Bugs/Issues Thread

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

Postby Indrid » Sat 05 Oct, 2013 9:23 am

Added Warp seeming to have trouble with allied vehicles.

Lictor perma-stun is already on the list.

Others seem a little vague to write up.
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Orkfaeller
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Re: Bugs/Issues Thread

Postby Orkfaeller » Sat 05 Oct, 2013 1:40 pm

I allways wondered, is it intended that the Lictor (alpha) doesnt actually seem to get knocked back but just falls over and faceplants the ground by most stuff?
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Asmon
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Re: Bugs/Issues Thread

Postby Asmon » Sat 05 Oct, 2013 9:00 pm

He can be also knocked away in the process. He falls face on the ground because he knows he's a pitiful insect and that's his place.

I've killed thousand of his kind.
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Re: Bugs/Issues Thread

Postby Toilailee » Sat 05 Oct, 2013 9:11 pm

Asmon wrote:I've killed thousand of his kind.


:D
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Re: Bugs/Issues Thread

Postby Panda » Sat 05 Oct, 2013 9:17 pm

fv100 wrote:I know that if your hero is in the process of carrying out an action (like using an ability or capping), then you cannot retreat if you get knocked down. This happens, for example, if you get knocked off a cap by the wse's deathspinner, or your painboy gets shotgun blasted while trying to cast a heal, etc.

Is there a way this can be fixed? Or better yet could the time between knockbacks be increased so that you can definitively choose to retreat out of it in all circumstances?
Raffa wrote:And my lootas decided it was a great idea to keep fighting AC tics in melee when I pressed retreat. Retreat symbol appeared but they kept fighting. They died. Nevva retreat, nevva surrenda!!!

Think this falls into the category of LA weapon bug you described and walker "rage" bug where it attacks and you can't control. i.e. these bugs certainly exist, but are so rare it's hard to pinpoint what the issue is.

Plz fix Warp :mrgreen:
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Re: Bugs/Issues Thread

Postby Asmon » Mon 07 Oct, 2013 4:48 pm

Raveners still do sync-kills. I thought it was fixed, apparently not.
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Orkfaeller
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Re: Bugs/Issues Thread

Postby Orkfaeller » Tue 08 Oct, 2013 6:32 pm

I havent tried to recreate it but, when I go by my last game then

Tarantula Turrets dont do any damage to Powernodes. Like, ZERO.
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Re: Bugs/Issues Thread

Postby Spartan717 » Wed 09 Oct, 2013 2:54 am

Not sure if these are bugs but.

- Tactical marines can activate the 'retreat' button while they are upgrading to sterngaurds. In doing so, they take reduced damage during the process, but remain immovable.

- Assault marines can also activate the 'retreat' button while upgrading to vangaurd veterans. Also, they are able to use the 'jump' ability while they are upgrading.
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Re: Bugs/Issues Thread

Postby Kvek » Wed 09 Oct, 2013 10:00 am

Orkfaeller wrote:I havent tried to recreate it but, when I go by my last game then

Tarantula Turrets dont do any damage to Powernodes. Like, ZERO.


power nodes so imba
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Asmon
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Re: Bugs/Issues Thread

Postby Asmon » Wed 09 Oct, 2013 1:20 pm

@Spartan: to be able to jump sounds rather too much. The rest works as expected, same thing with Chaos marks.
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Re: Bugs/Issues Thread

Postby Shas'el Doran'ro » Thu 10 Oct, 2013 5:15 am

2.2 Beta 5: Sentinel Stomp does not stun enemies, it just knocks them back. Needs to be fixed ASAP.
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Re: Bugs/Issues Thread

Postby Ace of Swords » Thu 10 Oct, 2013 5:43 pm

Raptors with meltas retain their sarge ability, intended?
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Re: Bugs/Issues Thread

Postby Lulgrim » Thu 10 Oct, 2013 8:16 pm

Hmm guess not.
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Re: Bugs/Issues Thread

Postby PhatE » Fri 11 Oct, 2013 2:39 am

A very rare occurance that's been in the mod for a little while (might have been since beta 3 but I distinctly remember it in 4, one I should have reported when I saw it the first time). When shoota boyz use aiming wotz dat at maximum range and the enemy runs out of the cast range the ability it can become greyed out and shootas are stuck trying to use it.

They pretty much get stuck in melee stance. I'm not sure if anyone has seen this before. It's very rare but it's similar to when the LA uses flesh hook but for whatever reason he can't cap from there on, he can attack but anything related to orders via clicks don't seem to work. I think when it's happened to me I have to buy another piece of wargear like the jump before I can cap again but can't say for certain.

Apologies if this has been reported before, but this thread is 35 pages long (I know I'm adding to the length with this post but just in case it hasn't been seen before)
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Re: Bugs/Issues Thread

Postby Commissar Vocaloid » Fri 11 Oct, 2013 1:14 pm

Shas'el Doran'ro wrote:2.2 Beta 5: Sentinel Stomp does not stun enemies, it just knocks them back. Needs to be fixed ASAP.


Huge priority on this I hope - its hurting hard not being able to stun.
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Cyris
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Re: Bugs/Issues Thread

Postby Cyris » Fri 11 Oct, 2013 6:22 pm

Beta 5: The commisars T2 Powerfist went back up to 50 Power. I don't play IG much, but didn't this get changed down to 40 a ways back?
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Re: Bugs/Issues Thread

Postby jianneo » Fri 11 Oct, 2013 11:16 pm

Hello, I have just installed Elite Mod 5 on my DOW Retribution II "which is legit and run through steam" When i Launch the game from the Desktop icon i get a steam game launching box for a split second and then it closes and nothing else happens game wont launch at all.

I have windows 7 32bit

Also i have been able to run earlier versions of the mod and with this current one i have tried to re-install and also deleted DOW's Cache to try and resolve this issue.

Would someone please be able to help me with this issue.

Many Thanks Jianneo
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Re: Bugs/Issues Thread

Postby Nuclear Arbitor » Sat 12 Oct, 2013 4:53 am

apparently the install is missing the module file. you'll have to get an older full install, install that, and then install beta 5 over it. lulgrim said he would work on fixing it but i don't know if he has yet.
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Re: Bugs/Issues Thread

Postby Spartan717 » Sat 12 Oct, 2013 5:23 am

Beta 5

- Force commander's 'Flesh Over Steel' ability can't target the swarm lord.


Also, I'm not sure if anyone is facing this issue but, sometimes I can't target enemy units because the cursor doesn't change to the attack symbol (ie. the fist).

I also noticed that sometimes retreating units can get knocked back by the hurricane fire.
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Bugs/Issues Thread

Postby Lulgrim » Sat 12 Oct, 2013 7:49 am

Cyris wrote:Beta 5: The commisars T2 Powerfist went back up to 50 Power. I don't play IG much, but didn't this get changed down to 40 a ways back?

Wasn't changed in beta 5.

Spartan717 wrote:Force commander's 'Flesh Over Steel' ability can't target the swarm lord.

Flesh Over Steel or the Swarmlord have not been changed.
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Re: Bugs/Issues Thread

Postby Panda » Sat 12 Oct, 2013 8:20 am

Spartan717 wrote:Force commander's 'Flesh Over Steel' ability can't target the swarm lord.

Dat be cuz he ain't steel

Is the raptor ac meant to keep daemonic fury when the squad gets meltas? Seems a little too good no?
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Re: Bugs/Issues Thread

Postby jianneo » Sat 12 Oct, 2013 10:46 am

Hello I have tried leaving a older version installed and then installing the Elite mod beta and it still wont run, when i click the icon it tries launching the game for a split second and then nothing else happens.

I have looked in the DOW files and i can see that the older version has a file called ELITE.module but the new one doesn't, is this the file that i am missing?

Would be really greatfull if someone could assist me with this issue.

Many Thanks Jianneo
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Dark Riku
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Re: Bugs/Issues Thread

Postby Dark Riku » Sat 12 Oct, 2013 6:36 pm

Capillary towers' sight range is not affected by Malignant Blindness.
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Nuclear Arbitor
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Re: Bugs/Issues Thread

Postby Nuclear Arbitor » Sat 12 Oct, 2013 10:24 pm

yeah, that's the file. if you installed a non beta version then keep in mind that the beta and non beta install in different locations. installing an older beta, like 2.3 for example, and then 2.5 should work. shouldn't be the much of a hassle in the future.
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Re: Bugs/Issues Thread

Postby GaiusBaltar-2 » Sun 13 Oct, 2013 8:33 pm

I'm gonna second Jianneo problem. It still wont run, when i click the icon it tries launching the game for a split second and then nothing else happens.

Tried ALL versions...
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Re: Bugs/Issues Thread

Postby Broodwich » Mon 14 Oct, 2013 12:31 am

To clarify, 2.1 works fine with him, but none of the betas will
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Re: Bugs/Issues Thread

Postby Forestradio » Mon 14 Oct, 2013 2:38 am

Raptors with melta guns and an aspiring champion retain their "Daemonic Fury" ability.

Not sure if this is intended or not.
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Re: Bugs/Issues Thread

Postby Dark Riku » Mon 14 Oct, 2013 3:35 am

Radio the Forest wrote:Raptors with melta guns and an aspiring champion retain their "Daemonic Fury" ability.

Not sure if this is intended or not.
Ace of Swords wrote:Raptors with meltas retain their sarge ability, intended?
Lulgrim wrote:Hmm guess not.
No, it's a bug already reported on the previous page.
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Indrid
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Re: Bugs/Issues Thread

Postby Indrid » Mon 14 Oct, 2013 4:09 am

Please read initial post before submitting.
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Re: Bugs/Issues Thread

Postby valore » Mon 14 Oct, 2013 9:12 am

I think Psykout grenades for the GK aren't working properly. Either that or the tooltip is wrong.

They drain energy. However, the tooltip claims they are supposed to also cause suppression, but from testing they don't seem to do this.

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