Unified bug / suggestion thread.
said on Jul 26, 2011 at 01:51 PM

HankScorpio said

I have reported this bug a few months ago, and it is still not fixed:

Where are the last 10 percent of the South African parliament?

Good catch - Nicaragua was also light 10%. Will be fixed in the next release.

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said on Jul 26, 2011 at 01:53 PM

Nokturnal said

JokerPoker said

In my Multiplayer game. I can't choose a gamemode i have only ideology. I am making a Lan game.

I have the same issue, as does a friend of mine. It appears that when you click "change options" it simply removes this portion of the screen and you are stuck with the default options.

AI level 5, FOW on, timer off and of course, no choice as to what game mode will be chosen. Ideology, while a fun idea, is very frustrating when you want to play with a friend and create some "what if" scenarios.

I realise the browser-based MP is still in beta stage but just thought it was worth mentioning this isn't a once off issue.

Are you still having this issue? If so, what browser are you using?

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said on Jul 27, 2011 at 04:45 PM

lord_leclerc said

I just noticed that my Marines VI as Greece are using bolt action rifles. I'm guessing some of the sprites got mixed up?

Yes - it turns out that a number of the special infantry for several of the nations were wrong. It's fixed in the next release.

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said on Jul 31, 2011 at 04:22 PM

dave said

lord_leclerc said

I just noticed that my Marines VI as Greece are using bolt action rifles. I'm guessing some of the sprites got mixed up?

Yes - it turns out that a number of the special infantry for several of the nations were wrong. It's fixed in the next release.

Good to hear, thanks.

said on Sep 11, 2011 at 02:16 PM

Do you still want saved games sent in that have superstacks just siting there doing nothing while their country is being overrun.

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EDL...... Dar al Harb
said on Sep 24, 2011 at 01:37 PM

I reported this several months back but it hasn't been resolved.

I've noticed that the veterancy tool-tip on ships displays the health tool-tip information instead of the unit's experience.

said on Oct 08, 2011 at 01:12 PM

Chinese army still there after combat but vanished next turn. Latest Making History II 1.25 Pre-Release

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EDL...... Dar al Harb
said on Oct 08, 2011 at 01:20 PM

The combat strength/defense/health does not add up, 18 infantry 2 should be, attack 630 not 40, defense should be 1134 not 73, health should be 180 not 12.

Latest Making History II 1.25 Pre-Release

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EDL...... Dar al Harb
said on Oct 08, 2011 at 01:33 PM

Latest Making History II 1.25 Pre-Release.

  • Fixed bug where enemy air units patrolling the same region would not fight:
    Still a not happening

  • Fixed bug that wasn't granting experience for combat to patrolling air units:
    Still a not happening because of above.

  • Edit: The above two just worked.

  • Fixed sub order to allow them to patrol region and attack any enemies that enter the region:
    What sub order? The only order I can give to fighters are patrol region.

Sorry forgot to save the game.

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EDL...... Dar al Harb
said on Oct 08, 2011 at 04:45 PM

The way patrolling works is that planes will only fight in the region they are patrolling, not any regions between that region and their base. Is this not working for you? And the "sub order" is a "submarine order" - it allows submarine groups to patrol and attack any comers.

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said on Oct 08, 2011 at 05:33 PM

Yes the sub order works fine I thought you was on about fighters lol. As for fighters that is what I have been doing for about 5 turns with no luck then on the 6th turn it worked fine & they gained some experience. Now I'm seeing more phantom armies a bit like the phantom fleets I posted about earlier.

Latest Making History II 1.25 Pre-Release.

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said on Oct 13, 2011 at 07:43 AM

roy64 said

Yes the sub order works fine I thought you was on about fighters lol. As for fighters that is what I have been doing for about 5 turns with no luck then on the 6th turn it worked fine & they gained some experience. Now I'm seeing more phantom armies a bit like the phantom fleets I posted about earlier.

Latest Making History II 1.25 Pre-Release.

We are working on the ghost units issue and will update the pre-release as soon as it's fixed. There's something going wrong with the replication of the units from the server ti the client. Were you seeing this before the 1.25 pre-release? If so, how far back?

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said on Oct 13, 2011 at 08:13 AM

dave said

roy64 said

Yes the sub order works fine I thought you was on about fighters lol. As for fighters that is what I have been doing for about 5 turns with no luck then on the 6th turn it worked fine & they gained some experience. Now I'm seeing more phantom armies a bit like the phantom fleets I posted about earlier.

Latest Making History II 1.25 Pre-Release.

We are working on the ghost units issue and will update the pre-release as soon as it's fixed. There's something going wrong with the replication of the units from the server ti the client. Were you seeing this before the 1.25 pre-release? If so, how far back?

I first reported about it back in March release 1.23 in the Unified bug / suggestion thread. With every release since then its only got worse.

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said on Oct 16, 2011 at 04:47 PM

Reposted from the ghost fleets discussion:

One phenomenon I have encountered several times is fleets "resetting" when given an order to enter a port. An example, I have a fleet in the Back Sea that I order to the south coast of Turkey. After one turn, they are in the Aegean Sea. If I then order them to enter a port (said port also touches the region they're going to, not sure if it's relevant) BEFORE they reach their original destination, once I click the end turn button they teleport back to where the first order was given and then proceed to head for the port. Best case, it's a slight inconvenience. Worst case however, which actually happened in this situation, the end up teleporting back into the very fleet I was trying to get them away from.

said on Oct 16, 2011 at 05:07 PM

lord_leclerc said

Reposted from the ghost fleets discussion:

One phenomenon I have encountered several times is fleets "resetting" when given an order to enter a port. An example, I have a fleet in the Back Sea that I order to the south coast of Turkey. After one turn, they are in the Aegean Sea. If I then order them to enter a port (said port also touches the region they're going to, not sure if it's relevant) BEFORE they reach their original destination, once I click the end turn button they teleport back to where the first order was given and then proceed to head for the port. Best case, it's a slight inconvenience. Worst case however, which actually happened in this situation, the end up teleporting back into the very fleet I was trying to get them away from.

It`s a very old bug & very annoying.

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said on Oct 17, 2011 at 08:42 AM

lord_leclerc said

Reposted from the ghost fleets discussion:

One phenomenon I have encountered several times is fleets "resetting" when given an order to enter a port. An example, I have a fleet in the Back Sea that I order to the south coast of Turkey. After one turn, they are in the Aegean Sea. If I then order them to enter a port (said port also touches the region they're going to, not sure if it's relevant) BEFORE they reach their original destination, once I click the end turn button they teleport back to where the first order was given and then proceed to head for the port. Best case, it's a slight inconvenience. Worst case however, which actually happened in this situation, the end up teleporting back into the very fleet I was trying to get them away from.

We'll take a look at this today.

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said on Feb 05, 2012 at 04:43 PM

Look at the Fascist score. It's -80. I believe this is a bug.

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said on Feb 27, 2012 at 12:14 PM

I do not know if this has been reported but when I have many aircraft carriers in a stack the options for each air force basically go crazy listing the same option 2-6 times. It is also extremely difficult to load many transports and particularly to load carriers with aircraft. The system does nothing to alert you that a load order was impossible. Could you both fix the bug with the current carrier aircraft command menus, make it easier to manage multiple carrier air forces, and provide some error alerts or automated load balancing for loading carriers and transports? While the UI for most of the game is wonderful in this one area it is dreadful. Please fix!

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