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September 7th, 2006, 09:19 AM
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Private
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Join Date: Aug 2006
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No smoking bug
I think this is an old feature inherited from sp2.
Off board artillery.
If it runs out of HE, can't fire smoke.
Even though it has smoke rounds still left.
I think my work round was to "fix" this using the old save game editor to add an HE round.
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September 7th, 2006, 10:42 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
Location: GWN
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Re: No smoking bug
Strange. I thought we fixed that years ago. What year and nation and arty did you see this becasue I just tried it with German arty in 1945 and I could fire smoke just fine after the HE was done. I shifted fire with some and that worked OK then I targeted an entirely new hex with all the batteries that had run out of HE. All delivered smoke on target.
Don
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September 8th, 2006, 08:24 AM
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Private
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Re: No smoking bug
June 1944, USA, I think the 5th scenario in band of brothers campaign.
Happened to all my 105s and 4.2 inch mortars.
There's an 88 and some infantry at the south of the map and I ran out of shells trying to take the thing out.
So i wanted to separate the big gun from supporting infantry with smoke... I could see ammo but it wouldn't fire the damn smoke.
Didn't the old bug work like you had to run out part way through a stonk before it occured or is my memory playing up.
Cost me a bunch of casualties on experienced core anyhow.
Something else I noticed.
In an earlier game I had some 4.2 inch mortars next to ammo trucks. I moved them as it's the one where you get infiltrating counter attacks. Anyhow. Mortar ran out of ammo and the bang icon was blanked out on the arty screen.
Despite sitting next to the ammo truck for turn after turn unsuppressed, the mortar didn't get any ammo. That wasn't disastrous like the smoke one though.
Oh, something else. An OOB thing. I may be mistaken on this one. I thought I saw a message indicating german infantry firing a pzfaust 100m in that scenario. They were firing 2 hexes anyhow.
Nov 1944 date of introduction and scenario june 1944.
In Normandy, they had mainly 30m and the odd 60m. I would have thought you'd need 100m before 2 hex range but maybe it's edge to edge or something.
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September 8th, 2006, 11:40 AM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
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Re: No smoking bug
Was something else close by that was needing ammo - the ammo supply works in unit order, so the lowest unit id gets filled first, then the next one etc.
If not - do you have a save?.
As to panzerfausts - there is only one in the game, as it was decided that 30 with 1 hex range was not useful (use 1 weapon slot and then need umpteen different infantry units for it), and the 60 is just into 2 hexes anyway.
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September 9th, 2006, 06:29 AM
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Private
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Join Date: Aug 2006
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Re: No smoking bug
I moved the ammo truck and it's 2 mortars.
Nothing else was touching the truck but 2 mortars and their transport trucks. So prety much as the game started.
I'm afraid the only saves I have are right at end game. Load them and you get the next scenario come up.
I do that, BTW, since in the campaign the blurb is important and I will often be playing the next game days later. Is there some way to see the briefing again when you're in game? If not, that'd be a useful thing to add.
On panzerfausts.
The message would have said firing panzerfaust at whatever range 100m...
I would have thought the difference between 100m and 30m was pretty huge. But what the hell. I know the range now.
Oddly enough I played another game and one of my Arty units ran out of HE and the smoke still worked.
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