogin: no previous login, auto selecting profile not required
22:30:00.95   Activating screen: QuitPromptDialog
22:30:02.65   Activating screen: RelicOnlineLogin
22:30:02.65   You have a valid version of the game.
22:30:02.67   AccountStore -- Found matching account %%%DefaultAccountName%%%, ignoring for now
22:30:02.67   installed_products = ( DLC1 DLC2 DLC3 )
22:30:02.67   OnLogin: no previous login, auto selecting profile not required
22:30:02.67   Activating screen: MessageBoxPopup
22:30:02.67   Activating screen: MessageBoxPopup
22:30:02.67   ScreenManager - Flushing recursively, due to activated screens during the previous flush, flush number: 1
22:30:05.01   Transport - median kBPS [hi/cur] sent = 0.0/0.0, recvd = 0.0/0.0, #p/sec[s/r] = 0.0/0.2, max unsent 0, version err 0, merge 0
22:30:30.57   Beginning media verification...
22:30:30.57   Validator type : validators\udro\udro.dll
22:30:30.57   Activating screen: MessageBoxPopup
22:30:30.74   Activating screen: FE_mm_01
22:30:30.75   GAME -- Setting campaign state to 'dlc1'
22:30:30.75   GAME -- Closing state 'dlc1'
22:30:30.76   GAME -- Setting campaign state to 'dlc2'
22:30:30.78   GAME -- Closing state 'dlc2'
22:30:30.79   GAME -- Setting campaign state to 'dlc3'
22:30:30.83   GAME -- Closing state 'dlc3'
22:31:06.00   Transport - median kBPS [hi/cur] sent = 0.0/0.0, recvd = 0.0/0.0, #p/sec[s/r] = 0.0/0.2, max unsent 0, version err 0, merge 0
22:31:08.34   GameApp::Quit( exitValue = 0 )
22:31:08.36   GameApp::ShutFrontEnd
22:31:08.38   GAME -- Ending FE
22:31:08.38   UIFrontEnd - Unloading Front End
22:31:08.39   SOUND -- Shutting down ...
22:31:08.50   SOUND -- Shutdown completed!
22:31:08.53   ~FEAppListener - Flushing queued online notifications
22:31:08.76   DLLDriverLinker -- 2 DLL drivers found.
22:31:08.76   ActionDatabase : [2343] global actions,
22:31:08.78   NetworkManager::Destroy - destroying network manager
22:31:08.78   MessageInternal::DestroyChannel: Destroyed channel 51434b4d
22:31:08.78   MessageInternal::DestroyChannel: Destroyed channel 50525459
22:31:08.78   PartyInternal: Fade to black
22:31:08.78   AutomatchInternal: Fade to black
22:31:08.78   PeerRemoveAll - flushing local session peer data
22:31:08.78   Session::Reset with reason 999 and MatchInternal::PeerRemoveAll
22:31:08.78   MessageInternal::DestroyChannel: Destroyed channel 47535450
22:31:08.78   Session - Requested Disconnect for connectionID 1
22:31:08.78   SessionManager::UnregisterSession - Unregistering session 07065db8
22:31:08.78   SessionManager::~SessionManager - uninitializing
22:31:08.79   Net::ThreadFunction - Returning from the network thread function...
22:31:08.81   Transport::~Transport - shutting down transport
22:31:08.81   Transport::~Connection - closing WINaddr:255.255.255.255:6112;,WINaddr:255.255.255.255:6112;
22:31:08.81   Transport::~Connection - closing WINaddr:192.168.2.100:6112;,WINaddr:192.168.2.100:6112;
22:31:08.81   Wrote 281 bytes to network datastore login_cache.bin
22:31:08.81   Wrote 52 bytes to network datastore global_cache.bin
22:31:08.83   Wrote 28 bytes to network datastore ping_cache.bin
22:31:08.83   Datastore -- uninitialize complete
22:31:08.83   QuazalInitializer - static uninit of Quazal library
22:31:08.83   QuazalInitializer - unhooking memory 0 currently allocated, 1059 allocations, total of 120120 bytes
22:31:08.83   MOD -- Shutting down

Application closed without errors
Title: Re: The Bug Thread
Post by: doomfreak777 on February 27, 2010, 08:35:46 PM
Hey me and my friend found quite an annoying bug, it isn't in the confirmed or unconfirmed list at the beginning of the thread and this is the first time Ive been able to get onto the forums so...

We play against AI in 2v2 matches and we realised that on maps like Zhtomyr the AI wouldn't go out and start capturing territory, or certainly not properly anyway, some pios may get a strategic point but otherwise nothing.

Also i watched a replay of this match and the AI was receiving a ridiculous amount of resources, like 10 times as fast as they should have been receiving them (this seemed to happen on the normal coh maps also) and they were stockpiling hundreds of units inside their base but not moving them anywhere or doing anything.
On normal COH maps, they did capture territory but still had the huge resource problem so they completely flattened us on those occasions.

So essentially we couldn't play the mod at all properly, thank god we could still launch using the normal coh shortcut.

I think this mod will be really awesome but we can't play it properly right now, we were both looking forward to playing on some new maps!

P.S.
Game Mode was Annihilate
We were US + Brits
They were both Wehrmacht
Title: Re: The Bug Thread
Post by: Firespray on March 01, 2010, 05:07:55 AM
I noticed when you are using the breakthrough assault strategy doctorines and call in the mechs to revive vehicles, the ability says that the bergetiger can revive fallen vehicles.  I highly doubt 4 mechs are bergetigers in disguise.
Title: Start Parameters
Post by: Spaldo on March 02, 2010, 09:59:31 AM
Hello,

Thank you for adding the option to have start parameters.  I require the port to be set in my game as I am behind a router with multiple people playing CoH.

However, since adding the option and putting in -port 6115 'in the additional command line parameters' ... It won't remember what I add in there on the next time I load the game.

Thanks
Title: Re: The Bug Thread
Post by: ColonelHell on March 06, 2010, 07:08:14 PM
don´t know if already reported:

if you use the doctrine to have your infantry instantly replaced at the hq, one of the texts in the german version says that your "Panzer" >> tanks will be replaced.

keep on going.
Title: Re: The Bug Thread
Post by: Sepros on March 21, 2010, 05:57:24 PM
Ok, i have found the mod today, installed it and placed the patch 1.4 on it... now when i play the game freeze...
I play 2vs2 against AI with me as russian and 1 american AI on my side...
Any idee what the freeze is cousing ?

I need to play the game ! Its my destination ! so please help
Title: Re: The Bug Thread
Post by: crissy14 on March 22, 2010, 03:09:17 PM
 Upgrading the sniper team with the call down artillery option then saving the game and loading it back will grey out that ability saying you require a commissar for that. Same thing happens with the Sniper Ace. Basically you can use this option only if you upgrade them and not save & load afterwards.