Bugs/Issues Thread

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Commissar Vocaloid
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Re: Bugs/Issues Thread

Postby Commissar Vocaloid » Wed 20 Nov, 2013 11:54 pm

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

It must be really broken at the moment.

I wanted to try out GK's (and the Vindicare) since I don't play 'em so I just ran a quick bot game to see how the new unit worked. Without thinking, I left the bots at easy and quickly noticed in game that the bots didn't leave their base... they just built units and crowded around their HQ.
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Re: Bugs/Issues Thread

Postby Dark Riku » Thu 21 Nov, 2013 12:23 am

That's normal for the easy AI even on retail I believe.
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Re: Bugs/Issues Thread

Postby Forestradio » Thu 21 Nov, 2013 12:46 am

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

It must be really broken at the moment.

I wanted to try out GK's (and the Vindicare) since I don't play 'em so I just ran a quick bot game to see how the new unit worked. Without thinking, I left the bots at easy and quickly noticed in game that the bots didn't leave their base... they just built units and crowded around their HQ.


set your bots to expert computer player and you should have no problems.

I do 1000 VP games whenever I want to test something out, 3v3 Argus Desert Gate with high resources and all expert players.

Never had any problems.
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Re: Bugs/Issues Thread

Postby Ace of Swords » Thu 21 Nov, 2013 12:48 am

Same, I never had any problem with the AI.
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Re: Bugs/Issues Thread

Postby Commissar Vocaloid » Thu 21 Nov, 2013 5:16 am

Dark Riku wrote:That's normal for the easy AI even on retail I believe.


I lack the knowledge of anything retail specific, so I'll have to take your word on it then.

Radio the Forest wrote:
Commissar_Badass wrote:
Dark Riku wrote:Elite actually has an AI mod in it :D

It must be really broken at the moment.

I wanted to try out GK's (and the Vindicare) since I don't play 'em so I just ran a quick bot game to see how the new unit worked. Without thinking, I left the bots at easy and quickly noticed in game that the bots didn't leave their base... they just built units and crowded around their HQ.


set your bots to expert computer player and you should have no problems.

I do 1000 VP games whenever I want to test something out, 3v3 Argus Desert Gate with high resources and all expert players.

Never had any problems.


I didn't really pay much attention to it - I just sort of wanted to build the unit and see how he played a little so I suppose the difficulty thing wasn't so much an issue. Was just a little strange for AI behavior. I had capped the entire map and just found it very odd that I had gone unopposed.
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Re: Bugs/Issues Thread

Postby Faultron » Thu 21 Nov, 2013 7:23 am

A.I. cant target/destroy gens how is that not a problem

+ there are sternguards with missile launcher etc what is fine :D
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Re: Bugs/Issues Thread

Postby Lag » Fri 22 Nov, 2013 7:54 pm

Did anyone notice an increased amount of squads splitting up, or lone models wandering by themselves since beta 7?
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Re: Bugs/Issues Thread

Postby Forestradio » Sat 23 Nov, 2013 3:22 am

just played a 3v3 in beta 8 where my vindicare assassin stood still while retreating until the retreat wore off, then was gunned down instantly :(

He just stood around with the :!: over his head.

The map was argent shelf, he was a little in front of a staircase, and there were units coming up the stairs, so maybe its a pathing issue?
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Re: Bugs/Issues Thread

Postby Commissar Vocaloid » Sat 23 Nov, 2013 5:04 am

Lag wrote:Did anyone notice an increased amount of squads splitting up, or lone models wandering by themselves since beta 7?


Yup. Just had a game where my GMs were repairing a sent and they kept dropping likes flies even though they weren't being fired upon. Then I realized that the sergeant had walked off to melee some shootas for some reason (or maybe point blank shooting?) on which, a hellfury strike was dropped and the AoE of the sergeant applied on the rest of the team. Weird thing was, I also tried to retreat but it took forever as well, and ended up losing the squad because of derp-geant.
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Re: Bugs/Issues Thread

Postby Indrid » Sat 23 Nov, 2013 12:45 pm

Looks like the new version of Estia got borked by an installer script error, so it will load the old version (probably).
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Re: Bugs/Issues Thread

Postby Lag » Sat 23 Nov, 2013 3:01 pm

Commissar_Badass wrote:
Lag wrote:Did anyone notice an increased amount of squads splitting up, or lone models wandering by themselves since beta 7?


Yup. Just had a game where my GMs were repairing a sent and they kept dropping likes flies even though they weren't being fired upon. Then I realized that the sergeant had walked off to melee some shootas for some reason (or maybe point blank shooting?) on which, a hellfury strike was dropped and the AoE of the sergeant applied on the rest of the team. Weird thing was, I also tried to retreat but it took forever as well, and ended up losing the squad because of derp-geant.

Something like that happened to me with Hormas. The rest of the squad retreated no problems, but he stayed stuck behind a rock on the other side of the map.
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Re: Bugs/Issues Thread

Postby Dark Riku » Sat 23 Nov, 2013 3:07 pm

Commissar_Badass wrote:Yup. Just had a game where my GMs were repairing a sent and they kept dropping likes flies even though they weren't being fired upon. Then I realized that the sergeant had walked off to melee some shootas for some reason (or maybe point blank shooting?) on which, a hellfury strike was dropped and the AoE of the sergeant applied on the rest of the team. Weird thing was, I also tried to retreat but it took forever as well, and ended up losing the squad because of derp-geant.
Some basic micro can avoid this. Hapens when you give a move order and then a repair order. Either just give the repair order or give them a move order right next to the vehicle you are going to repair.

Lag wrote:Something like that happened to me with Hormas. The rest of the squad retreated no problems, but he stayed stuck behind a rock on the other side of the map.
Synapse...
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Re: Bugs/Issues Thread

Postby Torpid » Sat 23 Nov, 2013 3:09 pm

The sergeant running off alone issue arises from ordering the guardsmen squad to go somewhere then telling then to stop and repair something (usually a sentinel), the sarge will continue to run off to where he was originally told to go, sometimes all the GM bar the one who is actively repairing decide to follow him.

The hormagaunts getting stuck usually happens because when they are in synapse range they grant the passive ability to leap over cover, however this means if the warriors/HT are forced off before the hormagaunts (or simply move out of synapse range) and the horms were in the middle of some otherwise inaccessible terrain or in the middle of jumping they become stuck until you bring the synapse creature back over.
This happens a lot when you play hive tyrant right at the start of the game since you usually send each squad of in opposite directions to cap leading to many horm models getting stuck leaping through/over something...
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Re: Bugs/Issues Thread

Postby Orkfaeller » Sat 23 Nov, 2013 5:44 pm

Could that have to do with the Sergeant himself being unable to repair?
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Re: Bugs/Issues Thread

Postby Nuclear Arbitor » Sat 23 Nov, 2013 11:05 pm

yup, same issue with commisar.
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Re: Bugs/Issues Thread

Postby Bahamut » Sun 24 Nov, 2013 1:42 am

Hormaguant warrior leader is NOT giving basic syanpse to his squad. This makes the warrior itself benfit from other syanpse sources (this dude at lvl 4 under synapses has 1020 hp!)

Patch nodes from beta 5:

-Hormagaunt Brood Warrior Synapse Leader now grants the Basic Synapse effect instead of the Melee Synapse effect
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Re: Bugs/Issues Thread

Postby Commissar Vocaloid » Sun 24 Nov, 2013 10:22 am

Has anyone been getting weird bugs with their commanders executing damaging abilities doing no damage, but their energy being depleted for having "used" the ability?

I've had two instances in the last day:
Commissar's execute on an enemy did zero damage, but his bar was greatly reduced from full (indicating his ability was used - no shield was on either to have caused any sort of depletion).

Inquisitors Hammer of the Witches did zero damage as well. In fact, this happened just a few games before. Damage didn't go off on the single retreating unit, but her bar depleted.

Probably not a bug that is associated with anything in the mod, but I've been getting these sort of bugs a lot within the last patch or two (or at least noticing it).
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Re: Bugs/Issues Thread

Postby Kvek » Sun 24 Nov, 2013 10:59 am

both of these bugs happend to me at least 50x
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Re: Bugs/Issues Thread

Postby Ace of Swords » Sun 24 Nov, 2013 3:55 pm

Inquisitors Hammer of the Witches did zero damage as well. In fact, this happened just a few games before. Damage didn't go off on the single retreating unit, but her bar depleted.


To me it often happens with HotW and Catas grenade barrage, with the rest of the heroes almost never.
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Re: Bugs/Issues Thread

Postby Torpid » Sun 24 Nov, 2013 3:57 pm

HOTW fails indefinitely if the inquisitor has to turn a 180 degrees to cast it, same thing happens with comissar execute but it isn't indefinite, just it can happen.
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Re: Bugs/Issues Thread

Postby Lag » Mon 25 Nov, 2013 12:26 am

That Torpid Gamer wrote:The sergeant running off alone issue arises from ordering the guardsmen squad to go somewhere then telling then to stop and repair something (usually a sentinel), the sarge will continue to run off to where he was originally told to go, sometimes all the GM bar the one who is actively repairing decide to follow him.

The hormagaunts getting stuck usually happens because when they are in synapse range they grant the passive ability to leap over cover, however this means if the warriors/HT are forced off before the hormagaunts (or simply move out of synapse range) and the horms were in the middle of some otherwise inaccessible terrain or in the middle of jumping they become stuck until you bring the synapse creature back over.
This happens a lot when you play hive tyrant right at the start of the game since you usually send each squad of in opposite directions to cap leading to many horm models getting stuck leaping through/over something...

Happened to me with Sluggas and Shootas as well. Stuff is just splitting weirdly.
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Re: Bugs/Issues Thread

Postby FiSH » Tue 26 Nov, 2013 3:46 am

Had a game where stormboys jumped, engaged in melee, and then out popped the nob which stunned its enemy (despite the nob never jumping). This is probably not a high priority issue though...
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Re: Bugs/Issues Thread

Postby xerrol nanoha » Tue 26 Nov, 2013 6:09 am

FiSH wrote:Had a game where stormboys jumped, engaged in melee, and then out popped the nob which stunned its enemy (despite the nob never jumping). This is probably not a high priority issue though...


Where did the nob pop from? thin air?? I'm so confused!?
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Re: Bugs/Issues Thread

Postby Lulgrim » Tue 26 Nov, 2013 6:23 am

FiSH wrote:Had a game where stormboys jumped, engaged in melee, and then out popped the nob which stunned its enemy (despite the nob never jumping). This is probably not a high priority issue though...

Hmm I can guess why it might happen and I can see no easy way to fix it... If it works like that I assume the stun will also end if the Nob is killed.
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Re: Bugs/Issues Thread

Postby Dark Riku » Tue 26 Nov, 2013 8:35 am

xerrol-nanoha wrote:Where did the nob pop from? thin air?? I'm so confused!?
The nob got purchased some time after landing, still resulting in stunning the enemy units.... This bug has been in the game since forever.

Lulgrim wrote:If it works like that I assume the stun will also end if the Nob is killed.
The stun last just as long as normal.
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Re: Bugs/Issues Thread

Postby Orkfaeller » Tue 26 Nov, 2013 12:15 pm

Dark Riku wrote:
xerrol-nanoha wrote:Where did the nob pop from? thin air?? I'm so confused!?
The nob got purchased some time after landing, still resulting in stunning the enemy units.... This bug has been in the game since forever.



I've seen stuff like that with the ASM Sergeant.

ASM jump/land knock down their target. The Sergeant spawns, and does a pointless jump on the very spot he spawned on, knocking down the enemy unit again.

Fun things.
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Re: Bugs/Issues Thread

Postby FiSH » Tue 26 Nov, 2013 1:46 pm

Just to clarify, the nob didnt do a pointblank jump. It just spawned, started meleeing stunned enemies (which i have never seen before, hence why i posted it here)
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Re: Bugs/Issues Thread

Postby Dark Riku » Tue 26 Nov, 2013 1:50 pm

FiSH wrote:Just to clarify, the nob didnt do a pointblank jump. It just spawned, started meleeing stunned enemies (which i have never seen before, hence why i posted it here)
Dark Riku wrote:The nob got purchased some time after landing, still resulting in stunning the enemy units.... This bug has been in the game since forever.
To clarify even further: the nob spawns, does not jump but still stuns on spawn.
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Re: Bugs/Issues Thread

Postby Forestradio » Wed 27 Nov, 2013 12:19 am

Orkfaeller wrote:
Dark Riku wrote:
xerrol-nanoha wrote:Where did the nob pop from? thin air?? I'm so confused!?
The nob got purchased some time after landing, still resulting in stunning the enemy units.... This bug has been in the game since forever.



I've seen stuff like that with the ASM Sergeant.

ASM jump/land knock down their target. The Sergeant spawns, and does a pointless jump on the very spot he spawned on, knocking down the enemy unit again.

Fun things.


the extra jump is actually pretty useful, since enemies spend most of that engagement lying on the floor
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Re: Bugs/Issues Thread

Postby Asmon » Wed 27 Nov, 2013 6:49 am

Dark Riku wrote:
FiSH wrote:Just to clarify, the nob didnt do a pointblank jump. It just spawned, started meleeing stunned enemies (which i have never seen before, hence why i posted it here)
Dark Riku wrote:The nob got purchased some time after landing, still resulting in stunning the enemy units.... This bug has been in the game since forever.
To clarify even further: the nob spawns, does not jump but still stuns on spawn.


Indeed, this bug is on the do-not-fix list since reric made the game.

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