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Re: Bugs/Issues Thread
Posted: Wed 20 Nov, 2013 11:54 pm
by Commissar Vocaloid
Dark Riku wrote:Elite actually has an AI mod in it

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.
Re: Bugs/Issues Thread
Posted: Thu 21 Nov, 2013 12:23 am
by Dark Riku
That's normal for the easy AI even on retail I believe.
Re: Bugs/Issues Thread
Posted: Thu 21 Nov, 2013 12:46 am
by Forestradio
Commissar_Badass wrote:Dark Riku wrote:Elite actually has an AI mod in it

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.
Re: Bugs/Issues Thread
Posted: Thu 21 Nov, 2013 12:48 am
by Ace of Swords
Same, I never had any problem with the AI.
Re: Bugs/Issues Thread
Posted: Thu 21 Nov, 2013 5:16 am
by Commissar Vocaloid
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

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.
Re: Bugs/Issues Thread
Posted: Thu 21 Nov, 2013 7:23 am
by Faultron
A.I. cant target/destroy gens how is that not a problem
+ there are sternguards with missile launcher etc what is fine

Re: Bugs/Issues Thread
Posted: Fri 22 Nov, 2013 7:54 pm
by Lag
Did anyone notice an increased amount of squads splitting up, or lone models wandering by themselves since beta 7?
Re: Bugs/Issues Thread
Posted: Sat 23 Nov, 2013 3:22 am
by Forestradio
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?
Re: Bugs/Issues Thread
Posted: Sat 23 Nov, 2013 5:04 am
by Commissar Vocaloid
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.
Re: Bugs/Issues Thread
Posted: Sat 23 Nov, 2013 12:45 pm
by Indrid
Looks like the new version of Estia got borked by an installer script error, so it will load the old version (probably).
Re: Bugs/Issues Thread
Posted: Sat 23 Nov, 2013 3:01 pm
by Lag
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.
Re: Bugs/Issues Thread
Posted: Sat 23 Nov, 2013 3:07 pm
by Dark Riku
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...
Re: Bugs/Issues Thread
Posted: Sat 23 Nov, 2013 3:09 pm
by Torpid
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...
Re: Bugs/Issues Thread
Posted: Sat 23 Nov, 2013 5:44 pm
by Orkfaeller
Could that have to do with the Sergeant himself being unable to repair?
Re: Bugs/Issues Thread
Posted: Sat 23 Nov, 2013 11:05 pm
by Nuclear Arbitor
yup, same issue with commisar.
Re: Bugs/Issues Thread
Posted: Sun 24 Nov, 2013 1:42 am
by Bahamut
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
Re: Bugs/Issues Thread
Posted: Sun 24 Nov, 2013 10:22 am
by Commissar Vocaloid
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).
Re: Bugs/Issues Thread
Posted: Sun 24 Nov, 2013 10:59 am
by Kvek
both of these bugs happend to me at least 50x
Re: Bugs/Issues Thread
Posted: Sun 24 Nov, 2013 3:55 pm
by Ace of Swords
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.
Re: Bugs/Issues Thread
Posted: Sun 24 Nov, 2013 3:57 pm
by Torpid
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.
Re: Bugs/Issues Thread
Posted: Mon 25 Nov, 2013 12:26 am
by Lag
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.
Re: Bugs/Issues Thread
Posted: Tue 26 Nov, 2013 3:46 am
by FiSH
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...
Re: Bugs/Issues Thread
Posted: Tue 26 Nov, 2013 6:09 am
by xerrol nanoha
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!?
Re: Bugs/Issues Thread
Posted: Tue 26 Nov, 2013 6:23 am
by Lulgrim
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.
Re: Bugs/Issues Thread
Posted: Tue 26 Nov, 2013 8:35 am
by Dark Riku
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.
Re: Bugs/Issues Thread
Posted: Tue 26 Nov, 2013 12:15 pm
by Orkfaeller
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.
Re: Bugs/Issues Thread
Posted: Tue 26 Nov, 2013 1:46 pm
by FiSH
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)
Re: Bugs/Issues Thread
Posted: Tue 26 Nov, 2013 1:50 pm
by Dark Riku
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.
Re: Bugs/Issues Thread
Posted: Wed 27 Nov, 2013 12:19 am
by Forestradio
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
Re: Bugs/Issues Thread
Posted: Wed 27 Nov, 2013 6:49 am
by Asmon
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.