View Full Version : Bug Unit Move Reset
RERomine
November 10th, 2008, 02:10 PM
During my current battle, German unit K0 (InfGrp (SMG) SS) moved two hexes. At the second hex, it was fired on and suppression increased to 15. I rallied the unit back to suppression 1 and it how shows it never moved.
I've never seen this before. If anyone is interested, I have a save from the end of my previous turn and immediately after I rallied unit K0.
Mobhack
November 10th, 2008, 03:18 PM
During my current battle, German unit K0 (InfGrp (SMG) SS) moved two hexes. At the second hex, it was fired on and suppression increased to 15. I rallied the unit back to suppression 1 and it how shows it never moved.
I've never seen this before. If anyone is interested, I have a save from the end of my previous turn and immediately after I rallied unit K0.
That happens from time to time and was investigated years back. Despite a dig through the spaghetti, the precise bit of it that allowed that was never found due to the low occurrence of the event being impossible to trap with the debugger.
So - Some leaders can perform a "heroic rally" once in a blue moon. We decided to treat the unexpected behaviour as a feature and not as a bug.
Andy
RERomine
November 10th, 2008, 05:12 PM
That happens from time to time and was investigated years back. Despite a dig through the spaghetti, the precise bit of it that allowed that was never found due to the low occurrence of the event being impossible to trap with the debugger.
Understood. If you can't recreate it, it's difficult to fix. In this case, even if you did find it, fixing it may not be worth the trouble.
So - Some leaders can perform a "heroic rally" once in a blue moon. We decided to treat the unexpected behaviour as a feature and not as a bug.
Andy
More than likely, the troops got fired at and hit the dirt. In the process, they discovered a hidden cache of "liquid courage" :D
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