VANILLA ARMAGEDDON 1.2 SINGLE PLAYER EXE FILES BUG LIST (FOR SINGLE PLAYER DATABASE/GRAPHICS BUG LIST AND MULTIPLAYER BUG LIST SEE POST # 4):
1) paradrop mission effeciency decreases instead of increases with the research of relevant air and land doctrine techs. Specifically, if researched techs provide mission efficiency X the current paradrop penalty equals X when it should be 1-X (CAN ONLY COMPLETELY BE FIXED BY PI).
MAJOR BUG PROBABLY EASILY FIXED
3) changing mission orders for air units while they are in battle may cause CTD. Specifically, if air units are performing a combat mission, pausing, selecting the air units, setting mission to none, deselecting them, and clicking on active battles tab can cause CTD. (MAJOR BUG)
4) As reported by M & M viewing individual unit stats screen while said unit is loaded on a transport sometimes causes CTD. Clicking the brigade button of unit on a transport always causes CTD.
5) convoy_defense_eff does not have any impact on convoy raiding or the defense of convoys-bug also present in Doomsday (CAN ONLY BE FIXED BY PI). According to MartinBG after extensive testing, convoy raiding missions have 3 stages:
a) convoy detection by attacker. This increases with convoy_raiding efficiency, but is not lowered by convoy_defense_eff
b) determination by attacker if detected convoy is too heavily protected. Again better convoy_raiding efficiency increases attacker ability to override this, but better convoy_defense_eff has no effect.
c) determination of transport/escort losses and damage to raiders. Again the number of convoys/escorts sunk increases with convoy_raiding efficiency but is not effected by convoy_defense_eff nor is raider damage.
POSSIBLY MAJOR BUG THAT IS PROBABLY NOT EASILY FIXED
6) division upgrade completion percents are not displayed in statistics subfolders (only brigades) (CAN ONLY BE FIXED BY PI)
MODERATE BUG PROBABLY EASILY FIXED
7) mission clock default sometimes displays wrong time, even times that are in the game past-also problem in 1.1, but apparently not in Doomsday. Also if you click twice on the mission clock of a unit that has just attacked you can adjust the clock backward to attack again or move without the 24 delay-you can do this repeatedly possibly attacking many times in a single day (CAN ONLY BE FIXED BY PI) MODERATE BUG THAT IS PROBABLY NOT EASILY FIXED
8) Problem remains unresolved with leaderless puppets. Unless a game is saved and reloaded between the annexation and liberation/puppeting of a country, only "slept" leaders are available to the puppet and previously active leaders are lost. This is particularly debilitating to Nationalist China and other Chinese faction-states when they become puppets, because they produce many units and have no "slept" leaders. According to Martin BG, the cause of this bug is that after annexing a country the leaders are not removed from the game memory, so they cannot be assigned to the liberated/puppeted country using the standard release procedure. Work-arounds can be scripted to cover specific cases, but the global bug can only be fixed by changing the "un-moddable" .exe files.
Two possible solutions:
a) Remove all leaders of a country from game memory when the country is annexed. The said country's leaders will then be reassigned to its liberated/puppeted counterpart using the basic parameters from the leaders files (previous experience and acquired traits will be lost).
b) Reassign leaders of annexed country left in memory to the liberated/puppeted country after its release. In this case all leaders will preserve gained traits, experience, and battle history.
MODERATE BUG THAT IS PROBABLY EASILY FIXED
9) ghost fleet proliferation problem not entirely fixed. (CAN ONLY BE FIXED BY PI). Unattached naval brigades in production queue intended for deployed ships that are subsequently sunk generate ghost fleets on a daily basis. This is only partially offset by the automatic elmination of one ghost fleet per day and the assignment of the offending naval bridage(s) to the next ship produced. Blue Emu suggests a complete fix would be to restrict AI naval brigade production only to ships added to the production queue, and not allow the production of spare brigades to be attached to already deployed ships (that might be sunk before the brigade is produced). This might also require editting the .inc files to have all starting ships already equipped with naval brigades.
MODERATE BUG THAT IS PROBABLY EASILY FIXED
10) If you have enabled Tech Team Takeover and the player/AI releases an annexed country while the player/AI is currently using one of its tech teams for a research project, the game system stops researching the project but still "thinks" it is. This prevents the player/AI from restarting research on that project (players receive a "We are already researching this" message) and starting subsequent projects for which said project is a prerequisite. (CAN ONLY BE FIXED BY PI). Can be manually edited in saved game, but can really hurt the AI in Tech Team Takeover mode since player does not readily monitor AI research.
MAJOR BUG IN TECH TEAM TAKEOVER GAMES
14) German surrender event does not give tech_teams to victor either way
MODERATE BUG
17) Resources in island depots of puppets without convoys are shipped by the controlling country's convoys to the controlling country's capital without any reduction in the depot's resource totals. This leads to infinite resources from these depots. This bug apparently appeared in the version of Doomsday or Armageddon where many of the land connections between adjacent islands were removed. Probable fix is to give all puppets with island possessions convoys at beginning of game and after their creation. In general, all countries with island possessions perhaps should be given some nominal level of convoys at start so that AI/player can ship island resources to capital without having to build them. Alternatively, Cueball suggests that the AI build parameters for island countries with little IC could be modified to prioritize convoy production which would also help them maintain convoy levels if they are subject to convoy raiding.
MODERATE BUG WITH EASY FIX
18) if you have many militarily controlled fleets (Italy and Japan are worst culprits) some fleets will abandon their orders, AI will give them other orders, fleets in port will wander,etc. In other words, "they seem to have a mind of their own". Seems to occur only with fleets. REALLY A BUG OR WAD AND REPRESENTING RESISTANCE BY AI TO MILITARY CONTROL BY LARGE COUNTRIES OR TOO MANY CONTROLLED COUNTRIES
19) Possible naval brigade bug reported by Deniss. If a ship is built with multiple naval brigades. The model of the brigade on the farthest left in the build and production screen is applied to all other brigades regardless of the actual model researched. This is also observed in the combat statistics shown in build screen and in production screens. (MODERATE BUG IF PRESENT)
20) Detaching and reattaching brigades. Brigades that are detached in controlled (your flag over another flag) provinces should be reattachable to other land units in controlled provinces (in same country?) that can trace a land supply line to the province where the brigade was initially detached. Denniss says that in Arma 1.2 you can ONLY reattach such brigades to units that are in the same province where they were originally detached and this a bug. Exception: German brigades can be reattached normally in german controlled soviet provinces. Denniss also says that land unit brigades detached in a puppet state or ally cannot be attached again, neither to an unbrigaded unit inside the puppet state/ally nor to a unit elsewhere, including a national or owned province. The brigade shows up in the force pool, but can not be redeployed. There is no problem if the brigade is detached in a national or owned province. This was apparently not a bug in Doomsday but appeared in Armageddon 1.1 or 1.2. Given the complexity of detach/reattach brigade mechanics this bug is still not fully defined.
MODERATE COMPLEX BUG
21) amphib assualt from multiple sea zones. Is the ability to bypass the amphib assault mission and invade a beach from mutiple sea zones by moving transported units into an adjacent enemy land province a bug or WAD. If WAD, then Jamie550 says there should be a connection between provinces 759 (San Salvador) and Sea Zone 2573 (currently there isn't) since the boundaries overlap (thereby allowing a mutiple sea zone invasion of San Salvador.
22) Bought land units do not upgrade with increasing techs of buying nation unless they have been redeployed. Bought air units and perhaps attached brigades of bought naval units never upgrade unless the country they were purchased from ceases to exist because they cannot be redeployed.
MODERATE BUG
23) If a supply depot has oil, but no supplies, air units using that depot have oil and are unsupplied (presumably WAD). However, oil-using ground units and naval units using that depot are both unsupplied and out of oil (presumably a bug).
MINOR/MODERATE BUG
24) Denniss says that bought ships always appear at 100% strength in buying player's force pool regardless of their strength immediately prior to purchase.
(MINOR BUG)
25) Expeditionary forces that originated from a country that has surrendered or switched sides remain under the control of the country that asked for or accepted them as exp. forces. However, if this country releases the exp. forces, these forces immediately attack said country. Instead exp. forces should either be eliminated when their national country surrenders or switches sides or should come under the permanent control of the country that asked for/accepted them.
MODERATE BUG
26) AI-controlled countries will conduct scripted espionage missions even if there are no spies in the target country.
MINOR BUG THAT IS PROBABLY EASILY FIXED
27) Wake Leader command used in several events has been broken since HOI2 release (workaround exists), Wake Leader does not work because the leader to be waken is not in the game memory, but in the leader files that are read only at the start of a new Scenario and on a country's liberation.
MINOR BUG THAT MAY BE HARD TO FIX
28) Leaders of militarily controlled allies or puppets that are manually promoted before their historic promotion date will automatically demote to their historic rank when this is checked (each year?). Gormadoc says this is not an easy fix because there are two systems (human- and AI-controlled) to promote leaders that come into conflict in militarily controlled AI countries. During leader rank/promotion checks, the AI overrides manual promotions because the player may eventually release the miltarily controlled country. The easiest fix would be to remove the ability to manually promote the leaders of militarily controlled countries, which would not be popular with many players.
MINOR BUG THAT IS PROBABLY HARD TO FIX
30) Spymessage string reversed for Delay techteam, the initiating country string is not shown in the succeed delay techteam message, names still reversed-also problem in 1.1.
MINOR BUG
31) The progress of battles involving only military controlled countries is shown in the active combats display only if there is at least one battle occurring somewhere that includes forces of the player's home country.
(MINOR BUG)
32) Land Division subfolder of Statistics folder and tool tip for selecting groups of units in map view do not properly show the number of days said units are in offenisve supply. Instead of getting the correct message of "supplied for an offensive for X days", the message is literally "supplied for an offensive for ays". This does work properly in the tool tip when selecting single units in map view.
(MINOR BUG)
33) Velikij Ustyug, ID 1841, in the Soviet Union has 0 percent infrastructure even though it is not bordering the northern edge of the map and is completely surrounded by provinces with 20 percent or more infrastructure. (MINOR BUG or WAD?).
34) As reported by Denniss, if you hover mouse over a carrier CAG you get extended information about an escort fighter brigage instead of a CAG brigade. Specifically, "Escort Fighters are long-range fighters designed to defend strategic bombers" is shown instead of "Carrier Air Groups represent the complement of planes stationed on carriers." The .EXE should use the description of a LDESC_CAG value in either /config/unit_names.csv, boostertext.csv or doomsdaytext.csv but instead it uses LDESC_ESCORT.
(MINOR BUG, BUT REQUIRES EXE FILE CHANGE)
35) When you build a bomber wing with an attached escort fighter, the escort fighter's added stats are not shown in the production order display or production queue. The escort stats are added to the unit when it is actually produced so this is a display bug only. (MINOR BUG, EASY FIX)
42) in ships sunk subfolder of statistics folder ships sunk by "aircrafts" should be changed to "aircraft" (SMALL BUG, EASILY FIXED)
43) Alien carriers spawn without CAGs, which makes alien navy useless. (BUG IN ALIEN CHEAT)
44) REQUEST: Have a "Decreasing Partisan Activity" YES or NO option in the upfront game options similar to Full IC and Tech Team TakeOver.
45) CHEAT REQUEST: Aliens should be able to annex countries.
51) AI spy miission priority codes are fubar in Vanilla Arma 1.2 as per Gormadoc. Regardless of positive settings for missions AI will only undertake the following missions: smear campaign, sabotage industry, mass media, disrupt techteam, nuclear sabotage. Smear campaigns will be the primary misison since so many code "bugs" will cause this mission. If nuclear sabotage is set to a positive priority the AI will also conduct a high amount of these given other missions with same positive priority value. If steal blue print value is modded to "-1" the AI will conduct steal blueprint mission and this could also be true for other missions that AI won't conduct with a positive priority value. Assigning "0" or negative values to all spy mission priorities will cause CTD on first AI spy attempt. (MAJOR BUG, HARD TO FIX)
55) Sirsri says there is a general problem with receiving overseas manpower regardless of whether or not your country is at war. For example, if UK is at war with Tibet, UK recivies no overseas manpower. This is especially a problem if you are playing Australia or other successful island nation. A special attempt was made to fix this problem for Japan in Arma 1.2 that introduced another bug giving Japan too much manpower (see Bug #11). Sirsri suggests an algorithm that gives a nation overseas manpower based on its trade efficiency with that area and convoy availability.
56) Gormadoc (and blue emu) say invalid combat and movement modifiers are applied to brigades. Instead of recognizing brigade IDs associated with corresponding modifiers, game engine assigns these modifiers to divisions that coincidentally have the same IDs. For example, because the engineer brigade ID happens to be the same number as the Interceptor "Division" ID, interceptors receive the engineer brigade speed modifiers (MAJOR BUG).
57) Gormadoc and XFoster says that if the AI selects a brigade for a particular country to build that has not yet been researched it randomly selects another brigade that it has researched even if the probability for building that brigade is 0 in that country's AI production file.
59) Reinstate 10 percent dissent increase as well as keeping belligerence increase for breaking a peace treaty? This would be consistent with the current 5 percent dissent increase for canceling a non-agression pact since breaking a peace treaty is arguably a more serious violation than cancelling a non-agression pact.
60) Gormadoc says that you cannot add more than 1 naval brigade to an INC file without causing critical error (effects suggested fix for Bug 9).
61) As per Gormadoc, PI implemented the "if one dies, they all die" feature for all incarnations of a minister that gets slept or assasinated. However, minster death events should also have a trigger to check if that minister is still alive, to prevent a minster dying more than once. Jeff Clark says in the cases for ministers that have military and/or research team incarnations, these should possibly "die" as well when minister is slept or assassinated or corresponding military leader dies in battle.
62) Jeff says that of the naval brigades with two models (Fire Control, Radar, AA, ASW, and Capital Torpedos) only the ASW models (ASW, improved ASW) are differentiated in the research overview folder. The listings for the other naval brigade models do not change when the improved model is researched. Gormadoc says there are also two models of the "improved hull" naval brigade (only 1 used in Vanilla) that should be renamed "armor" and "improved armor."
63) Velko says overseas puppets with landlocked capitals will not send you resources (even if they have coastal provinces and ports), because AI has convoy routes staringt from the portless capital. Example: Mexico as a German puppet. No resources are gained, becuase capital is not adjacent to any sea zone. Convoys show up in the convoy screen, but the route is inactive (POSSIBLE BUG)
64) Hito1 reports that Air and naval leaders assigned to commands don't get auto-promoted and should in manner consistent with army leader autopromotion. (POSSIBLE BUG).
65) Hito1 and De Genius report problems with Strategic Redeployment. First if you save and reload a game, formations in the middle of SRing may be assigned generic leaders or broken up since save game files do not include information of the leaders of formatins that are being redeployed. An obvious fix would be have the savegame file contain this information. Secondly, corps with the same names (presumably only a problem if you manually rename units) get combined into larger armies when redeployed. One possible fix would be to assign each SRed corps a temporary sequential ID to distinguish them.
66) Gormadoc says that Naval brigade attachments should only be upgrade at naval base and not at sea.
67) Gormadoc says that AI ships should be able regain strength in ports as well as naval bases This would avoid the problem where AI retreats into a non-naval base port after combat and stays there for remainder of game because AI won't allow it to leave port with low strength.
68) Gormadoc says there is a graphics bug in lightmap 3. It has a borderline running through the middle of the Norwegian province of Ålesund.
70) Gormadoc says the Area named "Georgien" in Caucasus is "Georgia" in tooltips because this area lacks a string "AREA_GEORGIEN" in the exe. Opening the exe in a text editor reveals two "AREA_GEORGIA" entries. This is the result of a partial fix of an old bug where 2 areas were named Georgia (in USA and USSR) that caused problems with air missions. USSR area was renamed "Georgien" in province.csv., but was not renamed in the exe.
71) JimijamesMR says that the supply icon of units that trace a land path (possibly only through provinces owned by your nation) to your nation's capital shows that they are IN SUPPLY even if your capital depot has no supplies or oil. This is misleading since units start losing org and strengh even though they look like they are in supply. Units only show an "unsupplied" icon if they are not connected by land to the national capital and their local depot is empty.
73) Jeff Clark says the ranges of escort fighter brigades don't limit the longer ranges of bomber divisions to which they are attached, but should.
74) Coreymas says player cannot build a militia division with an attached brigade although brigade attachments are shown on the production screen. This is because militia construction time is less than brigade construction time. A possible general solution to this problem would be to calculate the construction time and cost based on the production time of the primary unit or attached brigade(s), which ever is longer, rather than using the primary unit's construction time only.
75) JimiJamesMR says, and Martin BG confirms, that counter icons do not appear on division production screens (below left bottom of picture) after save/reload until you first call up a brigade production screen. As an aside, some graphics mods have icons so big that they obscure some of production screen stats (WINNER OF WEIRDEST BUG)
76) Jeff says possible bug with nuke mission effectiveness in technology overview folder. Once Nuclear Waste Bomb is researched, nuke mission effectiveness is displayed as 100%. This mission effectiveness does not change at least through Fission Bomb, although the tech descriptions list increasing effectiveness as the primary tech result. Also is this only a display bug or does is the nuke mission effectiveness actually bugged in the game?
77) Jeff says there is a possible bug in the SSN (nuclear sub) dislplay in the tech overview folder. The entry for SSN remains "no" even after you research nuclear subs in secret weapons folder because this entry is tied to a nuclear sub capital ship model that no longer exists in the game instead of the current non-capital nuclear sub. Suggested solutions: remove SSN from tech overview folder (other nuclear ships are not listed) or tie the SSN "yes" option to the current nuclear sub model ID.
78) Jeff says that Naval brigade attachment info extends below the bottom of second column of tech overview folder. Can the overflow be moved to the top of the third column with the remainder of the column moved downward (there is empty space at the bottom of this column).
79) from Ghost_DK: Units put in build queue in the INC files cannot have a build cost of less then 1 IC. It can be 1.1 but not 0.xxx. It should be possible to prebuilt units like this at any positive cost. If set any lower then the cost is set at 1 on the first day shift.
80) from Ghost_DK: When a nation doesn't have enough Convoys to move all Supplies and Resources it still keeps Convoys assigned to Supply routes where shipments are inactive and allows Resources to build up indefinitely. AI should move resources when ships aren't needed for Supplies.
81) from Ghost_DK: AI will not build MIL type units in serial builds and instead builds a group of them all parallel, even when not in Panic Build mode. Should only apply in panic mode.
82) from Ghost_DK: moddir doesn't work for tech teams on the spying tab, without using dummy files in the vanilla directories
83) from Ghost_DK: moddir doesn't work for techs without using dummy files in the vanilla directories.
84) from Ghost_DK: moddir doesn't work for AI and AI switch files without using dummy files in the vanilla directories.
85) from Ghost_DK: moddir doesn't work for minister/leader files files without using dummy files in the vanilla directories.
86) from Ghost_DK: When taking control of another country (like ENG taking control of CAN's forces) the game uses imagery of the player's country rather than those of the country in question for their units (i.e. the player gets ENG images for CAN force, even if there's imagery for CAN available).
88) from Ghost_DK: The AI does not always ignore the sea zones specified in the Admiral Section. (e.g., Japanese fleets still shows up in the English Channel.)
89) from Ghost_DK: The commands to delete random naval or air units (using the "remove_division which = -2/-3" command) doesn't work, IIRC (It doesn't remove just naval or just air units, I believe).
90) from Ghost_DK: There is no trigger for events to check the number of convoy escorts that exist for a nation (although you can check the number of convoys themselves).
91) from Ghost_DK: GDE commands are not additive - they set the new value, rather than adding/subtracting from the current one. Also true of the minisub_bonus command that isn't used so much, so less worrisome. Would help modders a lot if it was adding/subtracting instead.
92) Richie says coup d'etat events (1140, 1150 from randomevents.txt) are broken. Triggering "failed coup d'etat" event fails miserably ("commandlistA is currently invalid"). Successful coup d'etat event triggers correctly, and although it gives -100 dissent value (correct), it does not change current government as it should. Richie is not sure if this event should changes statuses in couped country's puppets (regime fails->automatic releasing of all current puppets?)
93) Gormadoc: The domestic slider commands Set_domestic & domestic has same textstring ingame. One set domestic to X the other moves it X steps. domestic should call EE_DOMESTIC string and set_domestic should call EE_SET_DOMESTIC. string exe error
94) Gormadoc: The Naval attachments cant be upgraded in forcepool neither alone or on a undeployed ship. They only upgrade when deployed. exe error
95) Gormadoc: Naval attachements manpower cost are not correctly added to build cost only the first attachements manpower cost are paid. Exe error
96) Gormadoc: Not all naval attachements are shown in forcepool on ships only 1. The rest is first visible on the deploy to specific unit window. Exe error
97) Gormadoc: The "intel_diff = X" command checks for intelligence difference between home country and random enemy country. Which makes the command unusable. Changing it to "Intell_diff = TAG value = X" so it checks for intell diff between home country and a specific would make this command usable.
98) Gormadoc: difficulty = x event command does not work it returns true for all instead of for just the one its checking. combining them with Not = { difficulty = x } wont solve problem.
99) Gormadoc: The text in message window on diplomacy tab for "we do not want to have ekspeditionary forces form country X" is too wide for many countries. A line break in front of country name like its done for the other diplomacy messages will fix this. Cant be done in config file. Exe error.
(103) Gormadoc: The "EE_HQ_COMBAT_EVENT_CHANCE;HQ Combat Event Chance Multiplier set to: %.1f\n" entry is wrong. The command does not set the combat event chance to X but adds X%. It should be something like this "HQ Combat Event Chance Multiplier: %+.1f\n". Cant be fixed exclusively in database. Also needs exe fix so the number sent to text string is in the correct format.
104) Gormadoc: F10 options message settings window still has 5 "We have S/F to send spy" entries Not sure what's mising, but think its "Others S/F to send spy." Dont know if his one is left out on purpose. Perhaps just remove the 3 duplicates. exe error
110) Gormadoc: Some of the cells are not wide enough to hold all text in the F6 statistic window. Some graphics mistakes as well in f6 statistic window. exe errors Very minor issue.
120) Gormadoc: The two AI file commands "upgrading = x" and "reinforcements = x" are not working properly. The values are non binding for the AI. So if reinforcements is set to 3 and upgrading is set to 0 the AI will upgrade units even if it doesn't have 30% IC requirement for reinforcements. To have these parameters working for the AI, all surplus IC from upgrading and reinforcement should go into supplies or production and not into upgrading or reinforcements. It causes problemes with AI programming because you can't specify when to reinforce and when to upgrade.
126) Gormadoc: Increasing the probability of combat event leader trait does not increase its frequency of occurrence.
127) Gormadoc: Countries can't fund partisans in occupied provinces, only in owned provinces. It seems counterintuitive that Soviet can fund Partisans in Berlin but not in German occupied kiev. (Bug or WAD?)
128) Richie: After trading provinces between allies all troops of previous owner are redeployed. This seems counterintuitive since you can only trade owned provinces among allies and puppets. Third party allied troops are not redeployed. For example if Germany trades a province to Italy that contains both German and Hungarian units, German units are redeployed but Hungarian units are not (Bug or WAD?)
129) Gormadoc: Naval taskforce mission efficiency combat modifiers (CM) are bugged. Naval taskforces with "No Mission" in a seazone gets a +10% CM for not being on a mission. Naval taskforces on ASW mission gets 0% to 10% CM depending on mission efficiency (ME) varying form 50% to 100% (50% ME = 0% CM, 100% ME = 10% CM; Formula: CM=(ME-50)/5). So until player has researched late war ASW techs in appropriate naval doctrine trees it is more efficient to hunt subs by parking ASW taskforces in a seazone than to assign them an ASW missions (Jeff: though if parked in a sea zone they would cover less area). "No Mission" should have either 0% or -X% CM.
130) Gormadoc: Taskforces on ASW mission will only detect submarines on convoy raiding missions. Submarines on "No Mission", Move, Rebase, ASW, Naval Interdiction or combat Patrol will never be detected by taskforces on ASW missions. Taskforces on No Mission, move, combat patrol or naval interdiction has no problem in detecting submarines on all types of missions.
132) CyrusSpitama: Marco Polo and United Front events cause problems. First, in Marco Polo event Japan does separate DOWs for Shanxi, Guangxi, and Nat.China, starting three different wars. The United Front event causes these three countries to ally along with others. However, countries in this alliance in some ways continue to act as if they are at war separately with Japan and in some ways act as a unfied alliance. For example, in the exe. file this alliance has three different leaders (Shanxi, Guanxi, Nat. China), instead of one. This permits Shanxi and Guanxi to sue for peace separately, and if accepted by Japan, leave the war. However, because they are also quasi alliance leaders, other alliance members are forced to shift to a peacetime economy even though they are still at war with Japan.
CyrusSpitama has created a modified HoI2.txt file which changes the Marco Polo event into a single DOW on Nationalist China. In rapid succession the United Front fires which in turn triggers an individual event for each of the warlords plus Com. China, allowing them to join the United Front. For more details and a link to a workaround for this bug see post No. 759 in this thread.
133) Lord Ederon: Country A is at war with Country B and Country C grants military access to Country A. If Country A bases air units in Country C and these units lose an air battle to Country B, the air units are eliminated instead of going back to base. Same happens to land units when Countries B and C are in a separate war from Countries A and B. If land units of Country A in Country C lose a battle to Country B (and there were no Country C units in the battle), they don't retreat but are elminated.
134) Uly reports in some situations puppets do not ally with their masters. This can create problems when the master country declares war on another country. Non-allied puppets sometimes declare war after their master does. In some cases, the declaration of war occurs after the enemy has been annexed and subsequently released as another puppet of the same master. When this happens the puppet who declared war late is now at war with the master country.
135) Bbasgen and Gormadoc say CVLs instantaneously transport associated fleet toward enemy fleet within 90% of the shortest ranged capital ship in the CVL fleet. This seriously affects the balance of power between long-ranged CV fleets and short-ranged BB fleets, unrealistically diminishing the power of CVs.
136) Bug 19 clarified and revised by Paul M. If a ship is built with multiple naval brigade attachments all brigades function at the level of the lowest brigade model (exception improved hull, the only brigade with one model, doesn't trigger this). It isn't merely determined by the model number of the brigade on the farthest left hand side as stated in Bug 19. So a CA built with FC2-Radar1-AA2 will have the stats for a FC1-Radar1-AA1 until the Radar1 upgrades to Radar2. This bug only applies if you build the ship with brigades and not if you build the brigades separately and add them to the ship.
137) As reported by Paul M. if you sell ships to the AI they may start in an unusable/unsupplied state in some non-naval base (and remain unusuable if the AI generates ghost fleets in this location?). This requires MCing the country with the sold ships and moving them to a naval base so that the can regain recieve supply. This problem may be specific to the UK as the UK generates ghost fleets and sends sold ships to Sravenger which is not a naval base. This is not a problem if the sold ships/ghost fleets are at a naval base.
1) paradrop mission effeciency decreases instead of increases with the research of relevant air and land doctrine techs. Specifically, if researched techs provide mission efficiency X the current paradrop penalty equals X when it should be 1-X (CAN ONLY COMPLETELY BE FIXED BY PI).
MAJOR BUG PROBABLY EASILY FIXED
3) changing mission orders for air units while they are in battle may cause CTD. Specifically, if air units are performing a combat mission, pausing, selecting the air units, setting mission to none, deselecting them, and clicking on active battles tab can cause CTD. (MAJOR BUG)
4) As reported by M & M viewing individual unit stats screen while said unit is loaded on a transport sometimes causes CTD. Clicking the brigade button of unit on a transport always causes CTD.
5) convoy_defense_eff does not have any impact on convoy raiding or the defense of convoys-bug also present in Doomsday (CAN ONLY BE FIXED BY PI). According to MartinBG after extensive testing, convoy raiding missions have 3 stages:
a) convoy detection by attacker. This increases with convoy_raiding efficiency, but is not lowered by convoy_defense_eff
b) determination by attacker if detected convoy is too heavily protected. Again better convoy_raiding efficiency increases attacker ability to override this, but better convoy_defense_eff has no effect.
c) determination of transport/escort losses and damage to raiders. Again the number of convoys/escorts sunk increases with convoy_raiding efficiency but is not effected by convoy_defense_eff nor is raider damage.
POSSIBLY MAJOR BUG THAT IS PROBABLY NOT EASILY FIXED
6) division upgrade completion percents are not displayed in statistics subfolders (only brigades) (CAN ONLY BE FIXED BY PI)
MODERATE BUG PROBABLY EASILY FIXED
7) mission clock default sometimes displays wrong time, even times that are in the game past-also problem in 1.1, but apparently not in Doomsday. Also if you click twice on the mission clock of a unit that has just attacked you can adjust the clock backward to attack again or move without the 24 delay-you can do this repeatedly possibly attacking many times in a single day (CAN ONLY BE FIXED BY PI) MODERATE BUG THAT IS PROBABLY NOT EASILY FIXED
8) Problem remains unresolved with leaderless puppets. Unless a game is saved and reloaded between the annexation and liberation/puppeting of a country, only "slept" leaders are available to the puppet and previously active leaders are lost. This is particularly debilitating to Nationalist China and other Chinese faction-states when they become puppets, because they produce many units and have no "slept" leaders. According to Martin BG, the cause of this bug is that after annexing a country the leaders are not removed from the game memory, so they cannot be assigned to the liberated/puppeted country using the standard release procedure. Work-arounds can be scripted to cover specific cases, but the global bug can only be fixed by changing the "un-moddable" .exe files.
Two possible solutions:
a) Remove all leaders of a country from game memory when the country is annexed. The said country's leaders will then be reassigned to its liberated/puppeted counterpart using the basic parameters from the leaders files (previous experience and acquired traits will be lost).
b) Reassign leaders of annexed country left in memory to the liberated/puppeted country after its release. In this case all leaders will preserve gained traits, experience, and battle history.
MODERATE BUG THAT IS PROBABLY EASILY FIXED
9) ghost fleet proliferation problem not entirely fixed. (CAN ONLY BE FIXED BY PI). Unattached naval brigades in production queue intended for deployed ships that are subsequently sunk generate ghost fleets on a daily basis. This is only partially offset by the automatic elmination of one ghost fleet per day and the assignment of the offending naval bridage(s) to the next ship produced. Blue Emu suggests a complete fix would be to restrict AI naval brigade production only to ships added to the production queue, and not allow the production of spare brigades to be attached to already deployed ships (that might be sunk before the brigade is produced). This might also require editting the .inc files to have all starting ships already equipped with naval brigades.
MODERATE BUG THAT IS PROBABLY EASILY FIXED
10) If you have enabled Tech Team Takeover and the player/AI releases an annexed country while the player/AI is currently using one of its tech teams for a research project, the game system stops researching the project but still "thinks" it is. This prevents the player/AI from restarting research on that project (players receive a "We are already researching this" message) and starting subsequent projects for which said project is a prerequisite. (CAN ONLY BE FIXED BY PI). Can be manually edited in saved game, but can really hurt the AI in Tech Team Takeover mode since player does not readily monitor AI research.
MAJOR BUG IN TECH TEAM TAKEOVER GAMES
14) German surrender event does not give tech_teams to victor either way
MODERATE BUG
17) Resources in island depots of puppets without convoys are shipped by the controlling country's convoys to the controlling country's capital without any reduction in the depot's resource totals. This leads to infinite resources from these depots. This bug apparently appeared in the version of Doomsday or Armageddon where many of the land connections between adjacent islands were removed. Probable fix is to give all puppets with island possessions convoys at beginning of game and after their creation. In general, all countries with island possessions perhaps should be given some nominal level of convoys at start so that AI/player can ship island resources to capital without having to build them. Alternatively, Cueball suggests that the AI build parameters for island countries with little IC could be modified to prioritize convoy production which would also help them maintain convoy levels if they are subject to convoy raiding.
MODERATE BUG WITH EASY FIX
18) if you have many militarily controlled fleets (Italy and Japan are worst culprits) some fleets will abandon their orders, AI will give them other orders, fleets in port will wander,etc. In other words, "they seem to have a mind of their own". Seems to occur only with fleets. REALLY A BUG OR WAD AND REPRESENTING RESISTANCE BY AI TO MILITARY CONTROL BY LARGE COUNTRIES OR TOO MANY CONTROLLED COUNTRIES
19) Possible naval brigade bug reported by Deniss. If a ship is built with multiple naval brigades. The model of the brigade on the farthest left in the build and production screen is applied to all other brigades regardless of the actual model researched. This is also observed in the combat statistics shown in build screen and in production screens. (MODERATE BUG IF PRESENT)
20) Detaching and reattaching brigades. Brigades that are detached in controlled (your flag over another flag) provinces should be reattachable to other land units in controlled provinces (in same country?) that can trace a land supply line to the province where the brigade was initially detached. Denniss says that in Arma 1.2 you can ONLY reattach such brigades to units that are in the same province where they were originally detached and this a bug. Exception: German brigades can be reattached normally in german controlled soviet provinces. Denniss also says that land unit brigades detached in a puppet state or ally cannot be attached again, neither to an unbrigaded unit inside the puppet state/ally nor to a unit elsewhere, including a national or owned province. The brigade shows up in the force pool, but can not be redeployed. There is no problem if the brigade is detached in a national or owned province. This was apparently not a bug in Doomsday but appeared in Armageddon 1.1 or 1.2. Given the complexity of detach/reattach brigade mechanics this bug is still not fully defined.
MODERATE COMPLEX BUG
21) amphib assualt from multiple sea zones. Is the ability to bypass the amphib assault mission and invade a beach from mutiple sea zones by moving transported units into an adjacent enemy land province a bug or WAD. If WAD, then Jamie550 says there should be a connection between provinces 759 (San Salvador) and Sea Zone 2573 (currently there isn't) since the boundaries overlap (thereby allowing a mutiple sea zone invasion of San Salvador.
22) Bought land units do not upgrade with increasing techs of buying nation unless they have been redeployed. Bought air units and perhaps attached brigades of bought naval units never upgrade unless the country they were purchased from ceases to exist because they cannot be redeployed.
MODERATE BUG
23) If a supply depot has oil, but no supplies, air units using that depot have oil and are unsupplied (presumably WAD). However, oil-using ground units and naval units using that depot are both unsupplied and out of oil (presumably a bug).
MINOR/MODERATE BUG
24) Denniss says that bought ships always appear at 100% strength in buying player's force pool regardless of their strength immediately prior to purchase.
(MINOR BUG)
25) Expeditionary forces that originated from a country that has surrendered or switched sides remain under the control of the country that asked for or accepted them as exp. forces. However, if this country releases the exp. forces, these forces immediately attack said country. Instead exp. forces should either be eliminated when their national country surrenders or switches sides or should come under the permanent control of the country that asked for/accepted them.
MODERATE BUG
26) AI-controlled countries will conduct scripted espionage missions even if there are no spies in the target country.
MINOR BUG THAT IS PROBABLY EASILY FIXED
27) Wake Leader command used in several events has been broken since HOI2 release (workaround exists), Wake Leader does not work because the leader to be waken is not in the game memory, but in the leader files that are read only at the start of a new Scenario and on a country's liberation.
MINOR BUG THAT MAY BE HARD TO FIX
28) Leaders of militarily controlled allies or puppets that are manually promoted before their historic promotion date will automatically demote to their historic rank when this is checked (each year?). Gormadoc says this is not an easy fix because there are two systems (human- and AI-controlled) to promote leaders that come into conflict in militarily controlled AI countries. During leader rank/promotion checks, the AI overrides manual promotions because the player may eventually release the miltarily controlled country. The easiest fix would be to remove the ability to manually promote the leaders of militarily controlled countries, which would not be popular with many players.
MINOR BUG THAT IS PROBABLY HARD TO FIX
30) Spymessage string reversed for Delay techteam, the initiating country string is not shown in the succeed delay techteam message, names still reversed-also problem in 1.1.
MINOR BUG
31) The progress of battles involving only military controlled countries is shown in the active combats display only if there is at least one battle occurring somewhere that includes forces of the player's home country.
(MINOR BUG)
32) Land Division subfolder of Statistics folder and tool tip for selecting groups of units in map view do not properly show the number of days said units are in offenisve supply. Instead of getting the correct message of "supplied for an offensive for X days", the message is literally "supplied for an offensive for ays". This does work properly in the tool tip when selecting single units in map view.
(MINOR BUG)
33) Velikij Ustyug, ID 1841, in the Soviet Union has 0 percent infrastructure even though it is not bordering the northern edge of the map and is completely surrounded by provinces with 20 percent or more infrastructure. (MINOR BUG or WAD?).
34) As reported by Denniss, if you hover mouse over a carrier CAG you get extended information about an escort fighter brigage instead of a CAG brigade. Specifically, "Escort Fighters are long-range fighters designed to defend strategic bombers" is shown instead of "Carrier Air Groups represent the complement of planes stationed on carriers." The .EXE should use the description of a LDESC_CAG value in either /config/unit_names.csv, boostertext.csv or doomsdaytext.csv but instead it uses LDESC_ESCORT.
(MINOR BUG, BUT REQUIRES EXE FILE CHANGE)
35) When you build a bomber wing with an attached escort fighter, the escort fighter's added stats are not shown in the production order display or production queue. The escort stats are added to the unit when it is actually produced so this is a display bug only. (MINOR BUG, EASY FIX)
42) in ships sunk subfolder of statistics folder ships sunk by "aircrafts" should be changed to "aircraft" (SMALL BUG, EASILY FIXED)
43) Alien carriers spawn without CAGs, which makes alien navy useless. (BUG IN ALIEN CHEAT)
44) REQUEST: Have a "Decreasing Partisan Activity" YES or NO option in the upfront game options similar to Full IC and Tech Team TakeOver.
45) CHEAT REQUEST: Aliens should be able to annex countries.
51) AI spy miission priority codes are fubar in Vanilla Arma 1.2 as per Gormadoc. Regardless of positive settings for missions AI will only undertake the following missions: smear campaign, sabotage industry, mass media, disrupt techteam, nuclear sabotage. Smear campaigns will be the primary misison since so many code "bugs" will cause this mission. If nuclear sabotage is set to a positive priority the AI will also conduct a high amount of these given other missions with same positive priority value. If steal blue print value is modded to "-1" the AI will conduct steal blueprint mission and this could also be true for other missions that AI won't conduct with a positive priority value. Assigning "0" or negative values to all spy mission priorities will cause CTD on first AI spy attempt. (MAJOR BUG, HARD TO FIX)
55) Sirsri says there is a general problem with receiving overseas manpower regardless of whether or not your country is at war. For example, if UK is at war with Tibet, UK recivies no overseas manpower. This is especially a problem if you are playing Australia or other successful island nation. A special attempt was made to fix this problem for Japan in Arma 1.2 that introduced another bug giving Japan too much manpower (see Bug #11). Sirsri suggests an algorithm that gives a nation overseas manpower based on its trade efficiency with that area and convoy availability.
56) Gormadoc (and blue emu) say invalid combat and movement modifiers are applied to brigades. Instead of recognizing brigade IDs associated with corresponding modifiers, game engine assigns these modifiers to divisions that coincidentally have the same IDs. For example, because the engineer brigade ID happens to be the same number as the Interceptor "Division" ID, interceptors receive the engineer brigade speed modifiers (MAJOR BUG).
57) Gormadoc and XFoster says that if the AI selects a brigade for a particular country to build that has not yet been researched it randomly selects another brigade that it has researched even if the probability for building that brigade is 0 in that country's AI production file.
59) Reinstate 10 percent dissent increase as well as keeping belligerence increase for breaking a peace treaty? This would be consistent with the current 5 percent dissent increase for canceling a non-agression pact since breaking a peace treaty is arguably a more serious violation than cancelling a non-agression pact.
60) Gormadoc says that you cannot add more than 1 naval brigade to an INC file without causing critical error (effects suggested fix for Bug 9).
61) As per Gormadoc, PI implemented the "if one dies, they all die" feature for all incarnations of a minister that gets slept or assasinated. However, minster death events should also have a trigger to check if that minister is still alive, to prevent a minster dying more than once. Jeff Clark says in the cases for ministers that have military and/or research team incarnations, these should possibly "die" as well when minister is slept or assassinated or corresponding military leader dies in battle.
62) Jeff says that of the naval brigades with two models (Fire Control, Radar, AA, ASW, and Capital Torpedos) only the ASW models (ASW, improved ASW) are differentiated in the research overview folder. The listings for the other naval brigade models do not change when the improved model is researched. Gormadoc says there are also two models of the "improved hull" naval brigade (only 1 used in Vanilla) that should be renamed "armor" and "improved armor."
63) Velko says overseas puppets with landlocked capitals will not send you resources (even if they have coastal provinces and ports), because AI has convoy routes staringt from the portless capital. Example: Mexico as a German puppet. No resources are gained, becuase capital is not adjacent to any sea zone. Convoys show up in the convoy screen, but the route is inactive (POSSIBLE BUG)
64) Hito1 reports that Air and naval leaders assigned to commands don't get auto-promoted and should in manner consistent with army leader autopromotion. (POSSIBLE BUG).
65) Hito1 and De Genius report problems with Strategic Redeployment. First if you save and reload a game, formations in the middle of SRing may be assigned generic leaders or broken up since save game files do not include information of the leaders of formatins that are being redeployed. An obvious fix would be have the savegame file contain this information. Secondly, corps with the same names (presumably only a problem if you manually rename units) get combined into larger armies when redeployed. One possible fix would be to assign each SRed corps a temporary sequential ID to distinguish them.
66) Gormadoc says that Naval brigade attachments should only be upgrade at naval base and not at sea.
67) Gormadoc says that AI ships should be able regain strength in ports as well as naval bases This would avoid the problem where AI retreats into a non-naval base port after combat and stays there for remainder of game because AI won't allow it to leave port with low strength.
68) Gormadoc says there is a graphics bug in lightmap 3. It has a borderline running through the middle of the Norwegian province of Ålesund.
70) Gormadoc says the Area named "Georgien" in Caucasus is "Georgia" in tooltips because this area lacks a string "AREA_GEORGIEN" in the exe. Opening the exe in a text editor reveals two "AREA_GEORGIA" entries. This is the result of a partial fix of an old bug where 2 areas were named Georgia (in USA and USSR) that caused problems with air missions. USSR area was renamed "Georgien" in province.csv., but was not renamed in the exe.
71) JimijamesMR says that the supply icon of units that trace a land path (possibly only through provinces owned by your nation) to your nation's capital shows that they are IN SUPPLY even if your capital depot has no supplies or oil. This is misleading since units start losing org and strengh even though they look like they are in supply. Units only show an "unsupplied" icon if they are not connected by land to the national capital and their local depot is empty.
73) Jeff Clark says the ranges of escort fighter brigades don't limit the longer ranges of bomber divisions to which they are attached, but should.
74) Coreymas says player cannot build a militia division with an attached brigade although brigade attachments are shown on the production screen. This is because militia construction time is less than brigade construction time. A possible general solution to this problem would be to calculate the construction time and cost based on the production time of the primary unit or attached brigade(s), which ever is longer, rather than using the primary unit's construction time only.
75) JimiJamesMR says, and Martin BG confirms, that counter icons do not appear on division production screens (below left bottom of picture) after save/reload until you first call up a brigade production screen. As an aside, some graphics mods have icons so big that they obscure some of production screen stats (WINNER OF WEIRDEST BUG)
76) Jeff says possible bug with nuke mission effectiveness in technology overview folder. Once Nuclear Waste Bomb is researched, nuke mission effectiveness is displayed as 100%. This mission effectiveness does not change at least through Fission Bomb, although the tech descriptions list increasing effectiveness as the primary tech result. Also is this only a display bug or does is the nuke mission effectiveness actually bugged in the game?
77) Jeff says there is a possible bug in the SSN (nuclear sub) dislplay in the tech overview folder. The entry for SSN remains "no" even after you research nuclear subs in secret weapons folder because this entry is tied to a nuclear sub capital ship model that no longer exists in the game instead of the current non-capital nuclear sub. Suggested solutions: remove SSN from tech overview folder (other nuclear ships are not listed) or tie the SSN "yes" option to the current nuclear sub model ID.
78) Jeff says that Naval brigade attachment info extends below the bottom of second column of tech overview folder. Can the overflow be moved to the top of the third column with the remainder of the column moved downward (there is empty space at the bottom of this column).
79) from Ghost_DK: Units put in build queue in the INC files cannot have a build cost of less then 1 IC. It can be 1.1 but not 0.xxx. It should be possible to prebuilt units like this at any positive cost. If set any lower then the cost is set at 1 on the first day shift.
80) from Ghost_DK: When a nation doesn't have enough Convoys to move all Supplies and Resources it still keeps Convoys assigned to Supply routes where shipments are inactive and allows Resources to build up indefinitely. AI should move resources when ships aren't needed for Supplies.
81) from Ghost_DK: AI will not build MIL type units in serial builds and instead builds a group of them all parallel, even when not in Panic Build mode. Should only apply in panic mode.
82) from Ghost_DK: moddir doesn't work for tech teams on the spying tab, without using dummy files in the vanilla directories
83) from Ghost_DK: moddir doesn't work for techs without using dummy files in the vanilla directories.
84) from Ghost_DK: moddir doesn't work for AI and AI switch files without using dummy files in the vanilla directories.
85) from Ghost_DK: moddir doesn't work for minister/leader files files without using dummy files in the vanilla directories.
86) from Ghost_DK: When taking control of another country (like ENG taking control of CAN's forces) the game uses imagery of the player's country rather than those of the country in question for their units (i.e. the player gets ENG images for CAN force, even if there's imagery for CAN available).
88) from Ghost_DK: The AI does not always ignore the sea zones specified in the Admiral Section. (e.g., Japanese fleets still shows up in the English Channel.)
89) from Ghost_DK: The commands to delete random naval or air units (using the "remove_division which = -2/-3" command) doesn't work, IIRC (It doesn't remove just naval or just air units, I believe).
90) from Ghost_DK: There is no trigger for events to check the number of convoy escorts that exist for a nation (although you can check the number of convoys themselves).
91) from Ghost_DK: GDE commands are not additive - they set the new value, rather than adding/subtracting from the current one. Also true of the minisub_bonus command that isn't used so much, so less worrisome. Would help modders a lot if it was adding/subtracting instead.
92) Richie says coup d'etat events (1140, 1150 from randomevents.txt) are broken. Triggering "failed coup d'etat" event fails miserably ("commandlistA is currently invalid"). Successful coup d'etat event triggers correctly, and although it gives -100 dissent value (correct), it does not change current government as it should. Richie is not sure if this event should changes statuses in couped country's puppets (regime fails->automatic releasing of all current puppets?)
93) Gormadoc: The domestic slider commands Set_domestic & domestic has same textstring ingame. One set domestic to X the other moves it X steps. domestic should call EE_DOMESTIC string and set_domestic should call EE_SET_DOMESTIC. string exe error
94) Gormadoc: The Naval attachments cant be upgraded in forcepool neither alone or on a undeployed ship. They only upgrade when deployed. exe error
95) Gormadoc: Naval attachements manpower cost are not correctly added to build cost only the first attachements manpower cost are paid. Exe error
96) Gormadoc: Not all naval attachements are shown in forcepool on ships only 1. The rest is first visible on the deploy to specific unit window. Exe error
97) Gormadoc: The "intel_diff = X" command checks for intelligence difference between home country and random enemy country. Which makes the command unusable. Changing it to "Intell_diff = TAG value = X" so it checks for intell diff between home country and a specific would make this command usable.
98) Gormadoc: difficulty = x event command does not work it returns true for all instead of for just the one its checking. combining them with Not = { difficulty = x } wont solve problem.
99) Gormadoc: The text in message window on diplomacy tab for "we do not want to have ekspeditionary forces form country X" is too wide for many countries. A line break in front of country name like its done for the other diplomacy messages will fix this. Cant be done in config file. Exe error.
(103) Gormadoc: The "EE_HQ_COMBAT_EVENT_CHANCE;HQ Combat Event Chance Multiplier set to: %.1f\n" entry is wrong. The command does not set the combat event chance to X but adds X%. It should be something like this "HQ Combat Event Chance Multiplier: %+.1f\n". Cant be fixed exclusively in database. Also needs exe fix so the number sent to text string is in the correct format.
104) Gormadoc: F10 options message settings window still has 5 "We have S/F to send spy" entries Not sure what's mising, but think its "Others S/F to send spy." Dont know if his one is left out on purpose. Perhaps just remove the 3 duplicates. exe error
110) Gormadoc: Some of the cells are not wide enough to hold all text in the F6 statistic window. Some graphics mistakes as well in f6 statistic window. exe errors Very minor issue.
120) Gormadoc: The two AI file commands "upgrading = x" and "reinforcements = x" are not working properly. The values are non binding for the AI. So if reinforcements is set to 3 and upgrading is set to 0 the AI will upgrade units even if it doesn't have 30% IC requirement for reinforcements. To have these parameters working for the AI, all surplus IC from upgrading and reinforcement should go into supplies or production and not into upgrading or reinforcements. It causes problemes with AI programming because you can't specify when to reinforce and when to upgrade.
126) Gormadoc: Increasing the probability of combat event leader trait does not increase its frequency of occurrence.
127) Gormadoc: Countries can't fund partisans in occupied provinces, only in owned provinces. It seems counterintuitive that Soviet can fund Partisans in Berlin but not in German occupied kiev. (Bug or WAD?)
128) Richie: After trading provinces between allies all troops of previous owner are redeployed. This seems counterintuitive since you can only trade owned provinces among allies and puppets. Third party allied troops are not redeployed. For example if Germany trades a province to Italy that contains both German and Hungarian units, German units are redeployed but Hungarian units are not (Bug or WAD?)
129) Gormadoc: Naval taskforce mission efficiency combat modifiers (CM) are bugged. Naval taskforces with "No Mission" in a seazone gets a +10% CM for not being on a mission. Naval taskforces on ASW mission gets 0% to 10% CM depending on mission efficiency (ME) varying form 50% to 100% (50% ME = 0% CM, 100% ME = 10% CM; Formula: CM=(ME-50)/5). So until player has researched late war ASW techs in appropriate naval doctrine trees it is more efficient to hunt subs by parking ASW taskforces in a seazone than to assign them an ASW missions (Jeff: though if parked in a sea zone they would cover less area). "No Mission" should have either 0% or -X% CM.
130) Gormadoc: Taskforces on ASW mission will only detect submarines on convoy raiding missions. Submarines on "No Mission", Move, Rebase, ASW, Naval Interdiction or combat Patrol will never be detected by taskforces on ASW missions. Taskforces on No Mission, move, combat patrol or naval interdiction has no problem in detecting submarines on all types of missions.
132) CyrusSpitama: Marco Polo and United Front events cause problems. First, in Marco Polo event Japan does separate DOWs for Shanxi, Guangxi, and Nat.China, starting three different wars. The United Front event causes these three countries to ally along with others. However, countries in this alliance in some ways continue to act as if they are at war separately with Japan and in some ways act as a unfied alliance. For example, in the exe. file this alliance has three different leaders (Shanxi, Guanxi, Nat. China), instead of one. This permits Shanxi and Guanxi to sue for peace separately, and if accepted by Japan, leave the war. However, because they are also quasi alliance leaders, other alliance members are forced to shift to a peacetime economy even though they are still at war with Japan.
CyrusSpitama has created a modified HoI2.txt file which changes the Marco Polo event into a single DOW on Nationalist China. In rapid succession the United Front fires which in turn triggers an individual event for each of the warlords plus Com. China, allowing them to join the United Front. For more details and a link to a workaround for this bug see post No. 759 in this thread.
133) Lord Ederon: Country A is at war with Country B and Country C grants military access to Country A. If Country A bases air units in Country C and these units lose an air battle to Country B, the air units are eliminated instead of going back to base. Same happens to land units when Countries B and C are in a separate war from Countries A and B. If land units of Country A in Country C lose a battle to Country B (and there were no Country C units in the battle), they don't retreat but are elminated.
134) Uly reports in some situations puppets do not ally with their masters. This can create problems when the master country declares war on another country. Non-allied puppets sometimes declare war after their master does. In some cases, the declaration of war occurs after the enemy has been annexed and subsequently released as another puppet of the same master. When this happens the puppet who declared war late is now at war with the master country.
135) Bbasgen and Gormadoc say CVLs instantaneously transport associated fleet toward enemy fleet within 90% of the shortest ranged capital ship in the CVL fleet. This seriously affects the balance of power between long-ranged CV fleets and short-ranged BB fleets, unrealistically diminishing the power of CVs.
136) Bug 19 clarified and revised by Paul M. If a ship is built with multiple naval brigade attachments all brigades function at the level of the lowest brigade model (exception improved hull, the only brigade with one model, doesn't trigger this). It isn't merely determined by the model number of the brigade on the farthest left hand side as stated in Bug 19. So a CA built with FC2-Radar1-AA2 will have the stats for a FC1-Radar1-AA1 until the Radar1 upgrades to Radar2. This bug only applies if you build the ship with brigades and not if you build the brigades separately and add them to the ship.
137) As reported by Paul M. if you sell ships to the AI they may start in an unusable/unsupplied state in some non-naval base (and remain unusuable if the AI generates ghost fleets in this location?). This requires MCing the country with the sold ships and moving them to a naval base so that the can regain recieve supply. This problem may be specific to the UK as the UK generates ghost fleets and sends sold ships to Sravenger which is not a naval base. This is not a problem if the sold ships/ghost fleets are at a naval base.
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