Bugs/Issues Thread

Generic non-balance topics.
Major Richard Sharpe
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Re: Bugs/Issues Thread

Postby Major Richard Sharpe » Sun 01 Sep, 2013 11:36 am

my game crashed when my AI allies managed to destroy completely the opposing AI bases. also, i got a crash when my force commander engaged in melee against an hormagaunt brood with warrior leader
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Re: Bugs/Issues Thread

Postby Torpid » Sun 01 Sep, 2013 12:28 pm

I think this is a map related issue rather one specific to coding, however is it possible to fix the way that units sometimes depart from transports on calderis refinery at the eastern contested power point, which then leaves then standing on a leveled ledge, unable to retreat or move.
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Re: Bugs/Issues Thread

Postby Indrid » Sun 01 Sep, 2013 12:36 pm

Have also seen this happen at the natural south-west power. Could go in and try to tighten up the terrain so that there are no areas for units to disembark into beyond the walls, but that could be a lot of trial and error.

An easier fix would be to replace those walls with another heavy cover object, allowing you to simply crush them to get units out (theoretically). The walls used are completely uncrushable by anything at all for some reason. Relic logic!
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Orkfaeller
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Re: Bugs/Issues Thread

Postby Orkfaeller » Sun 01 Sep, 2013 12:51 pm

After a retreat, my Sternguard Veterans were unable to pick a ammo type.

No Ammo indicator over their head either.
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Re: Bugs/Issues Thread

Postby Torpid » Sun 01 Sep, 2013 1:16 pm

Indrid wrote:Have also seen this happen at the natural south-west power. Could go in and try to tighten up the terrain so that there are no areas for units to disembark into beyond the walls, but that could be a lot of trial and error.

An easier fix would be to replace those walls with another heavy cover object, allowing you to simply crush them to get units out (theoretically). The walls used are completely uncrushable by anything at all for some reason. Relic logic!


Second option sounds feasible. Would be awesome if you could do it, this bug drives me mad, especially since it's on the most popular 1v1 map :D
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Re: Bugs/Issues Thread

Postby Indrid » Sun 01 Sep, 2013 3:11 pm

GK Terminator Incinerators use old behaviour and deal huge bursts of damage.

I think the fix for the GK Excommunication global is a bit wonky, my Tics were stuck in worship a few times.
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Re: Bugs/Issues Thread

Postby Raffa » Mon 02 Sep, 2013 11:47 am

Channelling Runes, if cast on a hero who is alive and then incapacitated while the ability is ongoing, will revive the hero on low hp.

Likewise Blessing of the Omnissiah, if used on a Ven Dread who enters blue-shield-death-rape mode while BotO is active will not die.

I'm not sure if these are intentional but I thought its worth finding out for sure.

Also the Swarmlord's Blade Flurry doesn't knock back terminators. Is this deliberate?
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Re: Bugs/Issues Thread

Postby Asmon » Tue 03 Sep, 2013 12:05 pm

Blade Flurry does weapon kb.
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Re: Bugs/Issues Thread

Postby Orkfaeller » Sat 07 Sep, 2013 8:15 pm

I dont really know if there is anything you can do, but since it happned to me again lately I just want to complain about it here.

Tarantula Turrets that do not drop.

( propably also an issue with HBTurrets and MekTurrets, and maybe Teleporterbeacons )

Especially since its one of those bugs that pretty much loose you the game if they happen.

The "hologramm" will pop up, the game will take your 200rec/30power but your techmarine wont move his butt, and the tarantula wont drop.

The hologramm will sit there the entire game, even if you build other buildings afterwards.

I guess its a pathing issue? I dont know. Is there anything one could do about it?

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Re: Bugs/Issues Thread

Postby Broodwich » Sat 07 Sep, 2013 9:45 pm

Friendly noise marines cacophony kb my retreating tacs, possibly from domino? Dunno it was a pretty big blob
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Asmon
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Re: Bugs/Issues Thread

Postby Asmon » Sat 07 Sep, 2013 10:21 pm

It cannot be NM's cacophony. It is likely domino effect indeed.
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Re: Bugs/Issues Thread

Postby Dark Riku » Sat 07 Sep, 2013 11:12 pm

Orkfaeller wrote:Tarantula Turrets that do not drop.

Could you provide the replay or look at the replay yourself?
Whenever this happens it was due to something being auto-build or auto-reinforced making you not have enough resources for the turret and bugging out.
In no case that I've encountered did it just took the resources.
Last edited by Dark Riku on Mon 09 Sep, 2013 9:10 pm, edited 1 time in total.
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Re: Bugs/Issues Thread

Postby Torpid » Sat 07 Sep, 2013 11:25 pm

Dark Riku wrote:In no-case that I've encountered did it just took the resources.


It's actually happened to me many times.
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Dark Riku
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Re: Bugs/Issues Thread

Postby Dark Riku » Sat 07 Sep, 2013 11:53 pm

That Torpid Gamer wrote:It's actually happened to me many times.
Get them some proof so they might be able to fix it then :p
Try to force it in a lab game if anyone has the time?
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Re: Bugs/Issues Thread

Postby Kvek » Mon 09 Sep, 2013 7:03 pm

Sluggas can finish mek's turret after it was called down. (5x faster)
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Re: Bugs/Issues Thread

Postby Arbit » Mon 09 Sep, 2013 8:52 pm

Orkfaeller wrote:After a retreat, my Sternguard Veterans were unable to pick a ammo type.

No Ammo indicator over their head either.

Just stuck with the arrow over their head, right? Couldn't shoot anymore either? I've had this happen before, usually while taking heavy losses and in the middle of an ammo switch.

Vengeance rounds seem somewhat buggy as well. They will sometimes sit there for 4-5 seconds, not moving, not firing, not reloading... just sitting there. They do eventually wake up, but given they rely on a steady output of dps rather than burst damage, this is a really bad thing to have happen when a low HP dread is bearing down on them.
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Re: Bugs/Issues Thread

Postby Lulgrim » Tue 10 Sep, 2013 5:51 am

Vengeance reload duration is 9 so that is not a bug.
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Re: Bugs/Issues Thread

Postby ThongSong » Tue 10 Sep, 2013 8:46 am

terminator FC heavy flamer not doing splash

sometimes turrets just don't build and the blueprint stays there, but you can't finish it meaning you those resources are forever lost.
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Re: Bugs/Issues Thread

Postby Toilailee » Tue 10 Sep, 2013 10:50 pm

When using a drop pod the marker appears, red/req is spent and drop pod goes to cooldown but the pod never arrives.

Happened a few times but I got no idea what causes it.
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Nuclear Arbitor
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Re: Bugs/Issues Thread

Postby Nuclear Arbitor » Wed 11 Sep, 2013 4:22 am

terrain maybe? could be similar to the turret issue.
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Re: Bugs/Issues Thread

Postby sk4zi » Wed 11 Sep, 2013 1:52 pm

even in a cast, we have seen it.

edit coz of new page:
(the drop pod issue)
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Forestradio
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Re: Bugs/Issues Thread

Postby Forestradio » Sat 14 Sep, 2013 3:12 pm

The AI is able to upgrade interceptors, purifiers, and sternguard veterans with missile launchers. In the GK's case, they keep their swords and get a "wrist-mounted" missile launcher that overlaps with their stormbolter. It looks strangely cool.

Not sure if any already mentioned this.
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Re: Bugs/Issues Thread

Postby Indrid » Sat 14 Sep, 2013 3:30 pm

Well it's known that the AI can get and do things players can't, not sure if every permutation is known. Not sure what can be done about it.
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Re: Bugs/Issues Thread

Postby Lulgrim » Sat 14 Sep, 2013 3:41 pm

The ML glitch is probably related to GK units being based on the Tac Squad blueprint so it can probably be fixed somehow.
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Re: Bugs/Issues Thread

Postby FiSH » Wed 18 Sep, 2013 4:39 pm

had a game where the eldritch storm didn't stun rhino.
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Orkfaeller
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Re: Bugs/Issues Thread

Postby Orkfaeller » Wed 18 Sep, 2013 9:46 pm

Do you know if a Unit was loaded in?

I think there is a similar bug with other weapons / abilities not affecting loaded transports.
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Re: Bugs/Issues Thread

Postby FiSH » Wed 18 Sep, 2013 11:00 pm

@ Orkfaeller
no unit was loaded inside the rhino.
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Asmon
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Re: Bugs/Issues Thread

Postby Asmon » Wed 18 Sep, 2013 11:25 pm

Eldritch always stun vehicles with units inside (it can even OS them). The lack of stun might be related to rhino's unique case aka can change armor type. Same thing with sentinels.
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Re: Bugs/Issues Thread

Postby Dark Riku » Thu 19 Sep, 2013 9:47 am

Does anyone know why Eldritch can one shot Land raiders at full health when they have a unit embarked? And could it be fixed. Cuz it's kinda game breaking.
(Couldn't find it on the bug list)
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Re: Bugs/Issues Thread

Postby Indrid » Thu 19 Sep, 2013 4:26 pm

Please try to lab Eldritch behaviour if you can.

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