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Battle board stuck after battle
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Severity:
major, unable to play further
==================
Save file available?:
yes
==================
Notes:
In europe map following the script to resolve hotspots.
Naval battle Ger vs UK, all dice were trown and casualties taken, but de pieces didn't move to the morale board nor to the game board. pieces on the battle board are non interactable.
The script won't move forward, even when we manualy place the army's on the board.
This happened ones before, also on europe map soviet vs ger land batlle.
Apart from this little bug, it's an awesome mod, great work ;)
We get past borked battles either by loading a recent save file (and rerolling the battle) or by unlocking pieces on the battle status board, manually finishing the battle and debrief steps, deleting the hotspot, saving, and loading the save file.
After loading, the mod checks for hotspots on the map to determine which battles are left.
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Description:
Moves mistakenly marked as invalid or show up with slashes
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Priority:
low
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Scenario:
Global
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Phase:
3 Movement
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Save file available?:
yes
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Notes:
Very common
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==================
Description:
- No text fields for entering unit quantities or CG resources
- Post-trade resource boxes blank
- Can't trade
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Priority:
high (game stopping)
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Scenario:
Global
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Phase:
7 Production
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Save file available?:
yes
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Notes:
- Affected all players
- Happened on Round 4 (no issues with this during previous rounds)
- Same behavior after loading an old save file and redoing Morale phase
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==================
Description:
Units didn't deploy
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Priority:
low
==================
Scenario:
War in the Pacific
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Phase:
5 Refit & Deploy
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Save file available?:
yes
==================
Notes:
Saved and reloaded but recently constructed units still didn't deploy:
- Players clicked ready
- Game advanced to next phase
- Units didn't have industry tokens
- Players manually created stacks
Game continued without issues (as far as we could tell).
==================
==================
Description:
Cards don’t sort. After fiddling, cards don’t use right-side card holders, or lower 3 slots on middle and left-side. Some cards end up under board. Income totals wrong.
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Priority:
high
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Scenario:
Global
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Phase:
1 Income (well all phases, but this is where we notice problems)
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Save file available?:
yes
==================
Notes:
We noticed income wasn’t correct. Checked and some nations had cards in wrong place. We fixed them, adjusted resource pegs, and played a round.
After next round of battles, cards got borked again. This time when we fixed Britain, it shifted all the cards up 3 slots and to the left (such that lower 3 slots of left-side and middle holders don’t get used, and all of right-side slots don’t get used). If we drag the cards to those positions manually, the automatic re-sorting shifts them back (up and to the left again). Some cards under board.
==================
==================
Description:
Allow for unplaced units to be added to existing production stack
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Priority:
medium
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Phase:
7 Production
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Notes:
If a player clicks Ready after having placed only some units in industries, there doesn't appear to be a way to add unplaced units to stacks that just formed.
If players click Ready again with the unplaced units in the same territory as units already placed, a second production stack is formed. Only one of the stacks gets deployed during Phase 5 (and there probably would be weirdness if they had been bombed or captured in Phase 4).
This can come up if a player attempts to place more units than a territory's construction limit when clicking Ready (an easy mistake, especially if industries have been bombed) while also having placed less units than the construction limit in a second territory (the player might then need to add the overflow from the first territory to the second territory). There are some other situations in which this might come up as well.
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Stuck after unsuccesful invasion against garrison.
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Severity:
major, unable to play further
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Save file available?:
yes
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Notes:
China tried to invade thailand with 1 infantry, rolled double-yellow and the inf was removed.
Hotspot marker remained.
Now we cant get past the resolve hotspots phase, J7 Thailand battle is still "active".
Deleting the hotspot marker doesnt help.
Did you delete the hotspot, then save and load? That used to fix stuff like this. If not just DM me the save file on Discord and I'll take a look.
[update] Just fixed this bug in the script, it will be in the next update.
Step 7 Production will not proceed to allow writing production orders.
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Severity:
Major - Unable to proceed
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Save file available?:
yes
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Notes:
During the combat step, was unable to resolve a convoy raid (2 carrier fighters). Resolved the raid manually. Subsequently, the morale step did not complete properly (believe the game state was still using the nations unraided resource totals for the morale penalty). Reloading the save at that point moved the turn to step 7, but the text fields to enter production did not appear.
Step 3 German stack in G9 does not get pinned by Russian Stack that moved first from R4.
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Severity:
Low
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Save file available?:
NA, easily reproduced
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Notes:
Step 5 Land air commands, air buttons dissappear after landing on stack. This makes it harder to see which units are suppose to land.
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Severity:
Low
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Save file available?:
NA, easily reproduced
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Notes:
Is it War Room 1st edition and not the recent 2nd edition, right ?
Is it possible to see some more images of the gameplay ?
Thanks and sorry
Phase 4 combat convoy raid from Japan glitched out and combat could not be ended. The game froze at phase 4 and the game needed to ended there.
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Severity:
Major, Couldn't play further
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Notes:
This was played in the "War in the Pacific" Scenario. The glitch occurred during round 4 phase 4. The incident took place when Japan executed a convoy raid against China in the sea tile P-0. China had owned a port on J-5 and was contesting J-4. Japan was only raiding with a single submarine.
When the glitch occurred in the script, we tried at first removing and deleting the Hotspot marker. This didn't work as the script stated that the battle was still on going. Then we rewinded to see if we could undo the move. Sadly, after redo-ing the whole phase, the marker was still glitch and the game halted at the point again.
Update: This is not fixed still but just more info. I ran it again solo and repeated the same problem that occurred the first time to see if it was a scripting error and I was correct. Not only is this error extreme bad for the game but it is also EASILY repeatable. I have a save file of the problem if you need to contact me.
Please fix this so the games aren't ruined mid-way or near the end of a session.