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Re: AIMNAS Bug Reports Part 2[message #351248 is a reply to message #350416] |
Wed, 11 October 2017 04:12   | |
GiantBasher
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Messages:41
Registered:July 2017 |
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GiantBasher wrote on Sat, 29 July 2017 23:541. Bug report: In Sector D13 Drassen Mine, the game freezes when my mercs walk toward the Drassen mine office during combat. It happens when they spot one of the enemies.
2. This may be difficult to reproduce, so I have included my save game and Ja2_Options.INI. Link is broken on purpose (space between Https and 
https ://www.dropbox.com/sh/930cechqtoqfy7w/AADXYa61dZ_p_mEhjz3amq1Ia?dl=0
3. After loading the game, walk towards the mining office.
4. Running Windows 10, JA 2 1.13 build 8408 (12 Jun 2017)
5. Running Aimnas Bigmaps Mod (Summer Con Update)
1. I figured out what has been causing this freeze, but I am not a coder, so I don't know how to fix it. In AIMNAS, anytime we uncover a General (VIP), the game freezes. Here is a saved game right before we uncover a general. Would someone be able to double check my hypothesis and suggest a code fix?
2. Saved game and JA2_Options.INI have been uploaded to drop box. https://www.dropbox.com/sh/ghm9enfnzgtjre3/AACOrZLK0yXmNYonsHlSD2FWa?dl=0
3. Load the save and click end turn. The game freezes.
4. Running Windows 10, JA 2 1.13 build 8488 game dir 2391
5. Running AIMNAS Bigmaps Mod (Summer Con Update)
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Re: AIMNAS Bug Reports Part 2[message #351291 is a reply to message #351288] |
Wed, 18 October 2017 14:07   | |
LLIkaOIO
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Messages:18
Registered:May 2011 |
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Playing 8212 build gamedir 2321 and have some bugs:
1. Mobile militia trained in sector B2 disappears if begins to move
2. Sector E16 is unreachable, but has garrison and buildings
3. 'Detonator - timed' item have no 'electronic' property
4. Colt M16A2 do not have auto-fire mode
5. if all city sectors are have max allowed militia, prisoners joined militia can only be disbanded to allow militia redistribution
6. Assertion failure in Squads.cpp line 450
Select one merc sitting in vehicle with several mercs and press plot destination route in "Move Mercs" pop-up menu
7. Mercs what have 'might steal items' property in their bios, begin to steal items even if they DO NOT reach Arulco (have 'In Trans' assignment)
8. Assertion failure in prebattle_interface.cpp line 2017 if a car with more than 6 mercs arriving in a sector with enemy
9. Some glitches in dynamic opinions:
- Dead merc say THANKS for saving his life, when other merc kills soldier which killed first merc
- Talking Jeep - I saw it answering to other mercs
10. Possible tactical AI bug:
Some soldiers are "freezed" on light sources at night if they come up to it, and stay there until next turn. They just standing, not looking around or changing their stance. When attacked or see mercs, they begin to shoot or change stance but not move
11. Militia often shoots enemies in legs what results in their very poor CTH
12. Cover view and mercenary view display functions is continuously turning on-off and spamming to the game log when pressing and holding DEL or END, and game may freeze if these keys is pressed for ~3-5 sec
[Updated on: Wed, 18 October 2017 14:15]
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Re: AIMNAS Bug Reports Part 2[message #351851 is a reply to message #351846] |
Sun, 31 December 2017 14:53   | |
Ancut
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Messages:6
Registered:November 2017 |
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Bugs found and unaccuratnesses.
*DP's drum can hold max 47 round without breaking, there is belt-feed known as RP-46 derivered from DP, used mostly by african/poor nations.
*Glock 18 w/ stock should had some added to-hit value thus it has none.
*FG-42 are listed as Light Machine Guns, but in reality they more like Automatic Rifle / Battle Rifle, while second dominates how it was used.
*MPXS9 is in serious conflict with attachments slots.
*C96 family weapons when converted name changes, but caliber indicator to the right don't, also it eat both 7.62 and 7.63 mo matter which option is choosen.
*DTA MDR drops from enemies very early in game.
And ideas.
*Most 9mm para machine pistols in game use under 20 round mags and it kind of limits them, ~33 round mag (glock like) adapter use to be great solution.
*What if enemy patrols equipment were generated based ammunition they use? At start of game they will be using many calibers mostly old ones, use bolt actions more often and less .22lr, who gave them it?. And it will change degree by degree, resulting in later "full rebelion" part of campaign limiting chamberings in squad to 2-4, while other of calibers will appear in other squads. And trying to stick to military weapons doctrine if they can, leaving unusual ones to elite ones or for special puropse missions. By what i meanat, imagine picture of 30 men RUSHING B whom one carried welrod, four of them various revolvers and 6 with rimfire weapons.
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Re: AIMNAS Bug Reports Part 2[message #353401 is a reply to message #353399] |
Wed, 09 May 2018 19:24   | |
firebolt5
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Messages:4
Registered:May 2010 |
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x4nPro wrote on Wed, 09 May 2018 16:23First of all, I don't know whether it is realy a bug or a feature.
Nevertheless the behavior is that if i enter a sector with enemies, the game switches to turn based mode immediately. Realtime mode is not possible. Even after a few turns.
Cross checked this behavior in several sectors. And with one last enemy in the sector left.
It stays on turn based mode all the time. Stealth mode does not work either.
Im on the latest game dir and 8558 exe. OS is Win7.
Sounds like forced turn mode is enabled. Check the in-game options
[Updated on: Wed, 09 May 2018 19:25]
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