Various bugs on ground combat, v1. 8. 0:
On precursor world with hostile ground forces (2200 tons, including Unit Types Centurion, Decurion AA Mech, Praetorian Leaders, Resupply Infantry, STO, STO-PD and Construction Vehicles) :
- Create Colony
- Drop Combat Ground Units from Troop Transport
Bug #1: Clicking on "Transfer Alien" button in Ground Forces Tab at this stage sends an Error #1869 : Impossible to cast an object of type "ha" to type "f4" (potentially rough translation of error text)
- Delete Colony
=> The Ground units seem lost, impossible to load them on the Troop Transport (probably WAI, though a warning would be welcome)
PS: I didn't know how to start the fight, so I played around with the buttons
- Recreate the colony
- Drop Combat Ground Units from Troop Transport
=> I learned that the combat should take place automatically between hostile colonies, but would take at least 8 hours
=> Combat Starts (OK)
- Use Time increments of 8 hours
Potential Bug/Typo #2: On the event log, the first event appears as:
Ground Combat Intelligence System Estimated Hostile Force (Error Range: Estimated Hostile Forces: Unknown Unit Types: 383
=> There should probably be a value to "Error Range", a kind of separator between that and "Estimated Hostile Forces" (though maybe not, as there isn't any anywhere else) and a closing parenthesis.
Potential Bug #3: On the event log, even though the "Estimated Hostile Forces" are "Unknown types", all 3 of the detailed reports (bit of a redundacy here - "Element vs GUC Report", "GUC vs GUC Summary" and "Attack vs GUC Summary") give the names of the hostile units (i. e. "21st RCT Elementals (Maynard A-IV): Attack Report vs Centurion Shots 282 Hits 2 Armour Penetrated 2 Destroyed 2").
Potential Bug #4: In this fighting phase, only my units attacked. I don't known if it is because the enemy missed all his shots or due to a bug, but this happened for the 10 following 8 hours long phases (meaning I clicked 10 more times on the 8 hours increment, and each time I got another fight phase where only my units attacked)
Note: I was in the "front line attack" field position, so no fortification bonus for me.
Note2: In the first phase, I got the "New Alien Ground Unit" report for the Centurion and an accompanying "Intelligence Update" describing its weapon, and the same for the Decurion and the Praetorian Leader in the 3rd phase, so maybe they are indeed firing, but with red shirts.
Potential Typo #5: Positive morale changes are included in a "Element Loss Summary" report.
- On the twelfth phase, I decided to be adventurous and clicked on the 1 day increment.
=> I got the correct 3 fight phases, and this time I got hits and casualties in each phase
Question #6: Is it WAI that we only get a summary of the hits taken, and not detailed reports in triplicate similar to our units' attacks?
Bug #7: On these 3 phases, the Ground Unit I thought lost reappeared guns blazing and started shooting the Precursors. They were still unaccounted for in the "Ground Units" tab or in the colony summary.
Beyond the supply issue described below, it must also be noted that only this phantom regiment suffered hits (and losses) in this and the following 2 phases.
Potential Bug #8 (probably linked to #7): It seems my official unit was so in awe of the appearance of the unexpected cavalry that some of them forgot to fire (75% of my 12 heavy elements, just like an out of supply situation). However, my formation has a combined GSP cost of 1820, and 4 Supply Trucks for a supply of 2000 GSP, and the out of supply situation started in the 12th round of combat (when the phantom regiment appeared). If I understand your notes correctly, it shouldn't have happened until the 21st round, and then for (nearly ?) everybody simultaneously. In the Ground Forces tab, at the end of the 14th round of combat, the elementals are shown at 80% supply (though only 25% fired shots during the 14th combat round), and the heavy elements at 70%(the same). I am wondering if the phantom regiment is drawing from my normal supply in this situation.
- A further 8 hours increment yielded the same result as the previous three combat rounds (#12, #13 and #14) with the phantom regiment.
Potential Typo #9: In event report "Formation Attack Summary", if there were no losses inflicted the field after "Attack summary for X formation:" is blank, maybe there should be a "None" text when the String is empty.
- A further 8 hours increment saw the first losses for the normal regiment, so maybe the strange losses in the previous 4 combat rounds were due to quirks of the RNG (potentially helped by the fact that the phantom regiment was the only one in supply after combat round 12. . . ). Still does not explain why there were no hits/losses in the first 11 rounds.
At the end of the fight, which I won, the colony was correctly captured, and the phantom regiment disappeared again in the mountains of the planet, never to be seen again. I only won thanks to this phantom regiment, as I severely underestimated the hit chances of my troops (in the first combat phase, my hit ratio with my elementals was 4 hits for 660 shots, so about 0. 6%. . . ).
It will probably stay in the tales told from one genetically engineered super soldier in power armor to another, on how, when the murderous robotic gravekeepers come knocking, even if you used up all your ammo to light up your BBQ, maybe you will be lucky and your invisible brother-hobos from beyond the stars will come to snatch the last sausage and kick the appliances back to the kitchen cupboard. . .
Sorry, it's late.
Thank you a lot for a great game!