Company of Heroes: Eastern Front

Author Topic: [1.610] List of known issues  (Read 41273 times)

Offline extrabass

  • Ingenery
  • *
  • Posts: 4
    • View Profile
Re: [1.610] List of known issues
« Reply #90 on: April 24, 2012, 03:48:09 PM »
Balance? With every patch Russians are doing everything weaker and weaker. Selected trenches, weakened the attack Il-2, was removed from assault engineers dual flamethrower... You'd better machine-gun nest strengthened in Russian, German infantry only when several machine-gun points pressed.

Offline Walentin 'Walki' L.

  • Developer
  • Poster of the Soviet Union
  • *
  • Posts: 3262
  • Creator of Things
    • View Profile
    • Steam Profile
Re: [1.610] List of known issues
« Reply #91 on: April 24, 2012, 04:25:19 PM »
Balance? With every patch Russians are doing everything weaker and weaker. Selected trenches, weakened the attack Il-2, was removed from assault engineers dual flamethrower... You'd better machine-gun nest strengthened in Russian, German infantry only when several machine-gun points pressed.

Soviet MG emplacements were only added because they wouldn't have a base defense. In a really good game you don't need those emplacements at all and Soviets have reached a point were you can say that they have the best balance.
I identify as a four-eyed bird man. /s

Offline MBJrP36

  • Donor
  • Guard
  • *
  • Posts: 100
  • Good luck with that.
    • View Profile
Re: [1.610] List of known issues
« Reply #92 on: April 24, 2012, 07:22:47 PM »
The BM-13 still says Studebaker when the mouse hovers or it.

Also the M-1938(AFB) is glitched when it fires on a horizontal plane at a long-distance target, the round appears to spawn above the gun.
They are in front of us, behind us, and we are flanked on both sides by an enemy that outnumbers us 29:1. They can't get away from us now!

Offline Blackbishop

  • Administrator
  • Poster of the Soviet Union
  • *
  • Posts: 12053
  • Community Manager, Programmer and Kicker
    • View Profile
Re: [1.610] List of known issues
« Reply #93 on: April 24, 2012, 07:36:53 PM »
Don't worry ;), we already have a replacement for that model... we are just waiting to finish Ostheer to finish it among many other soviet models :).

About the BM-13, I think the truck is named like that, because is based upon that model.

« Last Edit: April 24, 2012, 07:38:54 PM by blackbishop »
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...

Offline Chumley

  • Ingenery
  • *
  • Posts: 4
    • View Profile
Re: [1.610] List of known issues
« Reply #94 on: April 24, 2012, 07:45:50 PM »
Greetings All,

I am a comp stomper due to time constraints. I very rarely have even 20 minutes to dedicate to a game so I walk away...come back in 45 minutes etc....walk away again....in my defense I largely play against expert level AI...which is just 80-100% more MP of course :)

1. A 'bug' I have seen both when I am playing as PE and against PE:

When the Marder III is locked down and assigned a target, if the target moves the Marder may (not always) 'slide' towards the target. When this happened to me I was playing a different map (Bedum) than when I saw it occur to the AI (can't remember...sorry). When it happened to me the Marder 'slid' halfway across the map to it's doom and nothing I did would release it from its death slide. It stays 'locked down', no motion animation occurs...it just 'slides' along.

2. Kursk Map:

I cannot play on Kursk since the 1.61 patch. The game has crashed every time. I do not know where any logs might be.

3. Buildings:

If a building takes 'X' damage, esp (specifically? I cannot say) if the damage was from fire, it cannot be re-entered. This occurs on all maps.

4. No-Reinforcements:

It seems that many times, but not always, crews for captured equipment cannot be re-enforced. Sometimes this bug will 'heal' itself if I leave the weapon next to the re-enforcement point long enough. Many times though, I just have to live with it. Strangely, if I get that crew wiped out, the new crew might be re-enforceable. I wonder if they feel doomed when I send them to die......nah :)

5. Icon Issues:

 Just recently I have experienced large blocky multi-colored icons over AI controlled troops. This may be my vid card BUT I have no issues with other games (I play a lot of Day of Defeat, Total War (all versions), and IL2-1946 for example). This blocky icon is just 2 colors typically, they being pink and blue in a rectangle laid lengthwise mostly, and if I scroll away and come back they often correct themselves. So for example on pioneers with the flamethrower, the little flamey icon that shows they are upgraded becomes the 2 color blocky thing instead. This seems to occur ONLY on AI controlled troops, not my troops. My troops are perfect :)

6. General AI issue I will also put in that thread:

A. Since I play mostly against expert level in annihilation mode (often w no pop-cap) the games can go a bit long...hey there's lots to kill!....and the AI just 'runs out of steam'. It stops producing almost anything but the 'latest greatest' for the Command Tree it has chosen, and so becomes one-dimensional. So for example, the Sovs stop producing Strelky and other infantry and just make SU-152s...which are meat because they are unsupported etc. Also, when the game is reloaded and watched I see the AI having TONS of MP to make inf etc but it doesn't use it because it is waiting for the SU-152 (for example) timer to reset so it can make another one. It needs to keep some balance so it can be more effective nearing the end game. The effect is that the game is a good hard game up until the AI collapses into this silly 'make one thing only' mode.


Regards,

Chumley

Offline Blackbishop

  • Administrator
  • Poster of the Soviet Union
  • *
  • Posts: 12053
  • Community Manager, Programmer and Kicker
    • View Profile
Re: [1.610] List of known issues
« Reply #95 on: April 24, 2012, 07:58:39 PM »
Hi Chumley,

Thanks for the feedback :), we have detected some of these issues so I'll describe them one by one:

Quote from: Chumley
1. A 'bug' I have seen both when I am playing as PE and against PE:

When the Marder III is locked down and assigned a target, if the target moves the Marder may (not always) 'slide' towards the target. When this happened to me I was playing a different map (Bedum) than when I saw it occur to the AI (can't remember...sorry). When it happened to me the Marder 'slid' halfway across the map to it's doom and nothing I did would release it from its death slide. It stays 'locked down', no motion animation occurs...it just 'slides' along.
This happens with all the units that can be locked down, the moving animation doesn't halt making your vehicle locked but dashing through another area. It is a vanilla bug, I could check what's wrong but it will take some time so I do not promise anything :).

Quote from: Chumley
2. Kursk Map:

I cannot play on Kursk since the 1.61 patch. The game has crashed every time. I do not know where any logs might be.
We have received some similar reports about this map, although looks like it is not a common issue, nonetheless we'll track it down.

Quote from: Chumley
3. Buildings:

If a building takes 'X' damage, esp (specifically? I cannot say) if the damage was from fire, it cannot be re-entered. This occurs on all maps.
That's an unfixable Relic bug atm, if you ignite a building too much(either flamers or nebels), you won't be able to garrison it anymore.

Quote from: Chumley
4. No-Reinforcements:

It seems that many times, but not always, crews for captured equipment cannot be re-enforced. Sometimes this bug will 'heal' itself if I leave the weapon next to the re-enforcement point long enough. Many times though, I just have to live with it. Strangely, if I get that crew wiped out, the new crew might be re-enforceable. I wonder if they feel doomed when I send them to die......nah :)
You need to report with which weapon that is happening, otherwise we won't be able to fix the bug. It was supposed to be fixed, hence it is important to know what weapon is causing the problem.

Quote from: Chumley
5. Icon Issues:

 Just recently I have experienced large blocky multi-colored icons over AI controlled troops. This may be my vid card BUT I have no issues with other games (I play a lot of Day of Defeat, Total War (all versions), and IL2-1946 for example). This blocky icon is just 2 colors typically, they being pink and blue in a rectangle laid lengthwise mostly, and if I scroll away and come back they often correct themselves. So for example on pioneers with the flamethrower, the little flamey icon that shows they are upgraded becomes the 2 color blocky thing instead. This seems to occur ONLY on AI controlled troops, not my troops. My troops are perfect :)
That issue was already reported and will be fixed for the next version.

Quote from: Chumley
6. General AI issue I will also put in that thread:

A. Since I play mostly against expert level in annihilation mode (often w no pop-cap) the games can go a bit long...hey there's lots to kill!....and the AI just 'runs out of steam'. It stops producing almost anything but the 'latest greatest' for the Command Tree it has chosen, and so becomes one-dimensional. So for example, the Sovs stop producing Strelky and other infantry and just make SU-152s...which are meat because they are unsupported etc. Also, when the game is reloaded and watched I see the AI having TONS of MP to make inf etc but it doesn't use it because it is waiting for the SU-152 (for example) timer to reset so it can make another one. It needs to keep some balance so it can be more effective nearing the end game. The effect is that the game is a good hard game up until the AI collapses into this silly 'make one thing only' mode.
That's not really my area, but I think our AI coders can take care of it :).
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...

Offline jojorabbit

  • Developer
  • Commissar
  • *
  • Posts: 481
    • View Profile
Re: [1.610] List of known issues
« Reply #96 on: April 24, 2012, 08:38:21 PM »
Quote
6. General AI issue I will also put in that thread:

A. Since I play mostly against expert level in annihilation mode (often w no pop-cap) the games can go a bit long...hey there's lots to kill!....and the AI just 'runs out of steam'. It stops producing almost anything but the 'latest greatest' for the Command Tree it has chosen, and so becomes one-dimensional. So for example, the Sovs stop producing Strelky and other infantry and just make SU-152s...which are meat because they are unsupported etc. Also, when the game is reloaded and watched I see the AI having TONS of MP to make inf etc but it doesn't use it because it is waiting for the SU-152 (for example) timer to reset so it can make another one. It needs to keep some balance so it can be more effective nearing the end game. The effect is that the game is a good hard game up until the AI collapses into this silly 'make one thing only' mode.
I know what you are talking about it is eval bug in the AI cuz AI thinks that SU-152 is best unit all the time and he does not build anything else.
Is that happening with all AIs or just expert?
Will try to fix that asap atm am busy with other ai stuff, pls post it to AI Bugs Discussion topic so i don't forget to add it into list and fix it ;).
Thanks.

Offline Raisin

  • Ingenery
  • *
  • Posts: 3
    • View Profile
Re: [1.610] List of known issues
« Reply #97 on: April 25, 2012, 01:29:40 AM »
Hello all,
Each time when I try to play for Soviet Union on Moscow map, (after some period of time) I get an "Fatal Scar Error - Execution Paused" error message screen.
Win 7 64-bit,  COH+COHOF+COHToV v2.602 + EF1.6.1.0
Has someone seen the same thing? Who know the way to fix that?
Log attached.

Offline jojorabbit

  • Developer
  • Commissar
  • *
  • Posts: 481
    • View Profile
Re: [1.610] List of known issues
« Reply #98 on: April 25, 2012, 01:43:43 AM »
I guess you were playing against brits. Could you tell me all factions that were on map when error happened?
Also is that only map that has error with brits or not?

Offline Raisin

  • Ingenery
  • *
  • Posts: 3
    • View Profile
Re: [1.610] List of known issues
« Reply #99 on: April 25, 2012, 02:30:15 AM »
Then the error happened there were Soviets and Germans(Wehrmacht) fraction on the map.
I can say that with the same fractions but on the map Angoville I didn't see any issues. But I didn't try other fractions on Moscow map, so I can't claim that problem is just in the map.

Offline jojorabbit

  • Developer
  • Commissar
  • *
  • Posts: 481
    • View Profile
Re: [1.610] List of known issues
« Reply #100 on: April 25, 2012, 02:46:01 AM »
If it is in the map probably someone would report it before i guess.
For log i can say that error is in one file that is responsible for controlling british trucks but that file is broken anyway.
Could you attach me scar.log and ai.log so i can be 100% sure.
Temporary solution would be to disable that file and try to play same map with disabled file with same factions if that happens again them am afraid problem is somewhere else.

Offline Raisin

  • Ingenery
  • *
  • Posts: 3
    • View Profile
Re: [1.610] List of known issues
« Reply #101 on: April 25, 2012, 04:21:46 AM »
I have just finished USA vs Germans(Wehrmacht) battle on Moscow map, and  no errors appeared.
I will try Soviets vs Germans(Wehrmacht) next time, and I'll give you know if error will appear again.
Could you also indicate location of scar.log and ai.log files.
P.S. Thank you for helping me!

Offline jojorabbit

  • Developer
  • Commissar
  • *
  • Posts: 481
    • View Profile
Re: [1.610] List of known issues
« Reply #102 on: April 25, 2012, 12:16:03 PM »
That files i mentioned calculates some stuff for brits but file is kinda broken i will totally turn it off until i make new one, i still don't know who is the author of that file. Probably you were playing vs brits or something weird happened in that file.
Try also vs brits or maybe vs all factions then you will be sure what faction caused error ;).

Logs are in ...\Documents\My Games\Company of Heroes\LogFiles on win 7 idk how it is on xp/vista. Sometimes you will not have ai.log, but best to get newest logs is to delete all old ones and then go in game and play.

No problem i plan to change that file but i would like to say thanks to the author for good concept :).
If the error continues i will give you instructions how to disable that file so it does not run anymore cuz it just calculates some data nothing else. I will disable it internally until i fix it so there will be no more error like this one.


Offline Max 'DonXavi' von B.

  • Developer
  • Poster of the Soviet Union
  • *
  • Posts: 3462
  • Eastern Front forever!
    • View Profile
Re: [1.610] List of known issues
« Reply #103 on: April 25, 2012, 12:20:42 PM »
Quote from: Chumley
2. Kursk Map:
I cannot play on Kursk since the 1.61 patch. The game has crashed every time. I do not know where any logs might be.

I'll have a look into it.

Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa

Offline Otto Halfhand

  • Donor
  • Mr. Spam
  • *
  • Posts: 1166
    • View Profile
Re: [1.610] List of known issues
« Reply #104 on: April 26, 2012, 02:41:34 AM »
Quote
3. Buildings:
If a building takes 'X' damage, esp (specifically? I cannot say) if the damage was from fire, it cannot be re-entered. This occurs on all maps. ......
That's an unfixable Relic bug atm, if you ignite a building too much(either flamers or nebels), you won't be able to garrison it anymore.
  AI squads have two retreat thresholds (One is 45=demand, both are related to health IIRC). THe building also has a health level.
When a squad is in a building and an incendiary attack occurs both building and squad lose health. THe two are probably linked together multiplicatively health wise. If this linkage can be changed squad also could re-enter the building. THe real difficulty occurs when the bulding health goes below 45=demand. THe problem may not be fixible from a practical sense but it is addressable by the EF Mod.

Edit: @MaxiKing6 What are the BP files associated with Architectural buildings one needs to import to manipulate building health demands?

Edit:Now just a minute here! Isn't the ISU152 a unique unit? Are you'all engaging in hyperbole? Set the ISU152 to (maximum = 1). I agree that AI Spams CT units. How many times have we heard that a Cap can't be placed on the AIs ability to spam units. Since the new developer came on board a lot of AI myths have been busted. At expert level the AI is supposed to select 1 of the 2 most appropriate of 5 possible production choices. The probability of correctly choosing goes down with each degree of difficulty until at easy AI there is a random selection IE 2/5 =.40 at easy, 2/4 =.5 at normal 2/3 = .67 at hard 2/2 = 1.0 at expert. Of course the experts choice of one of the two best options might just be skewed. Would you choose a conscript over say an ISU 152? If you need to obtain map control you would. The problem dear JoJo is not in our stars but in ourselves. Built into the LUA programming language (of which SCAR is a subset) is the flexibility to choose what ever style of I/O one chooses. Boolean Neverbuild_FCN if return=false  is not the same as FCN return= -1, never build; is it?
  • THe production que roster considers many factors (fuel, ETAfuel, threat assessment etc ), before allowing a given type of unit onto the short list as a demand. the priority of the unit on the roster is then modified by the demand_offset. (If I understand the concept correctly the higher the demand_offset is, -ie 15 rather then 12; The higher in the que demand range,  ie 1 to 5; the unit will appear. At some point the FCN_number_of_XSquads_on_map should reduce the demand_offset!
  • We should review the types of return different variables use to make sure we are being consistant.
« Last Edit: April 26, 2012, 10:53:08 AM by Otto Halfhand »
孫 The
EF_v1.7.10
子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell
兵 of
Sun Tzu says: In warfare one compels and is not compelled by others
法 War