Page 21 of 29

Re: Bugs/Issues Thread

Posted: Mon 06 Jan, 2014 10:19 pm
by Bahamut
fun fact, trophy rack does work on enemy vehicles unless there's a hidden flag somewhere i can't see

Bang Bang Hammer buff is a on_hit_action for the weapon, so whenever the weapon hits it will trigger the effect. Can't find any flag that would prevent it from triggering out of hitting a vehicle or a buildig. Also, seems to buff EVERYTHING except units with any form of building armor type, this means it does buff vehicles too

Re: Bugs/Issues Thread

Posted: Wed 15 Jan, 2014 6:06 pm
by Ace of Swords
Using any of the spotters abilities will make it land no matter what, like if you knockback or retreat them before the casting ends it won't stop the ability from beign used.

Another thing also, is it intended for burn da house to be used on power nodes?

Re: Bugs/Issues Thread

Posted: Wed 15 Jan, 2014 7:48 pm
by Vapor
Any way waaagh on lootas/kommandos could be moved to Q like it is on every other squad?

Re: Bugs/Issues Thread

Posted: Thu 16 Jan, 2014 2:26 am
by [TLV]Soul_Drinkers
last night in a game vs tex purgations with psycannons were shooting from the rhino as it moved but then rhino died they became untargetable and invisible. still being able to shoot but not able to be shot.i will link the corresponding replay when i can


http://www.gamereplays.org/dawnofwar2/r ... &id=291868

Re: Bugs/Issues Thread

Posted: Thu 16 Jan, 2014 12:14 pm
by Indrid
There are lots of bugs regarding transports it seems, Relic really ballsed up their implementation.

Re: Bugs/Issues Thread

Posted: Thu 16 Jan, 2014 8:24 pm
by [TLV]Soul_Drinkers
yeah just lost a banshee sqaud in a falcon. is this a coding issue or what?

Re: Bugs/Issues Thread

Posted: Thu 16 Jan, 2014 9:56 pm
by Nuclear Arbitor
probably related to snare mines stunning units in transports. relic just shoves them all into a single point in the center and changes targetability afaik.

Re: Bugs/Issues Thread

Posted: Fri 17 Jan, 2014 9:32 pm
by [TLV]Soul_Drinkers
before i call something op without looking into it. i was wondering about assault cannon barrage. does it still do full damage in retreat minus the knockback? if so why has this been left in place since manticore damage has been greatly reduced on retreat. just curious it might have been alrdy done, but i find it bleeds models quite well in retreat

Re: Bugs/Issues Thread

Posted: Fri 17 Jan, 2014 10:12 pm
by Indrid
This would be more of a balance concern.

Re: Bugs/Issues Thread

Posted: Sat 18 Jan, 2014 10:29 am
by Asmon
It does full damage on retreat and it was intended by the devs.

Re: Bugs/Issues Thread

Posted: Sat 18 Jan, 2014 10:53 am
by Nurland
AC barrage is grenade damage if it has not been changed.

Re: Bugs/Issues Thread

Posted: Sat 18 Jan, 2014 4:18 pm
by Forestradio
EDIT: deleted for my own stupidity.

Re: Bugs/Issues Thread

Posted: Sat 18 Jan, 2014 4:22 pm
by Lulgrim
(1) Retreat damage is not determined by damage type. (2) The link you just posted yourself shows it's not 90%...

Re: Bugs/Issues Thread

Posted: Sat 18 Jan, 2014 5:22 pm
by Forestradio
Lulgrim wrote:(1) Retreat damage is not determined by damage type. (2) The link you just posted yourself shows it's not 90%...


oops :oops:

editing.....

Re: Bugs/Issues Thread

Posted: Sun 19 Jan, 2014 2:51 pm
by FiSH
dire avenger plasma shield stopped working with ~150hp remaining.

i've had this happen before too before the animation fix for the shield, at which point i didn't check the health of the shield, just assuming it was an animation issue. this time, i checked the hp of the shield and it definitely had health remaining.

Re: Bugs/Issues Thread

Posted: Sun 19 Jan, 2014 3:29 pm
by Asmon
That is intended. The shield stops functionning after its health goes under 150 (or perhaps it is 200). Then if it is not destroyed, it will regenerate itself and be effective again.

Re: Bugs/Issues Thread

Posted: Sun 19 Jan, 2014 4:34 pm
by Indrid
^Yeah. It's always been like that. Doesn't shield you endlessly until destruction.

Re: Bugs/Issues Thread

Posted: Sun 19 Jan, 2014 4:47 pm
by FiSH
huh, didn't know. thanks!

Re: Bugs/Issues Thread

Posted: Sun 19 Jan, 2014 7:34 pm
by Orkfaeller
Not sure if it really belongs here, but just in case.
Image

Re: Bugs/Issues Thread

Posted: Sun 19 Jan, 2014 8:01 pm
by Indrid
Not a map done by us but an easy fix. Surprised I've not spotted it before.

Re: Bugs/Issues Thread

Posted: Thu 23 Jan, 2014 12:10 pm
by ushermr16
Doom of malantai spirit leech still work on hero when they down

Re: Bugs/Issues Thread

Posted: Mon 27 Jan, 2014 7:54 pm
by Krtolas
Could you please help the mod doesn't want to start. Only thing that came to my mind is that my Steam client is on different partition than the game. The Steam is on C: while DoW is on D: partition in Steam library. Could this cause problem? I tried installing the elite mode in both Steam client folder and in the steam library folder on D: partition and it didn't help? Please help?

Re: Bugs/Issues Thread

Posted: Mon 27 Jan, 2014 8:23 pm
by Lulgrim
Install it in the Retribution folder, of course. And check the shortcut target as well.

Re: Bugs/Issues Thread

Posted: Mon 27 Jan, 2014 11:57 pm
by Arbit
Sternguards can still refuse to fire their weapons. They had the vengeance rounds icon but wouldn't fire and their ammo switch buttons were greyed out. This is a little bit different from the old bug where they'd get stuck in the "changing ammo" status I think. I saved a replay but I get a sync error at ~7 minutes, which is before I get my sterns.

I had a razorback and there was some weird behavior when I tried loading the sterns. The sarge wandered around by himself before getting in... maybe that had something to do with it? Anyway, I can supply the replay if requested, but like I said the replay fails before it gets to the "good" part. (which is in itself pretty weird, because I've never had a replay fail before (and yes it's beta 10 (how deep do these parenthetical statements go???? (pretty deep))))

Re: Bugs/Issues Thread

Posted: Tue 28 Jan, 2014 5:51 am
by Lulgrim
Hmm what if they enter the transport while switching ammo?

Re: Bugs/Issues Thread

Posted: Wed 29 Jan, 2014 12:21 pm
by Dark Riku
I'm suspecting the hive node still being affected by it's own defensive ability.
Some replay material can be found on Crazyman's YT channel. 02:30 and 06:00.
I thought this was removed due to over performing issues.
Lulgrim wrote:2.2 beta 3 changelog
[*] Ravener Alpha Hive Node "Spore Cloud" no longer affects units with building_defence armor (such as Hive Nodes)
Care to look into that one?

Re: Bugs/Issues Thread

Posted: Wed 29 Jan, 2014 12:33 pm
by Torpid
The thing with the hive node is that it lowers not only incoming damage, but also outgoing damage, so if you have a tac flamer nearby to it while gas it up the hive node will debuff the tacs damage to pitiful levels, so that could be causing it.

It also has 750hp of building defence, not sure if that's a big deal.

Re: Bugs/Issues Thread

Posted: Wed 29 Jan, 2014 12:38 pm
by Dark Riku
That Torpid Gamer wrote:The thing with the hive node is that it lowers not only incoming damage, but also outgoing damage, so if you have a tac flamer nearby to it while gas it up the hive node will debuff the tacs damage to pitiful levels, so that could be causing it.
Sigh. No... It doesn't affect enemies that way.
Enemies are slowed and take damage from it. Nothing else...

Re: Bugs/Issues Thread

Posted: Wed 29 Jan, 2014 12:42 pm
by Bahamut
Dark Riku wrote:I'm suspecting the hive node still being affected by it's own defensive ability.
Some replay material can be found on Crazyman's YT channel. 02:30 and 06:00.
I thought this was removed due to over performing issues.
Lulgrim wrote:2.2 beta 3 changelog
[*] Ravener Alpha Hive Node "Spore Cloud" no longer affects units with building_defence armor (such as Hive Nodes)
Care to look into that one?



Just checked and with authority i will say that it's working as intended

The ability doenst target building_defence armor type (which the node has) and also has "target_self" set to false

The ability however, reduced both INCOMING and OUTGOING range damage (just like a razorback's smoke grenade), so units inside the cloud that are trying to shoot at the node will only go 20% of their normal damage

http://imgur.com/rdzK1EI,okjj4hp both pictures are here

Bugs/Issues Thread

Posted: Wed 29 Jan, 2014 12:44 pm
by Lulgrim
Hive Node was labbed a while ago and it took full damage from range at least. Gotta look at the "outgoing" damage thing though.