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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