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Bugs
 
Ohhhnooo.....

Well, sad to say, this game is full of them. Not to say that the game is no good, because it's really good. But it shows me - again - that SSI cares more about quantity then quality. Ohh yeah, it got good graphic, its fun, and I like it a lot, but it's not perfect - and it could be, if SSI got focused, rather then doing a rush job.

What's even more sad, is that SSI refuses or is incapable of fixing the errors. Ok the made a half-hearted attempt of it with patch 1.01 and 1.02. Actual I think that patch 1.01 works better then 1.02. I get some wired things happening to me with patch 1.02?

I got a bit of email, about that last line. v1.02 fixed errors that I would not be without, but it also introduced new ones, at least on my system. Ghost unit is extremely common, if you don't exit and restart the game, before doing load, replay, new scenario ...etc. Also screen flickering and missing updates I have seen many times. I do recommend using v1.02, but if you want a more stabile system (a least it looks so) v1.01 is the one to use.

So SSI, get your arse in the chair, start pumping that keyboard and get some errors fixed - shame on you!

Here is the list of bugs that I personally have seen. This is things still in patch 1.02, bugs in previous versions are NOT listed. Please note that this is tested on the UK version of Panzer General II. There might be difference in the US, French (Operation Panzer) and German (Panzer General 3D) versions.

Note : I do not put bugs on this page, that I have not personally seen, and can recreate/see at any given time. So if you have an error, you are sure of, please give me time to "try it out", and it will come up if I can see it to.

Program and Interface errors:


1) There is a scrollbar for selecting Campaigns, but it does not work? Either it's because the game is designed to only see 8 Campaigns or the scrollbar does not work. I think the last.

2) The game does not notify you that you forgot to inset the CD. And you cannot play the game without the CD (unless you make a HD install of the maps)

3) The version number is too hard to see. (upper left corner). Maybe a black color would work, like in the demo. Note: this apply only to the UK and US version as they have a bright color as background where the version is displayed. It displays fine in the French and German version.

4) The change name in dossier is buggy. When you change the name so that you use all 20 char, the name vanish and so the cursor! You then have to click on it again (blindly) for it to reappear.

5) On uninstall from your system, it does not remove all program files. This is not really a game bug, as it is related to the install program used by SSI for PGII.

6) On the UK version of the CD there is no label saying that it is the UK version (it could be the US version). You can only see this by doing the v1.01 or v1.02 upgrade. If you pick the wrong one, the upgrade will stop half way though, by panzer2.exe, meaning that you will have a half-upgraded PGII. The game will write the correct version number, but your panzer2.exe file will not be updated. If you now try to use the right upgrade, you will not be able to do that, because the wrong upgrade has updated your equipment file. You have to delete and reinstall the whole thing.

7) Under installing, the string "Installing Panzer General 2" will be partial covered by the image showed. This is not true in screen resolution 1024x768 and above. In 800x600 the string can be "recovered" by resize the window for every picture. In 640x480 you only have to resize one time to "recover" the string. This is again  not really a game bug, as it is related to the install program used by SSI for PGII.

8) There is a fatal game design error. The replay section in PBEM (*.EML files), is not final. The game it self can "act" on the replay, and the replay is only a guideline, as it should not be. If there is a wrong value in another parts of the *.EML file, that causes the replay not to for fill all rules of the game, it will/can crash the game!

9) Sometime if you play a scenario that has reinforcement in it, and you play it to were all the reinforcement has become available, and then restart it (not reload), all reinforcement is available at start.

10) Nowhere in the manual or readme.txt is stated (at least not in the UK version), that you can not play Internet, LAN or PBEM against other language version e.g. the US, German or France version. So one should think that one could do that - and you can - most of the time. But I can see that SSI, when they made 4-language version, did not think about the code page used by the user. I have just seen a live *.EML file (PBEM) the crashes the game, because of the code page used by the other player. Let's say you play a PBEM game against a German version (UK-German version). You end the turn, you enter a filename, and you can write some text. See normally you are not allowed to enter extended keyboard codes (codes over 127), you can write " Going down" but not "€oing down", simply because not all extended keyboard codes look the same in all code pages. In German some words are spelled with 2 s's (ss) and they have a letter for a double s. The German word "Scheiss" are spell with such a double s - like "Schei(double s). The Germans are allowed to enter that "double s", because of there keyboard layout. Where the key on the US keyboard layout have a "-" and "_" the Germans have a "?" and "double s" (Danish have "?" and "+"), but this "double s" is an extended keyboard code! (Code 223). What happens is this: when you try to open (load) a PBEM file with extended keyboard code in the text, it crashes the game, the second you click on it, it just exit out to windows. Obvious the text displayer in the UK version can't show extended keyboard codes. If one is allowed to enter it here one is properly allowed to enter it all places were you could change text. Imagine if you play an Internet game against a German version, and the German changes his name (in dossier) to something with "double s", or a unit's name, and you take a look at it!- hmmm.

11) The 4th transporter field in "Requisition Unit" does not work correct. Even though some nations have a 4th transporter, it does not show correct. It never show the icon nor name, but you can select it and it will work correct in the game ones bought.

12) The scenario select screen will never show the flags on the right (by the prestige mod selector), for the very first scenario. If you press another scenario first and then go back to the top one, it shows the flags for the previous selected.

13) There is a bug where the Spanish Republican unit, on the overview map, will show the "moved unit" dark Austrian flag. This is due to, that SSI has forgotten to inset the 26th "not moved unit" flag (light). They have also forgotten to inset the 26th "moved units" flag (dark), which means the Spanish Republican units actually becomes invisible!!, on the overview map, when moved!!

14) The combat results are sound depending!!!!! Turning on/off the sound of the game, modifies combat results (for better and worse). Particularly unlucky for PBEM as this can VERY easy lead to replay crashes.

General errors :


1) If you save and reload after some new movements, you won't see the newly spotting units.

2) You can sometimes spot units, which are not in the valid spotting zone. Most common in PBEM.

3) Ghost units! image of unusable unit, that just appear at random location. Seem to be most common if you use patch 1.02. Both in the game and in the editor. Reset problem ? Most common location is hex(0,0).

4) You may take back a deployment as long as the unit has not moved. It is possible to deploy a unit, fire it and take it back.

5) In regards to the above trick, a recon can even move and fire or take replacement and still be taken back.

6) As stated in the manual (page 48, UK version), light Antitanks and artillery can be air-lifted. But this is not true. No correction is in any of the readme.txt (v1.00, v1.01 and v1.02) that stats that this is not the case, so I guess this is a manual error. - thanks to Petr Vidrman for the reminder.

Special conditions for units, errors:


1) If you unload an air-transporter, the air-transporter counter on the air-field increases one beyond what you had before.  So if you are in need of more transporters, unload one, undo it, unload, undo....... and you have as many as you want.

2) The same thing as the air-field counter. If you unload an sea-transporter, the sea-transporter counter on a port increases one beyond the number before.

3) If a recon unit moves without spotting hidden units and then attacks, the undo is still available, but it doesn't undo the results of the attack. The ammo the recon unit used is also not given back!. This means a single recon unit can repeatedly attack, up to the point were he is out of ammo.

4) If a tank attack immediately (without moving) after an overrun, it regains all movement points, except if it has a "Reconnaissance movement" leader. (see also 8)

5) Planes can shoot at ships from one hex away.

6) Some Artillery (maybe all?), can get replacements, and shoot in the same turn. This happens ones in a while. The Norwegian Artillery in the Lillehammer scenario is a good candidate for this.

7) If you right-click anywhere during the movement of a recon unit, you gain unlimited movement for your recon, up to the amount of fuel it has. This is guarantied related to the wild-running AI recon. This works with any other unit to.

8) If you land on a beach, ex. Malta, with a tank, you are normally not allowed to move, but only shoot. If however you do an overrun with the tank, it gains unlimited movement up to its fuel amount, in the same turn.

9) If a paratrooper take the last victory hex in a game, the game crashes. Its not actual the game that crashes but the scenario you play. You can still used the functions of the game, but the scenario hangs with a victory message. This is supposed to be fixed in patch 1.02, but its not!

10) During the initial deployment in a scenario in a campaign. Select a unit in the deployment screen, then click on a Ocean hex, then select another unit in the deployment screen, then back to the first again, that unit will no more be able to deploy on ground deployment hexes. They will simply disappear when you select that unit. Reason: the unit is assigned a sea transporter with this move and thus cannot be deployed on the ground anymore.

Play By EMail errors:


1) The password setup is buggy. The second player may have problems opening the *.EML file in the first turn, and the first player's password is first set, in the *.EML file, in the second turn. What happens is this: The first players password actual get set as the second players password, and the scenario name get set as the first players password??.

2) As first assumed, the "replay turn" function not buggy, it in fact works as it should. It is an "internal remember error", I have chosen to call it. This is also not correct. I know what it is, but I will not tell you! because cheaters can use it to cover there re-loads. It all comes down to this: if the "replay turn" function shows different casualty values, crashes, the games crashes when you move your units, no replay at all, runs replay from previous turn or there is missing units (not killed in replay, but gone after replay), its likely to be a re-load, no matter what turn it is, that means also the first (then the first player has re-started then game, to get better kill values). NOTE: the ONLY other time the replay can show different casualty values or missing unit, is when the 2 players uses different equipments files or if some of the bugs described below happens.

3) There is a Weather bug in PBEM PGII.  Sometime the weather get saved incorrect for the a player. Please note when the first player opens his turn he will always get new weather, since the first player is the one that decides the weather for the turn. Ok it goes like this; When the first player saves his turn, the weather for both players turns is set. Lets say he had fair. He plays his turn and end the turn. The weather for the next player is now already set to fair. But sometime the weather for the current player, this case player one, is saved incorrectly. Meaning when the next player opens the game he has fair, but the game says the previous player had maybe overcast during his turn. This results in when the player replays the pervious players turn is replay a turn played with fair weather as a turn play with overcast weather. Since weather has great impact on combat results some will be incorrect. This may force many way to crash the game. Unit retreats to early, making the next attack on this unit seem like 2-range attack for 1-range units. Unit may move into hex already occupied by units that was not supposed to retreat. Units attacking units already destroyed from previous attacks. All sorts of weird combat attack/results may happen from the weather bug. This is a common bug, seen often.

4) There is a Paratrooper bug in PBEM. Luckily this does not happened very often in PBEM. When a paratrooper embarks on a air transporter DIRECTLY after its purchased and flies away it crashes the replay for the next player. Luckily not many supply hexes are on or directly aside an airfield, so there is not many stock SSI  scenarios where you can do it. Red Tides Rising is one of the scenarios where it can happened.

5) There is a "Ground conditions" bug in PGII. Though this is a bug that is general in all kinds of playway - savegames, campaign savegames, PBEM, and should be under "General errors", I bring it here as it can only be seen using PBEM replay function - which leads to a crash of the game. This bug can happen in all scenarios that has set "ground conditions" to frozen, e.g. Winter scenarios, and only happens when a units crosses a river. That means ALL user scenarios which set this conditions, and having a unit cross a river. The original SSI scenarios where this can happen is: Nordwind (very likely), Operation Konrad (can happen), Saturn on the Chir (very likely), Suomussalmi (likely), and Winter Storm (likely). No other 2 player SSI scenario can it happen in. Also if you play "normal" PBEM, e.g. play-exit game, it can only happen in the first turn for player1 only. Though if you play "un-normally" PBEM (playing against yourself), it can happen for all players and in all turns (very unlikely). Now what happens then: See normally for single units it takes 2 turn to cross a river, one to move into the river and one to get over at land again. The only exception to this is when the ground is frozen. When the ground is frozen a unit can move directly over in one turn. Now when is the ground frozen? - in winter scenarios e.g. the Nordwind scenario. What SSI has forgotten is to record the ground conditions in save games e.g. PBEM games (*.EML files), it is always set to dry ground. Ex: When you start a new Nordwind game the data is taken from the scenario. The Nordwind scenario says, in the first turn, that the ground is frozen, so many of you units will be able to move across rivers in one turn. But when you end the turn the ground condition is saved, as it was dry ground. This will again mean when the other player opens the file and replaying the game will crash, cause one or more units has made illegal moves. To illustrate this, make a new PBEM game of Nordwind, move the German unit "Regular inf. 951/361" at hex (25,5) over the river to take the US flag at hex (25,7). Now end the turn, and exit the game. Every single time, the game will crash, when replayed.
Remember to exit the game. If you don't do that is will not crash the game, cause the frozen value is saved in memory. If you have ever wondered why you are never allowed to move across rivers in PBEM winter scenarios, except the first turn - well this is it! Ones you save a game (savegame, camp, PBEM), and exit the game,  the frozen value of winter scenarios is gone - forever!

6) If a unit attacks a mounted up unit, that can not un-mount before the attack e.g. towed AT, Art or AD, an incorrect mount of the enemy units is recorded as being your unit in the replay section of the *.EML file. Though this is a bug, no-one normally cant see and usually don't mean anything, its never the less a bug. (you need special tools to see this bug)

7) The following things can be done while the "replay turn" takes place, ALL is considerate cheating!

It is possible to click on the "Cancel move". Repeatedly pressing "Cancel move" will most likely crash the game, but sometime you may actual succeed in cancel you opponents move!

It is possible to click on the "Requisition unit". You will now be able to buy unit, for your self, of the opponent's side! - with HIS prestige!!!!!, but this will most likely crash the game. If you stay in "Requisition unit" during the whole replay, you can still, after the replay has ended, buy his units, but for your own prestige. This on the other hand works just fine.

It is possible to click on the "Field Headquarters", and spy on your opponent. You can even use "go to unit", and that way see where his units is. You can also use "Requisition unit" here.

8)When you start a new PBEM game, you can press the "replay turn" button. But since there is no replay (this is the first turn), it will show the replay from the last played PBEM game you have played.

9)Turning on/off sound modifies the combat results. So a PBEM turn played with sound on and replayed with sound off, can crash the game, due to improper combat calculations. This works both ways.

SSI build Scenario errors:


1) The airfield to the southeast, in the Ciechanow scenario, have 2 hex for the Germans to take (or can take). One is visible one is not. The hidden one is on the airfield house, this is at hex (31,27). I don't see this as an error, through I will bet SSI did not make this one on purpose. This is do to SSI setting a country table, but not a country. Please see my Scenario tip & tricks to do special thing like this or you can see my scenario SPEC. My Extra Scenario Editor can do this.

2) Same as above. The Suomussalmi scenario. At the Finnish top airfield, the Russian have 2 hex to take. The hidden one is just above the Finnish flag on the airfield, hex (21,5).

The following errors are all the same as above.

3) At Sedan, the Germans have an extra hex to take. It is just right of Chagny, hex (21,22).

4) At Red Tide Rising (multired.scn), this is a multiplayer scenario, there is 4!. For player 1 at hex (34,1), for player 2 at (31,7) and (31,8), and for player 3 at (2,9).

5) At Pursuit to Tobruk, there is 5! extra to take for the British. At (3,9), (3,10), (3,11), (2,10) and final (2,11).

6) At Finnish Vacation (Finf4.scn), multiplayer scenario, there is 2 for player 3, at (22,8) and (22,9).

7) At St. Lo - Advance on St. Lo, there is 1 for the Germans, at (7,27).

8) At Kanev there is 1 for the Russians at (7,31).

9) At Finnish Finished? (Finf.scn), multiplayer scenario, there is 4! for player 3, at (22,8), (22,9), (29,19) and (29,20).

10) The 3 player Gibraltar or Bust (Gibralt.scn) there is 1 for player 2, at (7,18).

11) The Germans have one extra at (2,7), in the Arracourt scenario.

12) At Thermopylae the Germans have an extra, at (11,6).

13) There are 3 for player 4 in the scenario Caging the Bear (Multibea.scn), at (20,8), (36,12) and (36,13). There are an error more in this scenario. The scenario intro text file (Bear4.txt) is not there ?!!! - its missing (UK version only - a strange thing, this missing file is located on the US CD!?!?!?).

14) At , Arracourt (uk) there is 1 for the Germans, at (2,7). Well you will now say that I have already mention Arracourt, but no not this Arracourt. The are in fact 2 Arracourt scenarios. One is activated one is not. Please read my Scenario SPEC on how to make scenarios active or use my editor. Mention that, there is 5 scenario that are not active, one being the second Arracourt.

15) Arractuk.scn, Dessauuk.scn, Metzuk.scn, Selerno1.scn and Stlouk.scn can not be used, not because the don't work, but because the are not active. This is not an error, because I am sure SSI did this on purpose.

16) In many scenarios there a 'hidden' reinforcements, that does not arrive because they have no x,y arrival point. I'm not sure whether this is intended or not.

SSI build Campaigns errors:


None.

Editor errors:


1) The editor does not remove supply zones after a unit or supply hex is removed from the map. Please note that this is something you can't see in the SSI editor. Means absolute nothing.

2) Save your new scenario. When you write the filename, pressing return will not save the scenario, but delete the name. You then have to write it again, pressing return the second time will save it. It will work as it should if you write the name, and use the mouse to click ok, instead.

3) You have just made a new scenario, and saved it. If you now exit the editor, and restart it (only the editor, not the game), you will not need to load a map, because the editor will use the last one, BUT the map name does not get saved with this new scenario file. Which will result in, that you will not be able to open the scenario again, because no map name is linked to the scenario.

4) Naming units in the units info window in the editor, will cause the 'NULL' bug. Meaning its name will be despite as 'NULL' once you play the scenario or load it into the editor again. This is a none-recoverable action in the SSI editor, but several user made editors can fix it. Use the name button in the panel to name units.

SSI Equipment file errors:


1) The Finnish Air transporter is set to be a ground unit. That means that if you fly it over a other ground unit, it is no more selectable. It also means if you load something into it,  you can never unload it again.

2) The Russian M3A1 transporter in the ONLY ground unit, that has 2 bit in common with Ship, Air transporter, Navel transporter and Bunkers, but I don't know what it is.

3) The Finnish Ski infantry in the ONLY ground unit, that has 1 bit in common with Ship, Air transporter, Navel transporter and Bunkers, but I don't know what it is.

4) For equipment data errors please see, this, or this. This is Steven Strayer's finding on unit stat errors. The second one is Michael Bench answer to these things. Michael Bench is the creator of the original SSI Panzer General and Panzer General II equipment file.

4) All carriers have fuel. No other ship type has that.

Open for discussion:


1) Blowing bridges has no sound !

2) You don't get prestige points for re-capture captured hex.

3) Only Inf. can get a Rugged Defense.


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