Author Topic: Armoured Commander: WW2 Tank Commander Roguelike  (Read 211718 times)

monkie

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #60 on: March 11, 2015, 12:09:16 PM »
Quick bug report for A5. I tried to "view tank" right after picking a name for the tank, Crash. Here is the log:

Traceback (most recent call last):
  File "armcom.py", line 8272, in <module>
  File "armcom.py", line 8173, in MainMenu
  File "armcom.py", line 7749, in NewCampaign
  File "armcom.py", line 7625, in RunJournal
  File "armcom.py", line 7681, in GetJournalInput
  File "armcom.py", line 7063, in CampaignViewTank
  File "armcom.py", line 4926, in UpdateTankCon
NameError: global name 'battle' is not defined

Rev_Sudasana

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #61 on: March 11, 2015, 12:13:05 PM »
Just uploaded a new version, same download link, hopefully fixed this and a related problem with the rare ammo types.

Rev_Sudasana

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #62 on: March 11, 2015, 12:17:45 PM »
battle is the pointer to the object that holds all the information related to a particular encounter. Early versions of the game used only this, but since then I've added a campaign object and the battle object is created anew for each encounter on the battle map. When the program expects some information from the battle and there hasn't been one created yet, however, you get this kind of trouble. In this case it was trying to determine what info to print on the tank screen and couldn't figure out that there was no battle object yet.

monkie

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #63 on: March 11, 2015, 12:25:38 PM »
When the text is scrolling and showing enemy actions or friendly actions vs the enemy units it seems to have been sped up, or maybe it's just early in the morning for me and seems that way. Either way I'm having trouble reading it due to the speed, maybe an option for the delay of how long it takes?

Will try the new upload, man that was quick.

Rev_Sudasana

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #64 on: March 11, 2015, 12:27:30 PM »
I probably just sped it up just for my own playtesting, after playing it so many times I get impatient! Adding an options/settings screen is still on my to-do list, but in the meantime I'll increase the pause time before the label is cleared.

Edit: New version uploaded. In the future you'll be able to set slow, medium, fast speeds for the on-map labels, or have it so you have to press enter to clear each one manually. Should be able to accommodate a range of player preferences.
« Last Edit: March 11, 2015, 12:30:22 PM by Rev_Sudasana »

rosteroster

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #65 on: March 11, 2015, 06:53:42 PM »
Got a crash after attempting change the gun load (round type in the gun) while loading ammunition before the mission started (from view tank screen).

Rev_Sudasana

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #66 on: March 11, 2015, 07:20:50 PM »
Fixed! It crashed because it's looking to see which shells you can load into the gun, and if you haven't loaded any, it can't find any!

Same download link as before.

Keep these reports coming, this is stuff I probably never would have caught otherwise.

Barman

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #67 on: March 11, 2015, 07:37:23 PM »
I've a bug in Alpha 5 RC1 where I've thrown a track in my M4A1 (76)W Sherman. The driver is ordered to stop, but the tank is still moving and has been for multiple turns. In the upper left it reads "Moving, Thrown Track, Immobile".

Rev_Sudasana

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #68 on: March 11, 2015, 07:41:59 PM »
Fixed! This would only happen as a result of an unlucky movement roll, but I forgot to set the tank's moving flag to False.

Same link as before.

Edit: It shouldn't affect your game though, at the end of the battle the day is ended and your tank is repaired for the next battle.
« Last Edit: March 11, 2015, 07:45:20 PM by Rev_Sudasana »

Barman

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #69 on: March 11, 2015, 08:25:40 PM »
Another possible bug, still playing Alpha 5 RC1. My loader in the stock M4 with no loader hatch has been hit several times by small arms fire, not sure if that's supposed to happen.

monkie

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #70 on: March 11, 2015, 08:31:02 PM »
Two questions.

1) Is it possible that a unit that is spotted and Identified to later go hidden and become unidentified? I thought I spotted a Panther and it later was switched to unidentified but it kind of happened so fast I cannot verified that is what happened.

2) Are the other models of the M4 in this version?


One Comment.

I was firing on a Panther and decided that after my next AP shot I was going to fire a WP at it's position. The gunner changed the round but I was unable to maintain ROF due to the WP not being able to fire. I believe it's because WP can only use area fire but not sure? The next round after the WP was fired onto the Panthers position I had ordered AP to be reloaded. Again I was told that ROF couldn't be maintained due to the AP round not being able to use area fire. I don't think I was even given a choice of  changing the area vs direct fire.

Maybe it's better to just have the type of fire changed automatically vs leaving it to the player to catch?
« Last Edit: March 11, 2015, 08:42:21 PM by monkie »

Barman

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #71 on: March 11, 2015, 08:38:59 PM »
Ran into another bug in RC1. Was in the middle of combat and it seems the next turn just didn't start or something. Tried saving and reloading, didn't seem to fix it:

Rev_Sudasana

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #72 on: March 11, 2015, 09:01:21 PM »
You can just hit End or Space to continue to the next phase, it should continue automatically but it doesn't for some reason. Will work on fixing it!

Edit: I think I fixed it. Now if you run out of MG targets it should proceed to the next phase automatically. I ran into this bug (and a few others!) in my playthrough just now.
« Last Edit: March 11, 2015, 09:09:59 PM by Rev_Sudasana »

Rev_Sudasana

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #73 on: March 11, 2015, 09:38:53 PM »
Two questions.

1) Is it possible that a unit that is spotted and Identified to later go hidden and become unidentified? I thought I spotted a Panther and it later was switched to unidentified but it kind of happened so fast I cannot verified that is what happened.

2) Are the other models of the M4 in this version?


One Comment.

I was firing on a Panther and decided that after my next AP shot I was going to fire a WP at it's position. The gunner changed the round but I was unable to maintain ROF due to the WP not being able to fire. I believe it's because WP can only use area fire but not sure? The next round after the WP was fired onto the Panthers position I had ordered AP to be reloaded. Again I was told that ROF couldn't be maintained due to the AP round not being able to use area fire. I don't think I was even given a choice of  changing the area vs direct fire.

Maybe it's better to just have the type of fire changed automatically vs leaving it to the player to catch?

1) A unit that is spotted and/or identified can later become Hidden, but once it's identified it should remain so. You do need to spot it again to fire at it, however.

2) There are 3 versions of the M4 in Alpha 5, each with a different turret. Version 2 adds a loader hatch and smoke mortar, but I haven't implemented the smoke mortar yet. Version 3 also has a vision cupola for the commander, which allows him to spot in all sectors even if buttoned up!

Yes, WP has to use Area Fire, and AP has to use Direct Fire. I've been thinking about how to handle direct vs. area fire when maintaining RoF. My thinking is that the firing is supposed to be so fast that the gunner doesn't have time to switch between firing points, so if he's landing the shells nearby he can't switch to try to get a direct hit, at least not in the couple of seconds that a single main gun attack is supposed to represent. So my first instinct would be to not allow the player to switch firing modes while maintaining RoF, but I'm open to arguments on the matter. Maybe that can be one of the future Gunner skills?

Rev_Sudasana

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Re: Armoured Commander Alpha 1: WW2 Tank Commander Roguelike
« Reply #74 on: March 11, 2015, 09:43:12 PM »
Another possible bug, still playing Alpha 5 RC1. My loader in the stock M4 with no loader hatch has been hit several times by small arms fire, not sure if that's supposed to happen.

Hmmmm - that should definitely not happen. The hatch has to be set to Open for them to be vulnerable to small arms fire. Can you please post a screenshot when he's next hit?