ineffective artillery and pivoting regiment

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Amish John
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ineffective artillery and pivoting regiment

Post by Amish John »

I just emailed you two saved games:

1st: Although a militia unit, these poor guys have been firing a full battery of six Napoleons at less than 300 yards at a target rich environment and have only inflicted 4 casualties in about 20 to 30 minutes. This can't be right, can it? It seems like even a militia rated unit should have many more casualties than that. Maybe there's something here I don't see or don't understand.

2nd: The other saved game shows a regiment that just can't make up it's mind who it wants to shoot at and is constantly pivoting right, left, right, left, etc.

Is it possible to set up a place on this web site where we could upload zipped saved games so other players could download them? Not just to look at problems, but to play any saved game others have saved.
You can get farther with a kind word and a gun than you can with a kind word alone.
GShock
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Re: ineffective artillery and pivoting regiment

Post by GShock »

I have run a countless set of tests on the artillery performances using the 4th tutorial. I can easily say I am doing nothing else but testing the artillery.

I've been posting about it in the "All is good" thread so, Amish, it's something quite evident. :)

About the pivoting regiments that happens when there's more than a target in a confusing environment but I have noticed that if you manually issue a wheeling order that regiment will wheel and start shooting so this stops pivoting.
Amish John
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Re: ineffective artillery and pivoting regiment

Post by Amish John »

GShock wrote:
I have run a countless set of tests on the artillery performances using the 4th tutorial. I can easily say I am doing nothing else but testing the artillery.

I've been posting about it in the "All is good" thread so, Amish, it's something quite evident. :)

About the pivoting regiments that happens when there's more than a target in a confusing environment but I have noticed that if you manually issue a wheeling order that regiment will wheel and start shooting so this stops pivoting.
Yes, I've been following your artillery testing posts. Good work. Haven't seen anything from Norb saying he has all the artillery problem saved games he needs so I thought I might as well send it. It was a sandbox game.

Thanks for the tip about the pivoting. I'll bring up the saved game and give it a try.

Happy testing.
You can get farther with a kind word and a gun than you can with a kind word alone.
GShock
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Re: ineffective artillery and pivoting regiment

Post by GShock »

The only way to find out whether there's a bug in the arty or all is WAD is to mod the files and see the changes. If nothing changes, then that's a bug.
'till the SDK is released there's no way to tell.
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Little Powell
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Re:ineffective artillery and pivoting regiment

Post by Little Powell »

I think we're going to do a little work on the artillery. As Norb has stated before, this game is still a baby. And it will constantly improve.. Keep that feedback coming. :)
GShock
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Re:ineffective artillery and pivoting regiment

Post by GShock »

Ahm... is it possible to have an insight on what you're working on for the first patch or we'll have to wait and see? I read on the homepage notes that you are working on a bug but nobody knows which one and I guess everyone would like to know, not just me. :)

Meanwhile... what bug is it? I can see a few glitches but no real bug. Perhaps the only one real problem is the sound.
This game is a rock, I didn't get a single CTD in a hundred of tests and that's realistic because I got the flu and I can't do much but playtesting. :) :) :)

Meanwhile to all the gentle readers and, speaking of sound, did you guys hear the rebel yell when CSA rgts are charging? That's a nice NEW feature. :)
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norb
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Re:ineffective artillery and pivoting regiment

Post by norb »

The sure way to make sure something gets fixed for the first patch is to create a saved game and submit it to our support email with a full description of how to recreate what you are calling a bug. In those cases where we do not have to hunt it down, it will be looked at.

I spend my time fixing bugs that I can recreate, the rest of the team spends a lot of time hunting bugs down. It is usually faster fixing than finding, because many bugs only occur under very specific circumstances on very specific machines.
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