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unmerged(53922)

Lt. General
Feb 13, 2006
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Mayby it's time to start doing list of 1.2 bugs ?

1. I saw a small ones in messages like: USA has disrupted production OF (what?) IN (where ?) and entry in log file: We have disrupted production in (for example Germany). USA has disrupted - not me. Still it is not fixed.

2. RepSpain wins with NatSpain

in /ai/switch/SPR_CivilWar.ai (Republic Spain file) are lines:

enemy_handicap = { SPR = 20 }
passivity = { SPR = 85 }

It should'nt be SPA instead of SPR ?:

enemy_handicap = { SPA = 20 }
passivity = { SPA = 85 }

like in /ai/switch/SOV_GER_Handicap.ai triggered by event id = 25027 # Soviets Handicap againt Germany AI in /db/events/ai_sov.txt (Soviet File)

where is enemy_handicap = {
GER = 240
}

Now Rep Spain handicaps in war with yourself not in Nat Spain as set up by game maker. Mayby this is answer why NatSpain is loosing all the time ...

3. I was tried loading my 1.2 savegame and critical error was occured becouse some units are 2 times recorded in save. For example record:

landunit = {
id = { type = 4712 id = 594346}
name = "US L Corps"
location = 0
home = 602 (...)
division = { id = { type = 4712 id = 591838 } name = "82nd Airborne 'All American' Division" (...)
attack = { year = 0 month = january day = 0 hour = 0 }
target = 865
}

is 2 times repeated in span of few records. The same two units was boarded on transport flotilla and they was atributted to Carrier Flotilla ?!!

Oh my God. I have to fix in manually. So 1.2a will be soon ....
 
Last edited:

NAG

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I agree that 1 & 3 are bugs.

BUT

Kristof73 said:
2. RepSpain wins with NatSpain

This was activly dicused after release of HoI2DD, this was made to show the Spanish civil war correctly. To help NS win, you must aid them activly. At the beginning of the SCW, NS had much less forces than RS and without German and Italian help, most of Franco's infantry would never leave Africa.
 

unmerged(48204)

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Sep 2, 2005
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if you abadon a doctrine, instead of loosing positioning values, you get them as bonus. definetly bug.
IIRC in 1.1 you lost nothing, but now you get even a bonus if abadoning a doctrine. found this after 2 minutes of play :mad:
 

jowe01

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Just from reading the list of changes, it appears to me that some of the more annoying AI "bugs"/shortcomings are NOT fixed:
- The AI freezing/ becoming entirely passive in later years
- The AI amassing giant stacks and never using them for invasions
 

unmerged(46602)

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NAG said:
I agree that 1 & 3 are bugs.

BUT



This was activly dicused after release of HoI2DD, this was made to show the Spanish civil war correctly. To help NS win, you must aid them activly. At the beginning of the SCW, NS had much less forces than RS and without German and Italian help, most of Franco's infantry would never leave Africa.

That's all nice and dandy, but why would they put in a modifier that gives Republican Spain a penalty at fighting itself (Assuming Kristof's analysis is correct)? Besides, the support events are there to model the support that was given to both sides. They should be enough to tip the ballance in one or the other way (most of the time anyway, there'll always be some randomness)
 

pimparel

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And what about the port that Japan use to fix their ships, which isn't a port? Ulithi or something like it. It happened on 1.1.
 

unmerged(46069)

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Jul 7, 2005
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Kristof73 said:
Mayby it's time to start doing list of 1.2 bugs ?

3. I was tried loading my 1.2 savegame and critical error was occured becouse some units are 2 times recorded in save. For example record:

landunit = {
id = { type = 4712 id = 594346}
name = "US L Corps"
location = 0
home = 602 (...)
division = { id = { type = 4712 id = 591838 } name = "82nd Airborne 'All American' Division" (...)
attack = { year = 0 month = january day = 0 hour = 0 }
target = 865
}

is 2 times repeated in span of few records. The same two units was boarded on transport flotilla and they was atributted to Carrier Flotilla ???

O my good. I have to fix in manually. So 1.2a will be soon ....

If this bug is for real, then its a really critical one, since the game is definitely unplayable with corrupt savegames. Any other bugs pale in comparison with this one, thats for sure.
 

Gormadoc

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Escort fighters

Hey

If you put and escort fighter brigade on tac lvl 1 bombers and then upgrade the tac bomber to lvl 2 the cap on range is gone.

If you then remove and reattach the escort brigade the cap on range are back again.

havent testet if it is only a display bug.

Gormadoc
 

Ex Mudder

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NAG said:
I agree that 1 & 3 are bugs.

BUT

This was activly dicused after release of HoI2DD, this was made to show the Spanish civil war correctly. To help NS win, you must aid them activly. At the beginning of the SCW, NS had much less forces than RS and without German and Italian help, most of Franco's infantry would never leave Africa.

Unfortunately, the event give N. Africa to Nat Spin is itself bugged and gives to to Rep Spain instead. You also need to convert some Rep spain Inf to Mil and some Rep Spain Mil to Inf if you want Franco to hold on to Seville.
 

blackbellamy

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NAG said:
This was activly dicused after release of HoI2DD, this was made to show the Spanish civil war correctly. To help NS win, you must aid them activly. At the beginning of the SCW, NS had much less forces than RS and without German and Italian help, most of Franco's infantry would never leave Africa.

What do you mean by you? I'm playing China. I have no vested interest in seeing either side win. The German AI certainly won't help the Nationalists win - so they will lose every single time.

In hands-off games the Nationalists should win at least half the time if not more. After all, they did win historically, no? But they lose 19 out of 20. They lose even if Germany and Italy choose to support them when the support events fire, and Britain and the SU do not.
 

Permanganate

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Nov 29, 2004
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Esc F range cap does not work properly. When the brigades are first attached, they work, but sometimes they go back to the normal range of the division. Reloading seems to fix it, and while I'm not certain what causes it, I think it's the recalculation of unit stats that happens when a country is annexed.

Many spy-related messages in the message history are messed up (for instance, if the player is Germany, and USA sabotages something in Italy, the message history will say "We sabotaged production in USA" and so on).

The editor is very buggy; it will often corrupt game data files so that you have to reinstall. Editing techs will corrupt doomsdaytext.csv and tech_names.csv, for instance.

Unholy Alliance does not work. SOV leaves Axis immediately, Comintern consists solely of TAN.

AI adds Esc F brigades to bombers without researching them.

1944 scenario still doesn't have those Germany AA improvements we were promised by a moderator before 1.3, five patches ago. Berlin still has 0AA!

1945 units are all named wrongly instead of using the unitnames.csv names, so you build two of everything. A lot of OoBs are like this in all scenarios; JAP is a mess, for instance.

JAP militia is called Dokoritsu Konsei Ryodan; that should be Dokuritsu Konsei Ryodan.

Clicking an allied naval or air base will not let you rebase there - you have to set up a Rebase mission and then choose the base.

Military Control still doesn't work properly. Land, air, and naval units repeatedly disobey orders, zoom off on errands of their own, and reorganize according to what the AI feels like doing.

The Automedon Incident event (a GER commerce raider gives captured ENG fuel oil and documents to JAP) still fires even if there's a JAP-ENG alliance, or JAP-GER war, or both.

The game now changes the build time for production items, which is fine, but it doesn't take account of province improvements building more slowly in low-infra provinces. Build a province improvement in a 40% infra province, and one hour later the game will "correct" it to the time it would take in a 100% infra province.

All AI land/sea units stop moving when the game is loaded. Load/save frequently enough and the AI will never advance a single province, especially in low-infra areas.

Autoconvoys do not properly supply depots which have Supplies and Oil, but very little of one of them. If a depot has 500 Supplies and 0 Oil, and a fleet based there, the autoconvoys will assign ~5 transports, transport ~10 oil (which will last for about an hour) and happily continue underfueling that port forever, until a human notices and intervenes.

Newly built Tac divisions get the names of Esc F divisions.

Abandon Doctrine increases the Combat Event Chance, HQ Event Chance, HQ ESE Bonus, Min/Max Positioning, and Mission Efficiency numbers instead of decreasing them like it should. Forgetting doctrines and researching them again results in monster numbers.

The AI can send spies more frequently than once every 8 days + 1 hour.

The AI does not need spies to do spy missions. (And don't tell me yet again that I wasn't seeing them.)

Doomsday Strategic Bombing keeps targetting provinces that have no IC or resources.

The Assassinate Yamamoto event kills the Nagano tech team, not the Yamamoto one. (Don't really mind. Yamamoto is JAP's most important tech team and there's no way for JAP to stop the event from happening, regardless of spying or encryption...)

In the build division screens, the unit's icon, just to the left of the statistics and below the picture, is often missing. It will reappear if you click on Brigades and then on one of the division buttons again.

Kuweit City is owned by Saudi Arabia in the '38 and '39 scenarios, and Jawf is owned by Britain in '39.

Since the delete_unit command now targets a specific domain (land, sea, air), the events that set up VIC do not delete naval or air units. There are now 3 CV Bearn in every game (one at start, one given to Vichy when created, and a Free French one in Martinique later).

There are two Barbarossa battle scenarios, called barbarossa and fall_barbarossa.

The free_manpower command that is supposed to give free manpower to INO (since their provinces have no manpower) and JAP (to give them Korean & Chinese manpower while at war) does not work - it doesn't change the amount of daily free manpower.

Annoyances:

There are no model names for any of the new Doomsday units.

CVLs have no names.

Autosliders overproduce consumer goods to make money, even if you have a huge stockpile, and it should trade for money instead (8x-11x more efficient!).

ENG AI does not research rocketry, which was a very bad idea in HoI2 and is now nuts.

All AIs bombard player with expeditionary forces, in easy to use one division corps. When you attempt to use one it'll probably refuse to attack and then be taken back by its original country.

Puppets still use their embargo lists for trading and tech sharing, often resulting in the puppet embargoing the puppetmaster (CHI/JAP, FIN/SOV, etc).

Puppets of puppets cannot trade with anyone, since they can only trade with their puppetmaster, who cannot trade with them because they're a puppet of someone else...
 
Last edited:

tripp_trap

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Didn't read through the thread but one bug is still in since the game came out:

Tactical bombers still get the names from the old escort fighters.

No biggie, but anyway wanted to mention it.
 

Ex Mudder

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Permanganate said:
The Automedon Incident event (a GER commerce raider gives captured ENG fuel oil and documents to JAP) still fires even if there's a JAP-ENG alliance, or JAP-GER war, or both.

I'd have the Automedon Incident give Japan a bunch of spies, not a bunch of money. Either +10 spies in England, or +2 spies in UK, Canada, Aus, NZ, and South Africa.
Pittman Act and Operation Zet should give US and Sov spies in Nat Chi.
Sending spies should decrease relations; successful counterespionage should - You've found and killed a spy from XXX, your relations have been adversely effected.

But those aren't bugs... Permangenate hit the high points, he's only missing the SCW bugs - SPA passivity, SPA doesn't garrison it's borders with SPR, bugged events that gives N. Africa to the Republicans instead of the Nationalists.
 

GAGA Extrem

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Red Ant said:
Man, you've just depressed me to no end. :(
I second that.

"Sir, our units in Doomsday 1.2 are under attack from bugs. They try to hold their position as long as possible."
"Sir, our brave units in Doomsday 1.2 have been defeated by bugs. The remaining survivors had to retreat."
"Sir, we have lost control of Happy Gameplay to bugs."
:rolleyes:


Oh, btw, i get a lot of CTD when the game is autosaving...
...might also be a new thing, since it did not happen under 1.1... :(
...maybe related to the dula unit saving? :confused:
 

P3D

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Production time and cost adjustment works fine for slider moves and new technologies, but does not account for minister boni at all.

The steal bluepring option is more or more or less useless. It does not steal a random tech, but one from a list. Just use acceptall cheat, give yourself some money and steal 10 technologies, one after another. Then reload once, reload twice. You will steal the exact same technologies. In the exact same sequence.

Never mind that playing GER you will get blueprints for the whole UK land doctrine tree, even if you cannot use it at all. Actually I see no reason why I cannot target a specific tech with the 'steal blueprint' option - not if you would see it used much in MP games.
 

unmerged(13931)

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Any way to fix the Esc / Tac name issue?

It seems they renamed the models...
Tried a quick look at unit names in DB folder, but it didnt seem to reference a model number (as in the model pictures).
 
Jun 19, 2004
798
0
cause the 1.1 has all of these bugs plus the ones they fixed