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Re: Bugs/Issues Thread

Posted: Sun 01 Sep, 2013 11:36 am
by Major Richard Sharpe
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

Re: Bugs/Issues Thread

Posted: Sun 01 Sep, 2013 12:28 pm
by Torpid
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.

Re: Bugs/Issues Thread

Posted: Sun 01 Sep, 2013 12:36 pm
by Indrid
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!

Re: Bugs/Issues Thread

Posted: Sun 01 Sep, 2013 12:51 pm
by Orkfaeller
After a retreat, my Sternguard Veterans were unable to pick a ammo type.

No Ammo indicator over their head either.

Re: Bugs/Issues Thread

Posted: Sun 01 Sep, 2013 1:16 pm
by Torpid
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

Re: Bugs/Issues Thread

Posted: Sun 01 Sep, 2013 3:11 pm
by Indrid
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.

Re: Bugs/Issues Thread

Posted: Mon 02 Sep, 2013 11:47 am
by Raffa
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?

Re: Bugs/Issues Thread

Posted: Tue 03 Sep, 2013 12:05 pm
by Asmon
Blade Flurry does weapon kb.

Re: Bugs/Issues Thread

Posted: Sat 07 Sep, 2013 8:15 pm
by Orkfaeller
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?

Image

Re: Bugs/Issues Thread

Posted: Sat 07 Sep, 2013 9:45 pm
by Broodwich
Friendly noise marines cacophony kb my retreating tacs, possibly from domino? Dunno it was a pretty big blob

Re: Bugs/Issues Thread

Posted: Sat 07 Sep, 2013 10:21 pm
by Asmon
It cannot be NM's cacophony. It is likely domino effect indeed.

Re: Bugs/Issues Thread

Posted: Sat 07 Sep, 2013 11:12 pm
by Dark Riku
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.

Re: Bugs/Issues Thread

Posted: Sat 07 Sep, 2013 11:25 pm
by Torpid
Dark Riku wrote:In no-case that I've encountered did it just took the resources.


It's actually happened to me many times.

Re: Bugs/Issues Thread

Posted: Sat 07 Sep, 2013 11:53 pm
by Dark Riku
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?

Re: Bugs/Issues Thread

Posted: Mon 09 Sep, 2013 7:03 pm
by Kvek
Sluggas can finish mek's turret after it was called down. (5x faster)

Re: Bugs/Issues Thread

Posted: Mon 09 Sep, 2013 8:52 pm
by Arbit
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.

Re: Bugs/Issues Thread

Posted: Tue 10 Sep, 2013 5:51 am
by Lulgrim
Vengeance reload duration is 9 so that is not a bug.

Re: Bugs/Issues Thread

Posted: Tue 10 Sep, 2013 8:46 am
by ThongSong
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.

Re: Bugs/Issues Thread

Posted: Tue 10 Sep, 2013 10:50 pm
by Toilailee
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.

Re: Bugs/Issues Thread

Posted: Wed 11 Sep, 2013 4:22 am
by Nuclear Arbitor
terrain maybe? could be similar to the turret issue.

Re: Bugs/Issues Thread

Posted: Wed 11 Sep, 2013 1:52 pm
by sk4zi
even in a cast, we have seen it.

edit coz of new page:
(the drop pod issue)

Re: Bugs/Issues Thread

Posted: Sat 14 Sep, 2013 3:12 pm
by Forestradio
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.

Re: Bugs/Issues Thread

Posted: Sat 14 Sep, 2013 3:30 pm
by Indrid
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.

Re: Bugs/Issues Thread

Posted: Sat 14 Sep, 2013 3:41 pm
by Lulgrim
The ML glitch is probably related to GK units being based on the Tac Squad blueprint so it can probably be fixed somehow.

Re: Bugs/Issues Thread

Posted: Wed 18 Sep, 2013 4:39 pm
by FiSH
had a game where the eldritch storm didn't stun rhino.

Re: Bugs/Issues Thread

Posted: Wed 18 Sep, 2013 9:46 pm
by Orkfaeller
Do you know if a Unit was loaded in?

I think there is a similar bug with other weapons / abilities not affecting loaded transports.

Re: Bugs/Issues Thread

Posted: Wed 18 Sep, 2013 11:00 pm
by FiSH
@ Orkfaeller
no unit was loaded inside the rhino.

Re: Bugs/Issues Thread

Posted: Wed 18 Sep, 2013 11:25 pm
by Asmon
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.

Re: Bugs/Issues Thread

Posted: Thu 19 Sep, 2013 9:47 am
by Dark Riku
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)

Re: Bugs/Issues Thread

Posted: Thu 19 Sep, 2013 4:26 pm
by Indrid
Please try to lab Eldritch behaviour if you can.