Hello all
I thought we could mass all the bugs etc we find into one thread instead of making multiple threads about it. Suggestions also welcome!
I made this thread so it could be easier to read by the developers (no offence meant).
Disclaimer: I am doing this to the best of my abilities, I am sure you all know how busy a man can be in this season.
List is growing very large. I am sorry if I can't update it so much you guys you'd want, but the largeness and time factor comes in.
- FIXED - Save games not "saving" properly.
- FIXED - Armies are misnamed (I.E. 2nd Philippine in some S.American country). Also, released nations don't appear properly in the nation select screen.
- FIXED - High CPU usage / poor performance for some.
- FIXED - Game is starting in windows mode even though full screen is checked.
- FIXED - You can make your home country a puppet state by first going to another nationality and than back to home nation. This makes your country unplayable.
- FIXED - You cannot offer only a port access treaty as it takes you to a blank screen.
- FIXED - Offering peace to a puppet takes you to the declare war screen.
- FIXED - Food in the 1939 scenario is not working (US has a demand of 25K for food by Nov 1939)
------ BUGS ------
- The Italian 13th Corps is located in Abania even though they have no military acess and have never been at war.
- If user has installed MH2 in non-default location the 1.7 patch will make the game unstartable.
- Not able to make planes post 1.7 patch.
- In 1936 scenario the German 3rd Airforce is positioned in Saxony but there is no air base in Saxony, when you go to the region infrastructure panel it says that the region has one but in the region projects panel it has the option to build one. This is also the same with the French 2nd Bomber Group located in Provence.
- Cannot load nukes into ICBMs.
- Soviet armies appear as "Kazakhstan Army".
- By going in and out of the game using the windows button and then entering the game again would make the game unresponsive.
- Playing as Brazil, Germany invaded and I started kicking there ass. so damanded them peace for all occupied territories which they accepted but didnt hand back the land.(I owned some of theres and it didnt give that back either)
- Released nations that aren't liberated (i.e. nations that have been created that didn't exist at the beginning of the scenario) have no tech and often lack the ability to research the ability to conduct research. In other words, some released nations can't produce anything but goods.
- Save games are difficult to find and listed in an indecipherable alphanumeric string.
- New scenarios cannot be created and existing ones are very difficult to edit.
- The update button doesn't work for building or units.
- Troops go poof on transports (if you have large numbers on multiple transports), whenever crossing an area with another ship in it.
- When asking someone to join my alliance am not getting any reply.
- One of Norway's territories and two ocean areas (the one in the arctic with coal) is being considered off the map edge (as seen in debug view). Makes it impossible to conquer Norway.
- Docks within the Philippines seem to be buggy allows the user to send a ship/fleet in to port yet you are not allowed to recover fleet/ships due to dock/port not existing (city view top right shows 1 fleet in dock mouse over says it has no dock)
- When asking for a trade deal for example 100 Food which is declined. The user may then try on the same turn a deal for 50 food from the same country which seems to be forgotten about come next turn.
- FIXED - Food in the 1939 scenario is not working (US has a demand of 25K for food by Nov 1939)
- Tech tree is unbalanced (Metal Airplanes needed for INF IV as an example)
- The top of the screen money made doesn't match finance reports
- Enemy ships remain in a captured port
- Mass unit upgrades of somesort I have hundreds of units and clicking on each one is a pain.
- Ability to sort by unit strength and other attributes in panels
- Improve unloading / loading mechanism.
- Improve diplomacy. Relations not improving after huge gifts to AI nation. Funding opposition one time resulted in losing points.
- In my current 1.0.7 game playing as Iran, I accepted Germany's request for military access, then once Germany war dec on UK, the UK gave me a ultimatum to join or else. I accepted, and the military access is still showing as active, and there is no way for me to cancel.
- Wealth has become even more RIDICULOUSLY absurd on turn 16 as Guatemala I know have $16,570,525,000 and am #1 in wealth....This is patch 1.0.8 (On both game and launcher)
- No shadows from sprites or buildings.
- Anti aliasing not working correctly - sprites look blocky ???
- Map looks low res compared to MH1.
- Colours look garish - could do with toning down a bit.
- Graphic for Main Battle Tank I is just a green sprite with no textures. This has been confirmed for at least Japan and China.
- About 5 regions in China have bad placement for troops, airports and buildings. For example, tanks almost disappear behind the land region itself or units are placed directly over the city making it almost impossible to select the city behind it. These areas are mostly upper middle eastern China above Tibet.
- The statistics for Light Carriers and Escort Carriers are reversed and need to be switched so that Light Carriers have no sea power and Escort Carriers do, amongst other stats.
- The numbers that calculate Stability in the Government window are not accurate. For example, if you had Zero adjustment for MPU's on stability, +10 for having $10,000,000,000, -10 for culture differences, -10 for political diff., -10 for religious diff, and -10 for nationality diff you should have a 70 stability, but it shows a 65 stability instead. Also, the MPU bonus adjustment for stability shows up as either 25 or 0, but seems to function as 5 when calculated in the real stability number.
- If you want to "que" up a 2nd unit in the city production and have it repeat, you can't because the repeat button (the blue circular arrow) doesn't appear. So, if you wanted to build a Research Center in the first slot and then when it is finished to start building Early Tanks over and over again, you have to put the tanks in the first slot and set it to repeat first, then move up the Research Center back to the first slot which then puts the tanks back into the 2nd slot. There is no way to just click the repeat button when the tanks are in the 2nd slot or 3rd slot and so on.
- Trade is all messed up when you send aid money to someone and they accept it doesn't get deducted from the treasury
- Units that are in a group and are injured will sometimes not heal (Fixed by splitting them from the group)
- Randomly stopped being able to click on the battle explosion on the map to view more details
- Number of turns for moves is wrong (When add areas it doesn't update, so it may say it takes 4 turns for a unit to go all the way across the U.S. but next turn it updates to the right number) 40.There's a Chinese army in Tibet and a Tibetan army in China.
- The Chinese air force is in Tibet.
- In version 1.09 Building For War, I built a unit in the city of Sverdlovsk and the unit appears in the region Ufa but on the map the city appears in the region Bashkiria.
- Graphical issue (Some kind of random black square in Alaska)
- Graphical issue (Missing water in lake Titicaca)
- AI cheats by building cities up to MASSIVE IPU's by spam building cottage factories (Currently 450 IPU's in Washington D.C. and it is ALL cottage factories (I can supply images if necessary)
- Fails to trigger combat occasionally (Both land and sea units and no I don't mean subs), when two units are in the same region or meet in the same region no combat is triggered and the enemy unit doesn't take the region but it can move to adjacent regions and take those, the only way around this to move your troops out of and back into the region.
- When choosing to leave an alliance it says "Request an alliance with nationname and their allies" which is incorrect for obvious reasons, The option is still functional however and only says the wrong information.
- Countries that start with Carriers should have a few carrier air groups to put on them, otherwise those carriers are pretty much useless. Secondly, they should consider giving those countries that start with carriers the actual tech to build carriers and carrier air groups, but either take other techs away or use my above suggestion to make building ships take longer to compensate for this additional technology.
- Ability to delete multiple buildings at once (In order to delete factories quicker), maybe a delete button that has you check the factories to delete and then prompts you just ONCE and then deletes them all?
- Financial adjustments needed, in the save I sent you I had like 400BILLION dollars and right now on my save the U.S. and Guatemala (My nation) both have over 700Billion.
- Option to disable turn limit (To go past 676), or a world domination mode.
- Fix Norway's unselectable, unattackable, region.
- When researching something it always says one more when you click on a city than it says in the "City Research" panel, it finishes in the extra turn.
- Ability to enter a custom stockpile value by clicking or double clicking on the box with the value in it (Or by a button of some kind) so that I don't have to click +1000 a huge amount of times.
- United States and other major nations still using low tier troops such as Militia.
- Small nations should receive a free militia unit when they are attack or have some sort of defense.
- Some nations (Bolivia and Paraguay for example) are at war but don't attack each other even though one could easily wipe out the other.
- When splitting or merging troops could you make the ones you click darker? I have a vision impairment and it can be quite hard to see which ones I have clicked and which I haven't I know I'm probably the only person with this problem however and will understand if it doesn't get changed.
- Philippines is at war with me and landed a troop from a transport on my shore it didn't take my region and I cannot in anyway initiate combat with it.
- Artillery description says "can bombard adjacent regions" but has no function implemented.
- More often than not the finance report will add your expenses and income together and say that is your net balance, I had +5 billion after czechoslovakia declared war on me and I defeated them, I think the information in the panel froze because it was the same thing for the next 200 turns. However my treasury was constantly between 40 - 45 billion, so it was definatly messed up, btw I was playing as Germany.
- Ships should take almost twice as long to build (especially Carriers and Battleships), yet, if you build an Industrial Shipyard it should speed up production of ships by around 20-40%.
- Food supply to your people (being measured by the "food filled" stat in the Government screen) should effect both MPU growth and Stability directly. Currently, food effects MPU growth (it shows it does, but it really doesn't do anything now) and MPU growth is supposed to effect Stability. Just replace the MPU bonus under Stability with a Food adjustment.
- Countries that start with Carriers should have a few carrier air groups to put on them, otherwise those carriers are pretty much useless. Secondly, they should consider giving those countries that start with carriers the actual tech to build carriers and carrier air groups, but either take other techs away or use my above suggestion to make building ships take longer to compensate for this additional technology.
------ SUGGESTIONS -----
- Add more support for foreign languages (Localizations).
- Allow the user to offer above or below the market value for imports/exports. The offered amount says in effect for 5 ~10 turns then a new trade agreement must be calculated. But allow the user to also pay the market's fluctuating prices to hold on to a deal longer at possibly a higher cost.
- Allow the trade of goods. For Example 50 coal for 200 Food + $1 million. At the moment I feel money is thrown around to easily. During one game as the UK several countries asked for 50 coal per turn but due to my already bursting bank balance the deal was refused. I would have however accepted 50 food for my coal due to a shortage.
- Improve Naval AI. I invaded Britain in late 1940 with 5 unescorted transports.
- Make it not possible to near instanstly make troops in newly captured provinces.
- Somehow either on the map visually or in a menu, I would like to see what regions my subordinates are. IE What regions make up Italian East Africa and which regions make up Italian Somaliland.
- Make the view angle work with left mouse button and drag again. Works much better than Home/End.
- I like how you have newly constructed submarines for Germany named "U-1," "U-2," etc. Will this naming system only be used for submarines or will you have each newly constructed ship assigned a name fitting your country. i.e. You build a German heavy cruiser and it is named Prinz Eugen. This would be really nice instead of "Cruiser 1." TLDR: Add naming system for every unit.
- (Forum) Add colourable text.
- Financial adjustments needed, in the save I sent you I had like 400BILLION dollars and right now on my save the U.S. and Guatemala (My nation) both have over 700Billion.
- Option to disable turn limit (To go past 676), or a world domination mode.
- Fix Norway's unselectable, unattackable, region.
- When researching something it always says one more when you click on a city than it says in the "City Research" panel, it finishes in the extra turn.
- Ability to enter a custom stockpile value by clicking or double clicking on the box with the value in it (Or by a button of some kind) so that I don't have to click +1000 a huge amount of times.
- United States and other major nations still using low tier troops such as Militia.
- Small nations should receive a free militia unit when they are attack or have some sort of defense.
- Some nations (Bolivia and Paraguay for example) are at war but don't attack each other even though one could easily wipe out the other.
- When splitting or merging troops could you make the ones you click darker? I have a vision impairment and it can be quite hard to see which ones I have clicked and which I haven't I know I'm probably the only person with this problem however and will understand if it doesn't get changed.
- Philippines is at war with me and landed a troop from a transport on my shore it didn't take my region and I cannot in anyway initiate combat with it.
- Artillery description says "can bombard adjacent regions" but has no function implemented.
- More often than not the finance report will add your expenses and income together and say that is your net balance, I had +5 billion after czechoslovakia declared war on me and I defeated them, I think the information in the panel froze because it was the same thing for the next 200 turns. However my treasury was constantly between 40 - 45 billion, so it was definatly messed up, btw I was playing as Germany.
- Ships should take almost twice as long to build (especially Carriers and Battleships), yet, if you build an Industrial Shipyard it should speed up production of ships by around 20-40%.
- Food supply to your people (being measured by the "food filled" stat in the Government screen) should effect both MPU growth and Stability directly. Currently, food effects MPU growth (it shows it does, but it really doesn't do anything now) and MPU growth is supposed to effect Stability. Just replace the MPU bonus under Stability with a Food adjustment.
- Countries that start with Carriers should have a few carrier air groups to put on them, otherwise those carriers are pretty much useless. Secondly, they should consider giving those countries that start with carriers the actual tech to build carriers and carrier air groups, but either take other techs away or use my above suggestion to make building ships take longer to compensate for this additional technology.
- Suggestion, Bulk management of regions, cities, and research. I think I have carpal tunnel now.
- Suggestion, buildings take a long time to build and if you should lose that region then that construction is canceled waiting 100 turns for a university and having it canceled at turn 99 is just torture.
- Ships should take almost twice as long to build (especially Carriers and Battleships), yet, if you build an Industrial Shipyard it should speed up production of ships by around 20-40%.
- Food supply to your people (being measured by the "food filled" stat in the Government screen) should effect both MPU growth and Stability directly. Currently, food effects MPU growth (it shows it does, but it really doesn't do anything now) and MPU growth is supposed to effect Stability. Just replace the MPU bonus under Stability with a Food adjustment.
- Countries that start with Carriers should have a few carrier air groups to put on them, otherwise those carriers are pretty much useless. Secondly, they should consider giving those countries that start with carriers the actual tech to build carriers and carrier air groups, but either take other techs away or use my above suggestion to make building ships take longer to compensate for this additional technology.
- Similar to the previous suggestion on the first page about selling mixes of goods and money there should also be a way to buy certain military units from other countries. If this was allowed then small but rich countries could buy some units like they do in the real world today. However, you would have to allow the system to "give back" the MPU's to the seller of a unit and "take" the MPU's from the buyer of the unit, and I think the unit should cost an obscene amount of money so this method isn't abused. I suppose you could even sell the unit for a mix of money and resources that equal a set amount for the unit. For example, you want to sell a Torpedo Destroyer to your ally for $20,000,000 he could pay you in money or an equivelant amount in resources. (All of this is asking a lot of Muzzy Lane of course, but a guy can dream can't he?)
HOW TO POST A BUG OR SUGGESTION. PLEASE USE THE SAME FORMAT AS BELOW:
BUGS:
-
Bug 1
-
Bug 2
SUGGESTIONS:
- Suggestion 1
Thanks for reading the entire post and understanding!
I will update this list as much as I can, but only if you guys help me add to the list!
Please read before posting, so the same thing doesn't get posted twice!
MAINTAINING THIS LIST TO THE BEST OF MY ABILITIES. DON'T WHINE IF I DON'T UPDATE IT STRAIGT AWAY.
Updated as of 18th july.
- Sanders54
- location: Norway
- joined: Aug 10, 2009
- posts: 19
I have another one: ALL Soviet armies are 'Kazakhstan army'
СС - Славянский Союз
- kosmonaftx
- MHII, MH GOLD
- location: Russian Federation
- joined: Aug 10, 2009
- posts: 573
When I loaded my game and hit the windows button to finish something and then when I went back to the game I couldn't zoom in or out even when I tied to use the addition and subtraction buttons and instead of the scroll wheel on the mouse zooming in it changed the tilt of the screen and I tried to see if the home and end buttons would still tilt the screen they didnt and though the num lock was on none of the functions of the number pad would work
Updated.
- Sanders54
- location: Norway
- joined: Aug 10, 2009
- posts: 19
I've noticed that it happens a few times that armies are misnamed (I.E. 2nd Philippine in some S.American country). Also, released nations don't appear properly in the nation select screen.
Edit: Also, Also, released nations that aren't liberated (i.e. nations that have been created that didn't exist at the beginning of the scenario) have no tech and often lack the ability to research the ability to conduct research. In other words, some released nations can't produce anything but goods.
Edit Edit: Also,Also,Also, save games are difficult to find and listed in an indecipherable alphanumeric string. New scenarios cannot be created and existing ones are very difficult to edit. The update button doesn't work for building or units. Espionage doesn't work. Save games disappear after updates.
- maletruck
- location: Unknown
- joined: Jun 24, 2010
- posts: 44
Troops go poof on transports (if you have large numbers on multiple transports), whenever crossing an area with another ship in it. Not only does this mean that if you are for instance invading Italy and have 8000 power fleet protecting 20 transports that a 10 power Italian single torpedo destroyer can take out 2 years worth of production from 30 transports in one turn, but if you even cross an single neutral ship they go poof also.
fatmotti said
There's no search function on the forums, makes it difficult to search to see if someone else has the same problem/ already a solution to your problem.
There is search on the forum. It can be found at the top of the Main Forum Page, this searches the entire forum. Search can also be found at the bottom to Section pages, this will search that section.
Web/Software Developer, Muzzy Lane
BUG : Docks within the philippines seem to be buggy allows the user to send a ship/fleet in to port yet you are not allowed to recover fleet/ships due to dock/port not existing (city view top right shows 1 fleet in dock mouse over says it has no dock)
BUG : When asking for a trade deal for example 100 Food which is delined. The user may then try on the same turn a deal for 50 food from the same country which seems to be forgotten about come next turn !!!
SUGGESTION : Allow the user to offer above or below the market value for imports/exports. The offered amount says in effect for 5 ~10 turns then a new trade agreement must be calculated. But allow the user to also pay the market's fluctuiting prices to hold on to a deal longer at possibly a higher cost.
SUGGESTION : Allow the trade of goods. For Example 50 coal for 200 Food + $1million. At the moment I feel money is thrown around to easily. During one game as the UK several countries asked for 50 coal per turn but due to my allready bursting bank balance the deal was refused. I would have however accepted 50 food for my coal due to a shortage.
tdurkee said
fatmotti said
There's no search function on the forums, makes it difficult to search to see if someone else has the same problem/ already a solution to your problem.
There is search on the forum. It can be found at the top of the Main Forum Page, this searches the entire forum. Search can also be found at the bottom to Section pages, this will search that section.
That's awesome, I totally missed it.
Updated once more :).
- Sanders54
- location: Norway
- joined: Aug 10, 2009
- posts: 19
Food in the 1939 sceniro is not working (US has a demand of 25K for food by Nov 1939)
Tech tree is unbalanced (Metal Airplanes needed for INF IV as an example)
Esponsige system is not working as designed.
Naval AI is completely lacking. I invaded Britian in late 1940 with 5 unescorted transports.
The worst one imho is the fact that captured factories can immediately start buiiding previously enemy units. I captured Conwall in England and in three weeks could produce a fully functional GER INF III unit. This is absurd.
- numdydar
- location: Unknown
- joined: May 24, 2010
- posts: 110
BUG: You can make your home country a puppet state by first going to another nationality and than back to home nation. This makes your country unplayable.
SUGGESTION: Somehow either on the map visually or in a menu, I would like to see what regions my subordinates are. IE What regions make up Italian East Africa and which regions make up Italian Somaliland.
SUGGESTION: Make the view angle work with left mouse button and drag again. Works much better than Home/End.
- bubbaquimby
- MHII, MH GOLD, MH
- location: Unknown
- joined: Aug 15, 2009
- posts: 32
Updated once more.
Keep them coming, folks!
- Sanders54
- location: Norway
- joined: Aug 10, 2009
- posts: 19
Yes, please! I'd really appreciate that :)
- Sanders54
- location: Norway
- joined: Aug 10, 2009
- posts: 19
Bugs
- You cannot offer only a port access treaty as it takes you to a blank screen.
- Offering peace to a puppet takes you to the declare war screen.
- Tomwa
- location: United States
- joined: Aug 10, 2009
- posts: 542