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-   -   Bug: Fake immobile unit (http://forum.shrapnelgames.com/showthread.php?t=42217)

iCaMpWiThAWP February 7th, 2009 01:55 PM

Fake immobile unit
 
1 Attachment(s)
while playing scen 375(the clash at jort), both of the tigers defending against some 20 cromwells got machinegunned and buttoned, both pop smoke but were unable to move, even though both had MP left save attached

RERomine February 7th, 2009 02:34 PM

Re: Fake immobile unit
 
That interesting. The tigers were willing to pivot in the hex just fine, but absolutely wouldn't leave the hex even though the had movement points left. They seemed to move fine the next turn.

Mobhack February 7th, 2009 06:29 PM

Re: Fake immobile unit
 
Quote:

Originally Posted by RERomine (Post 672970)
That interesting. The tigers were willing to pivot in the hex just fine, but absolutely wouldn't leave the hex even though the had movement points left. They seemed to move fine the next turn.

Which version of the game? - this was fixed.

Cheers
Andy

iCaMpWiThAWP February 8th, 2009 11:31 PM

Re: Fake immobile unit
 
well, its 3.5, are you sure this was fixed?

Mobhack February 9th, 2009 01:21 PM

Re: Fake immobile unit
 
Quote:

Originally Posted by iCaMpWiThAWP (Post 673266)
well, its 3.5, are you sure this was fixed?

It should have been. (The no movement was for AI controlled units, to stop them moving through own smoke, and should not apply to human-controlled units).

Andy

DRG February 10th, 2009 03:32 PM

Re: Fake immobile unit
 
Did you start this game from the Polish side then switch sides part way through ? Or start it up as AI vs AI then pick the German side ?

Don

iCaMpWiThAWP February 10th, 2009 06:59 PM

Re: Fake immobile unit
 
I start as German


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