Bugs/Issues Thread

Generic non-balance topics.
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Asmon
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Re: Bugs/Issues Thread

Postby Asmon » Fri 08 Nov, 2013 4:14 am

Toilailee wrote:Have a replay vs Codex where shees literally fleeted through stun bomb and kept retreat killing shit. Yes they were hit and the red stun indicator appeared on them, but they didn't care. Codex also noticed what had happened --> this isn't just me raging.

No idea what caused it, never happened to me before.


ps. I haven't read patch notes so in case this is just another eldar buff and not a bug, feel free to slap me.


I saw the replay. To me shees were far enough not to get hit by the stun bomb ; yet the indicators appeared. Two solutions : it shouldn't have appeared, or FoF + Distorsion Field removed the stun effect for whatever reason.

I'd add that I enjoyed the retreat killing and the following rage =)
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Re: Bugs/Issues Thread

Postby Toilailee » Fri 08 Nov, 2013 2:13 pm

Asmon wrote:I saw the replay. To me shees were far enough not to get hit by the stun bomb ; yet the indicators appeared. Two solutions : it shouldn't have appeared, or FoF + Distorsion Field removed the stun effect for whatever reason.

I'd add that I enjoyed the retreat killing and the following rage =)


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Re: Bugs/Issues Thread

Postby FiSH » Sun 10 Nov, 2013 4:39 pm

Terminators teleported while stunned. Video here:
http://youtu.be/6gLkHNxoAog?t=31m22s
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Re: Bugs/Issues Thread

Postby Primitive » Sun 10 Nov, 2013 6:19 pm

im not sure but theyre just dazed ... not stunned .. you can still move and do other things at a slower rate :)
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Re: Bugs/Issues Thread

Postby FiSH » Sun 10 Nov, 2013 7:38 pm

i am aware that you can move at a slower rate when stunned. however, being stunned should prevent usage of abilities.

the terminators clearly teleported while stunned, as after the teleport they still have the red swirl and are moving slowly.
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Re: Bugs/Issues Thread

Postby Faultron » Mon 11 Nov, 2013 2:40 am

GK Dread(melta) does not hurt infantry on fire on the move sometimes? it is 100% accuracy isnt it? i saw data only with 100% accuracy
Last edited by Faultron on Fri 20 Dec, 2013 11:45 am, edited 1 time in total.
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Asmon
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Re: Bugs/Issues Thread

Postby Asmon » Mon 11 Nov, 2013 4:00 am

When a unit is said to have 100% accuracy on the move it means that the unit doesn't lose accuracy while fotm. For example if a unit has 75% accuracy against vehicles when standing still and 100% accuracy on the move, it will have 75% accuracy against vehicles while on the move.

Now on to the GK Dread. What was its target atm you felt that it missed?
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Re: Bugs/Issues Thread

Postby Faultron » Mon 11 Nov, 2013 4:04 am

hmm sry it seems it happened cos of cover..
how is cover thingy working? if 1 member is in cover the rest in open he misses only if he targereted the covered enemy?
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Re: Bugs/Issues Thread

Postby Dark Riku » Wed 13 Nov, 2013 11:48 pm

When getting the Multi-melta upgrade for the SM dreadnought the announcer can say "upgrading to assault cannon". Could you remove this line? And maybe add the right one if there is one in existence? Otherwise the standard "upgrading" like it also sometimes picks will do fine.
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Re: Bugs/Issues Thread

Postby Commissar Vocaloid » Thu 14 Nov, 2013 12:31 am

Had a bug with guardsmen the night before. I didn't have full popcap, and my squads were fully upgraded (Sergeant, Commissar & plasma rifles), but I only had 10 units max for the squad (instead of the regular 12 with your commissar). They were sitting in base until full hp and there was no option to reinforce, and it just stuck at 10/10.
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Re: Bugs/Issues Thread

Postby Arbit » Thu 14 Nov, 2013 12:41 am

Did they go through a gate or tunnel? Sometimes the leaders will disappear and there's nothing you can do about it. I mentioned this upthread.

Faultron wrote:hmm sry it seems it happened cos of cover..
how is cover thingy working? if 1 member is in cover the rest in open he misses only if he targereted the covered enemy?

Cover is applied on a per model basis, so yeah.

Meltas also have 80% accuracy against small targets i.e. infantry, so even with 100% fotm accuracy he can still miss.
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Re: Bugs/Issues Thread

Postby Ace of Swords » Fri 15 Nov, 2013 1:24 am

Probably this is more related to the map, but still:

Shees with aspect of fleetness are able to jump over the wall that separates mid from bot in the Ice/snow reskin of argus desert gate.
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Re: Bugs/Issues Thread

Postby Indrid » Fri 15 Nov, 2013 3:07 am

The one outside south-west base? If so it's been fixed for next build, otherwise please take a screen of where so I can fix it.

They're actually jumping over the pillars between the walls rather than the walls themselves. Since the pillars count as cover hormas and banshees can jump "through" them.
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Re: Bugs/Issues Thread

Postby Faultron » Fri 15 Nov, 2013 5:05 am

once i noticed banshees split around a big building, and they went around 2 different direction in circle, when i tried to charge the enemy.then 2 model was in melee already and lost the fight cos of this

dunno if this is a bug or normal thing:)

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Re: Bugs/Issues Thread

Postby Indrid » Fri 15 Nov, 2013 5:14 am

That's just RelicPathing™.
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Re: Bugs/Issues Thread

Postby Shas'el Doran'ro » Sat 16 Nov, 2013 4:10 am

Commissar_Badass wrote:Had a bug with guardsmen the night before. I didn't have full popcap, and my squads were fully upgraded (Sergeant, Commissar & plasma rifles), but I only had 10 units max for the squad (instead of the regular 12 with your commissar). They were sitting in base until full hp and there was no option to reinforce, and it just stuck at 10/10.


This happens when you use Eldar Webway Gates as Imperial guard, it happens with Guardsmen and Catachans as far as I know, when you enter a gate with any of these squads the max number of models the squad can have permanently drops, (guardsmen with sergeant drops to 7 max, guardsmen with sergeant and commissar drops to 10, can't remember what the Catachan squad drops to but they do it too).

If this happened because of something other than you entering a Webway gate, I am truly clueless as to what else it would have been.

I advise you not to use Eldar Webway gates with these squads when playing as Imperial Guard.

PS. Sorry didn't notice Arbit's post but yes it will happen if you enter a gate or tunnel, it's not just sometimes.
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Re: Bugs/Issues Thread

Postby Faultron » Sat 16 Nov, 2013 5:33 am

eldar platforms (setup teams) stuck in webway gate(fuk you slanesh)
they visually outside of the gate, upon on gate, and cant move or go back to gate.

farseer webway was used btw
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Re: Bugs/Issues Thread

Postby Nuclear Arbitor » Sat 16 Nov, 2013 9:41 am

any squad that sets up will get stuck on a gate -- and presumably tunnel -- if they jump inside while setup. doesn't seem to be an issue with transports.
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Re: Bugs/Issues Thread

Postby Asmon » Mon 18 Nov, 2013 12:55 am

FS and Autarch special attacks should do 360° knockback but for some reason they bug out most of the time. I thought this was fixed a long time ago but I just saw it again today.

If it can be of any help, TLS Farseer specials work fine (but I do know different files are used for TLS).
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Re: Bugs/Issues Thread

Postby Faultron » Mon 18 Nov, 2013 1:07 pm

Autarch fusion gun does not unlock while starting T3
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Re: Bugs/Issues Thread

Postby Orkfaeller » Mon 18 Nov, 2013 1:22 pm

You mean, you cant queue it?
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Re: Bugs/Issues Thread

Postby Faultron » Mon 18 Nov, 2013 1:31 pm

yup
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Re: Bugs/Issues Thread

Postby Indrid » Mon 18 Nov, 2013 10:59 pm

Will start listing initial Beta 7 stuff.
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Re: Bugs/Issues Thread

Postby Ace of Swords » Tue 19 Nov, 2013 10:22 pm

Swapping ammunition on the Vindicare Assasin resets is weapon CD, meaning he can fire every 1 or 2 seconds.
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Re: Bugs/Issues Thread

Postby Faultron » Wed 20 Nov, 2013 5:23 am

1.this is very old bug since retail but still bug
FC sprint ability buff still remains/give the speed bonus after death, cos after any kind of revive u move still fast.

2. when i order to attack the gens the unit stop auto attacking the rest of the gens after 1 is destroyed.
in retail they still attacking until everything is destroyed.
i tested again and it works as you said lulgrim now(in retail) , but yesterday they auto attacked everything lol


3. melee units(banshee) cant hold(even if u ,S') their own in one place and just not attacking they gonna charge in.they charge to enemy when they are in charge range i guess. is there any solution or this is just how it rolls lol and this is normal,(dont remember).


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Last edited by Faultron on Wed 20 Nov, 2013 6:43 pm, edited 1 time in total.
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Bugs/Issues Thread

Postby Lulgrim » Wed 20 Nov, 2013 10:10 am

Only power nodes are auto-targeted in retail. Units will not automatically attack generators.

I can't understand all of your message.
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Re: Bugs/Issues Thread

Postby Boursin9 » Wed 20 Nov, 2013 3:33 pm

Installed and tried Beta 7 this morning.

Game was going well but about halfway through my skirmish I got an "AI Fatal Error" message.
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Re: Bugs/Issues Thread

Postby Orkfaeller » Wed 20 Nov, 2013 8:07 pm

Boursin9 wrote:Installed and tried Beta 7 this morning.

Game was going well but about halfway through my skirmish I got an "AI Fatal Error" message.


Yeah, ELITE isn't really ment to played against AI.

I dont think it can actually use half of the stuff in the game.
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Re: Bugs/Issues Thread

Postby Dark Riku » Wed 20 Nov, 2013 10:38 pm

Elite actually has an AI mod in it :D
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Re: Bugs/Issues Thread

Postby Torpid » Wed 20 Nov, 2013 10:42 pm

Dark Riku wrote:Elite actually has an AI mod in it :D


but we soon broke that :P
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