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Re: Bugs/Issues Thread #2
Posted: Tue 24 Jun, 2014 9:18 pm
by Aertes
A couple of things about Inquisitorial Storm Troopers
- They still have the wrong animation when they weild grenadelaunchers, still use the pistol animation.
- They have some simbols in their forearm armor and neck protections, not sure if they are supposed to have that cristal pale metallic purple colour, like the Iron Warrior raptor's jump packs, but they do.
Re: Bugs/Issues Thread #2
Posted: Tue 24 Jun, 2014 9:36 pm
by sterling
Not seen anything wrong with them so far - do they not just look like this?

Re: Bugs/Issues Thread #2
Posted: Tue 24 Jun, 2014 9:39 pm
by Aertes
No. YOu see the Inquisitorial "I" on their forearm bracelets and the cords on each side of their collars? they glisten in that Cristal bright purple colour.
I use the lower graphic set, if that means something.
Re: Bugs/Issues Thread #2
Posted: Tue 24 Jun, 2014 10:02 pm
by sterling
Noted - as I'm sure most know by now some new models don't get on too well with lower settings. But sounds like a texture issue so not much can be done on my end.
Re: Bugs/Issues Thread #2
Posted: Tue 24 Jun, 2014 10:07 pm
by Wise Windu
Could you provide a picture?
Re: Bugs/Issues Thread #2
Posted: Wed 25 Jun, 2014 9:42 am
by bingo12345
I saw that inquisitorial storm troopers in building does not hurt from melee attack. - it's not bug.
I saw that computer player AI can't attack power node at all.
Re: Bugs/Issues Thread #2
Posted: Wed 25 Jun, 2014 2:57 pm
by Swift
bingo12345 wrote:I saw that inquisitorial storm troopers in building does not hurt from melee attack.
I saw that AI dosen't attack power node.
About the units in buildings, that is not a bug, melee units cannot hit the occupants, instead they hit the building.
About the AI, that is deliberate as before the AI could attack power nodes, but this was stopped due to units targetting power nodes over enemies, so now AI enemies cannot shoot power nodes but will use targeted abilities and grenades to attack them.
Re: Bugs/Issues Thread #2
Posted: Wed 25 Jun, 2014 6:04 pm
by bingo12345
Swiftsabre wrote:bingo12345 wrote:I saw that inquisitorial storm troopers in building does not hurt from melee attack.
I saw that AI dosen't attack power node.
About the units in buildings, that is not a bug, melee units cannot hit the occupants, instead they hit the building.
About the AI, that is deliberate as before the AI could attack power nodes, but this was stopped due to units targetting power nodes over enemies, so now AI enemies cannot shoot power nodes but will use targeted abilities and grenades to attack them.
How about not allowing melee attacker controlled by computer AI to attack building. it's ineffective. I meant coumputer player AI.
After you get power and build power node, enemy computer player AI don't care that power node at all. I felt unreasonable about it....
Computer player AI even tend to stand and gaze power node doing nothing. I saw.
Computer player AI can't attack power node at all with any means. they just stand and gaze power node near power node.
For the experiment, I got all powers and built power nodes on the all powers, and coumputer player AI units just went to power nodes and gazed them for a long time doing nothing.
Re: Bugs/Issues Thread #2
Posted: Wed 25 Jun, 2014 6:55 pm
by Swift
This mod really is not intended for AI combat it is so unfair on the AI, the mod is PvP based so there will no doubt be annoyances with AI. There is really nothing that can be done or needs to be done about AI as the majority of people who play the mod for PvP (99%+) will never touch AI.
Units attacking buildings should not be able to hit the occupants directly, what would be the point of the building, though there are certain weapons like the Sorceror's sword of flame that affect the occupants, albeit marginally.
Re: Bugs/Issues Thread #2
Posted: Wed 25 Jun, 2014 7:15 pm
by bingo12345
Swiftsabre wrote:This mod really is not intended for AI combat it is so unfair on the AI, the mod is PvP based so there will no doubt be annoyances with AI. There is really nothing that can be done or needs to be done about AI as the majority of people who play the mod for PvP (99%+) will never touch AI.
Units attacking buildings should not be able to hit the occupants directly, what would be the point of the building, though there are certain weapons like the Sorceror's sword of flame that affect the occupants, albeit marginally.
well, majority? the point of this mod just improvement of game. do you want to neglect this problem? building is not problem. problem that I was telling is that computer AI can't attack power nodes. they just stand near power node and gaze it for a long time .
I don't want perfect AI. for the game learning, I hope computer player AI is just playable.
Re: Bugs/Issues Thread #2
Posted: Wed 25 Jun, 2014 7:29 pm
by BaptismByLoli
As annoying as it is, Elite doesnt prioritize the performance of the AI. Rather, it prioritizes on the game balance during competetive play.
Maybe they will fix it it. But not before making sure that each of the faction is balanced.
Sent from my GT-S5830i using Tapatalk 2
Re: Bugs/Issues Thread #2
Posted: Wed 25 Jun, 2014 7:34 pm
by Ace of Swords
It's more about the fact that it was breaking the multiplayer, yeah it's not good to have your tank going down to another tank because it suddently decided to face a power node with it's turret.
Re: Bugs/Issues Thread #2
Posted: Wed 25 Jun, 2014 7:37 pm
by bingo12345
Ace of Swords wrote:It's more about the fact that it was breaking the multiplayer, yeah it's not good to have your tank going down to another tank because it suddently decided to face a power node with it's turret.
I agree that. but I was telling 'computer player' AI can't attack power nodes at all. they just stand near it and waste time.
Re: Bugs/Issues Thread #2
Posted: Wed 25 Jun, 2014 7:52 pm
by Ace of Swords
bingo12345 wrote:Ace of Swords wrote:It's more about the fact that it was breaking the multiplayer, yeah it's not good to have your tank going down to another tank because it suddently decided to face a power node with it's turret.
I agree that. but I was telling 'computer player' AI can't attack power nodes at all. they just stand near it and waste time.
I know and that is because the priority on power nodes was changed awhile ago so that player's controlled units won't automatically prioritize power nodes and yes it is somehow correlated to the AI you can play against how or why I don't know, but it's not really worth fixing that AI or wasting time behind that if you need to make the multiplayer functional.
Re: Bugs/Issues Thread #2
Posted: Wed 25 Jun, 2014 7:54 pm
by Indrid
This is a known issue already on the list. Please check the initial post before reporting things.
Re: Bugs/Issues Thread #2
Posted: Wed 25 Jun, 2014 9:42 pm
by Aertes
The Blood Angel Techmarine's loincloth looks too centered in his groin, it hangs directly from between his thighs. I think it would fit better if it was moved forwards, so that it hang from between the armoured hanging chainplates and the belt.
Re: Bugs/Issues Thread #2
Posted: Wed 25 Jun, 2014 9:59 pm
by sterling
Indrid wrote:This is a known issue already on the list. Please check the initial post before reporting things.
Re: Bugs/Issues Thread #2
Posted: Thu 26 Jun, 2014 7:11 am
by Aertes
Oh, sorry but I didn't see that one there.
Re: Bugs/Issues Thread #2
Posted: Thu 26 Jun, 2014 12:14 pm
by Chashan
Something that was brought up in the last Bugs/Issues Thread:
Nuclear Arbitor wrote:
wait, then that means that the heretic pistol issues could potentially be solved by assigning them the sarge animations?
Didn't the Codex Edition-mod solve this? Saw a couple videos by Cretella where he mentioned and showcased this. Wouldn't hurt if the same set of animations were applied in Elite for Heretics, would it (I am aware that Codex-mod went and made rifle-heretics the starting-unit and melee-heretics an upgrade, if that has any bearing on this).
Further, I seem to recall that Chaos 'nought's bolters did not have any sound, any chance of that getting fixed? Tried to look whether that was brought up before, search didn't yield a result however.
Re: Bugs/Issues Thread #2
Posted: Fri 27 Jun, 2014 3:09 am
by Forestradio
The GK libby's "Sanctuary" bubble thingy doesn't appear to be working on units that have a passive leap. I only ran into the issue with warrior brood though.
Re: Bugs/Issues Thread #2
Posted: Fri 27 Jun, 2014 5:07 am
by Forestradio
Sorry for the double post, but the Ravener Alpha's Crippling Talon debuffs the GK rhino in it's HI form (and possibly in it's vehicle form as well).
Re: Bugs/Issues Thread #2
Posted: Fri 27 Jun, 2014 10:13 am
by Myrdal
Radio the Forest wrote:The GK libby's "Sanctuary" bubble thingy doesn't appear to be working on units that have a passive leap. I only ran into the issue with warrior brood though.
Yea this a problem, for now we've added some more kb triggers inside the bubble. It won't prevent leaping units from getting inside but they should soon regret it now.
Radio the Forest wrote:Sorry for the double post, but the Ravener Alpha's Crippling Talon debuffs the GK rhino in it's HI form (and possibly in it's vehicle form as well).
Not sure if this is a bug, it works on sents too iirc.
Also fixed sanctuary ability switching to another hotkey when upgraded with hammer hand, that shit got annoying real fast. As for AI, yea it's a mess. The power node priority change kinda broke it in half, I'm hoping we can fix that somehow but that likely won't happen anytime soon.
Re: Bugs/Issues Thread #2
Posted: Fri 27 Jun, 2014 3:45 pm
by Vapor
hakon wrote:
Also fixed sanctuary ability switching to another hotkey when upgraded with hammer hand, that shit got annoying real fast.
Hotkeys switching was a problem with the Weirdboy and the Farseer before, were these fixed in 2.3? If not it would be a very nice fix...
Re: Bugs/Issues Thread #2
Posted: Fri 27 Jun, 2014 4:16 pm
by Myrdal
Fixed now.
Re: Bugs/Issues Thread #2
Posted: Fri 27 Jun, 2014 4:19 pm
by Vapor
Thanks. Also shouldn't raptors with AC have the heavy melee indicator?
Re: Bugs/Issues Thread #2
Posted: Sat 28 Jun, 2014 3:16 pm
by PhatE
Burrow traps effect transports (still do?) the same way they effect infantry
Had a game vs Flo where my falcon was stunned like a DA would be or any other type of model.
Re: Bugs/Issues Thread #2
Posted: Sat 28 Jun, 2014 4:55 pm
by BaptismByLoli
Eldar FoF and a Fire Dragon's Dragon Fury ability (which buffs speed along with weapon knockback immunity and 50% suppression immunity) both have their ability hotkeyed to F. However, when I use it it will only activate FoF, not Dragon Fury.
Re: Bugs/Issues Thread #2
Posted: Sun 29 Jun, 2014 4:21 am
by Nuclear Arbitor
PhatE wrote:Burrow traps effect transports (still do?) the same way they effect infantry
Had a game vs Flo where my falcon was stunned like a DA would be or any other type of model.
they stun infantry in transports as well. and they stack on vehicles.
Re: Bugs/Issues Thread #2
Posted: Tue 01 Jul, 2014 12:57 am
by bingo12345
AI Computer Mekboy uses 'Teleport' abillity into enemy units with ranged weapon. it's suicide. I think he imitates melee units.
Re: Bugs/Issues Thread #2
Posted: Wed 02 Jul, 2014 12:39 am
by Crewfinity
When he gets his knife, the kommando nob has the trippa shot ability, which causes knockback and stun to a single model.
When you use it on an entity which is immune to knockback, such as the force commander with the shield or battlecry up, nothing happens. I dunno if it's intended, but it's pretty annoying, it would be nice if it at least stunned them still.