Stalingrad bugs&mistakes
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Close Combat Series -> CC5 Stalingrad

#61:  Author: stienerLocation: Gibsons B.C. canada PostPosted: Wed Oct 19, 2005 10:56 pm
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hi guys
i was playing a gc with someone yesterday [ his gc ] and it was on day 2 at the leather factory map. i was german and the german bg was out of supply. he said he didnt no why and i didnt no either. the german bg still held its enty VL and had gained some territory and other VL's.

any ideas here?

#62:  Author: GS_SchimpfLocation: Germany PostPosted: Thu Oct 20, 2005 10:53 am
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I had a similar problem in the German starting sectors. When it took me more than one round to conquer a sctor, I lost supply to zero in the next round making it almost impossible to succeed. This is strange, as Germans start their operations in these sectors and as attacker should at least there have sufficient supply.

my settings were: 15min and force moral too low will end battle, thats why it takes me more than one round to push the russians out

#63:  Author: Dima PostPosted: Thu Oct 20, 2005 1:45 pm
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on which maps u had such problem?

#64:  Author: GS_SchimpfLocation: Germany PostPosted: Thu Oct 20, 2005 3:37 pm
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if i remember correctly: all starting sectors had this problem

#65:  Author: poliLocation: The Netherlands PostPosted: Thu Oct 20, 2005 4:32 pm
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stiener wrote:
hi guys
i was playing a gc with someone yesterday [ his gc ] and it was on day 2 at the leather factory map. i was german and the german bg was out of supply. he said he didnt no why and i didnt no either. the german bg still held its enty VL and had gained some territory and other VL's.

any ideas here?


Same problem for me too. It seemed to be only in starting sectors with single Oil barrel(instead of 2). although i have to check that. But Same problem, Taken half a map. next round-Out of supply!

I didnt think about posting it- as I figured it was meant to simulate Russian attacks on supply lines Smile

#66:  Author: ManoiLocation: Brussels PostPosted: Thu Oct 20, 2005 5:41 pm
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poli wrote:
stiener wrote:
hi guys
i was playing a gc with someone yesterday [ his gc ] and it was on day 2 at the leather factory map. i was german and the german bg was out of supply. he said he didnt no why and i didnt no either. the german bg still held its enty VL and had gained some territory and other VL's.

any ideas here?


Same problem for me too. It seemed to be only in starting sectors with single Oil barrel(instead of 2). although i have to check that. But Same problem, Taken half a map. next round-Out of supply!

I didnt think about posting it- as I figured it was meant to simulate Russian attacks on supply lines Smile


you are right, after checking it, it seems that some starting map for Germans have only a minor supply dump. It has been changed recently. Don't know if it was a bug or a feature? It will surely be changed as there were no attack on supply lines in this area!

#67:  Author: stienerLocation: Gibsons B.C. canada PostPosted: Fri Oct 21, 2005 12:18 am
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Dima
on any map that has a 1 barrell supply symbol. is this supposed to be like that?

#68:  Author: Dima PostPosted: Fri Oct 21, 2005 6:36 am
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stiener wrote:
Dima
on any map that has a 1 barrell supply symbol. is this supposed to be like that?


nop, looks like that's another CC5 thing we need to pay attention to...
well anyway GC is fixed in patch.

#69:  Author: bkp_mik PostPosted: Fri Oct 21, 2005 10:27 am
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noticed a problem with vehicles on the 1 map in old gc, mechetka bridge as i remember. When german vehicles entered the bridge, they disapeared. Visible for my teams - could set fire point on them, also visible on map previev but not on the proper map.
Also there's a problem with scenariomaker resulting from placing maps very close to each one - placing bgs on a particular map in the notrhern part of the map - stz maps especially - is extremely tough.

#70:  Author: Dima PostPosted: Fri Oct 21, 2005 10:30 am
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that's not bug with bridge but a feuture

#71:  Author: Aetius PostPosted: Fri Oct 21, 2005 4:31 pm
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Hi guys,

When you look in the soldier screen at the Soviet T70 and T60 2 man tanks, the main gun isn't there.

The leader only has a DT (orDP) LMG, and the driver has no weapon.

greetz

Aetius

#72:  Author: Dima PostPosted: Fri Oct 21, 2005 4:40 pm
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CC5 bug affecting 2men crew tanx

check stock CC5 R35,H38 tanx

#73:  Author: WH PostPosted: Sat Oct 22, 2005 7:56 am
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I got message as follows in making custome scenario. I have no idea what's the problem. It seems that every hexes are connected each other, but the message doesn't seem to think so. What is the problem?

#74: Tanks & wehicles problem.... Author: mochohoLocation: Croatia PostPosted: Sat Oct 22, 2005 9:13 am
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Hi, guys, does anybody knows what is the cause of the following problem..

I started new GC playing as german, and after one turn i had maybe three or four tanks/armored cars damaged. I the next turn i removed them and took the new one from force pool. Before clicking the start and while looking for good positions, when i clicked right button on those wehicles they were ok (move fast, move etc..), but after i started the battle suddenly i couldn't move them. Because they are 'damaged'...... Confused

Really don't know, am i the only who gets this kind of bizzare error.... Question

#75:  Author: MarcinTLocation: Poland PostPosted: Sat Oct 22, 2005 2:08 pm
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Hosenfeld wrote:
I got message as follows in making custome scenario. I have no idea what's the problem. It seems that every hexes are connected each other, but the message doesn't seem to think so. What is the problem?


Maybe study this : http://www.closecombatseries.net/stalingrad/stratmap.html

#76:  Author: TejszdLocation: Canada PostPosted: Sat Oct 22, 2005 6:30 pm
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mochoho,

Your tanks have no fuel. This is fixed in the updated GC in patch 1.1 as the minor supply depots (which only allow BG's to reform) were replaced with 3 barrel supply depots.


Last edited by Tejszd on Sun Oct 23, 2005 3:40 am; edited 1 time in total

#77:  Author: mochohoLocation: Croatia PostPosted: Sat Oct 22, 2005 7:49 pm
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Tejszd,

You're right...figured that out... :mad1 ..Thanks.. Exclamation

#78:  Author: poliLocation: The Netherlands PostPosted: Sun Oct 23, 2005 5:59 pm
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is it just me or is the strat map clock permenantly set to 2pm ??

#79: Unkillable gun crews? Author: AjK PostPosted: Tue Oct 25, 2005 8:54 am
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Hello,

I didn't read all the 10 pages so sorry if this has been mentioned before.

AT and infantry guns seem to be extremely hard if not impossible to kill by infantry. I have assaulted guns as close as 10-20m from behind. My infantry team is firing their rifles and throwing grandes on the gun&crew and nothing happens. Excpet the gun traverses 180 degrees and starts firing at my infantry team.

Is there a bug with certain (I've played only on the German side) guns/crews that they can't be killed? Right now the only way to get rid of an enemy gun is to destroy the weapon itself with another large caliber gun or possibly with satchel charge/explosives I don't know. Even in these cases the crew usually gets away intact.

I'm still in the opening battles so I've encountered mostly russian 37mm AT guns and possibly some 45mm AT and 76,2mm short barreled infantry guns in case this problem is gun specific. My only destroyed gun is a German Pak38 which was blown away by a russian tank. This crew bail out unhurt aswell.

Finally I'd like to thank the mod mod team, this is the greatest mod ever. Very well done in every aspect, playability and balance are right on target.

Ajk

#80:  Author: LapsedPacifistLocation: UK PostPosted: Tue Oct 25, 2005 10:09 am
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I was using QClone to make AI better and came across a problem in the data. In the soldiers.adb file on column 2 (index) the PTRD and PTRS both have index number 66 so there is no index number 67!

I've corrected this on mine though this doesn't seem to have caused any problems in game as it was though I thought it would have done?

Anyway thought you should know.



Close Combat Series -> CC5 Stalingrad


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