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Dark Crusade 1.2 nobrainer fix list

  1. Dawn of War II Senior Member Dawn of War Senior Member  #1
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    Dark Crusade 1.2 nobrainer fix list

    Ok. In this thread we will gather up nobrainer fixes. Now you ask yourself what a nobrainer fix is. Rest assured, the answer is near. *And den da winged grot Slow_Runner sat down and told all da lil' uns what a noobreener fix was.*

    A nobrainer fix is something that's relatively simple to fix and does not require much debate over whether it should be fixed or not. Balance issues are not nobrainer fixes unless it's something blatantly obvious like the Crisis Suit flamer reload in 1.11. Consistency fixes, such as making IG thermals building_med or making the Tactica building_med are nobrainer fixes. If you can fix it, submit it here. If it's a "please fix bug X" without the actual fix, leave it out as well.

    While submitting a fix, go into as much detail as possible and explain your problem as well as possible so that it is easy enough to fix for everyone else who reads it. And for goodness' sakes don't suggest something like "cap Warp Spiders to 2 squads" or "nerf Obliterator damage" because those are not nobrainer fixes.

    EDIT: Due to the oversight list, I'll be limiting this list to things that can be fixed with simple mod tools. So if you can't fix it, don't post.

    Without further ado, have at it.

    Ze list:

    GENERAL
    - Tau Plasma Generator and both Imperial Guard Generators lack piercing values and minimum damage values for their death explosions resulting in no actual damage.

    - The ranged_attack_range value in the squad file affects the behaviour of several units, and not in a good way. Problems arise when the value is set lower than what the range of the unit's weapons is. For a list of these units, see here

    - No TAU, Necron or IG Vehicle do Death Explosion, differing from the 4 original races (with notable exception of the Drone Squad).
    While it may be intentional for Tau (they do not like things that explode unless told so) and Necrons (high tech, and from fluff no necron unit is actually destroyed: they simply return to the tombworld), it is for sure a great missing feature for IG, notably Hellhound and Banablade (those two should left huge craters when exploding!). See here for a more detailed list.


    CHAOS
    - Chaos Marines' Frag Grenades do 0 morale damage. Their Space Marine Squad's counterpart does 20 morale damage.
    Fix: Assign the Chaos Marines Squad's Frag Grenades ability a proper morale damage value.

    - When Obliterators teleport, their weapons remain active without any animation for it. Fix: change "combat_enabled" on the jump bit in the squad file from "true" to "false".

    - Chaos Lord's Tainted Auspex doesn't have an icon when thrown to the ground. While it's on the ground, if you click it, it will have no icon, but it did in 1.11. Fix: here

    - Cultist Aspiring Champions have the Fear Aura to boost their squad's health but do not get the visual aura to indicate it.
    Fix: In the research chaos_purge_the_weak, create a duplicate of modifier_06 at modifier_07, but with the target_type_name as chaos_aspiring_champion_cultist.

    - When the Sorcerer is possessed by the Bloodthirster, there is no explosion (damage, knockback, anything other than the fountain of blood) unlike the three Aspiring Champion variants.
    Fix: Duplicate the explosion info used for the possession of the Aspiring Champion for the Sorcerer.

    - The daemon pit has 5 deepstrike slots, even though even in the campaign the maximum number of obliterators you can get is 3 squads. Fix: reduce "nr_available_spots" in the squad_hold_ext in the structure lua from 5 to 3.

    - Chaos Lord adds 12 to the morale rate of squad, where as every other leader adds 2.
    Fix: Reduce it to 2.

    - The Bloodthirster (chaos_bloodthirster_research) and Daemon Prince Summoning (chaos_daemon_prince_research) researches at the Daemon Pit have no hotkey. Fix: Give them both a hotkey (how about B and D respectively?).


    ELDAR
    - Give the Harlequin Shrieker cannon proper armor penetration, damage and morale damage values.

    - Brightlance and shuriken grav platforms are now vehicles for all intents and purposes but can't be repaired. Fix: "can_be_repaired = True" in the entity blueprint file (and max_repairers to 3 if one wants to be consistent, but max_repairers = 1 works too).

    - Harlequin riverblade does 0 damage to monster_high. Fix: Give the weapon an armor piercing value against monster_high.

    - CONSISTENCY: Dark Reaper exarchs are the only exarchs to benefit from the Eldar accuracy upgrades. NOTE: Balance issues to be taken into account on this one. Fix: Adjust the optics researches so that all the exarchs benefit from them equally in relation to the basic troops.

    - Banshees regroup at 50 morale, while every other Eldar unit regroups at 150. Fix: Change the "broken_min_morale" value in the squad file from 50 to 150.

    - The Aspect Portal returns a full 50% resources if deleted once built. The Soul Shrine returns only 10% resources if deleted once built. These should be swapped.

    - Harlequin riverblade has 300 armor penetration against commanders and no morale damage. Fix: Reduce the armor piercing value against commanders to at least 100 (30 might be the correct value as well) and give it a proper morale damage value.

    - There are actually two Prism Cannons on the Fire Prism and two Missile Launchers on the Hellfire. They are identical in every way and have perfect accuracy (so they both always hit the same unit) except for damage, knockback, and unit filter. The first does the damage, but only to enemies. The second only does knockback but to every unit.
    The second knockback-only Prism Cannon still does morale damage though, thus the half morale damage to friendlies since enemies get hit for morale damage twice (once by each weapon).
    Fix: Set the second knockback-only Prism Cannon to do no morale damage to match the damage it doesn't do.

    - Shuriken Cannon Grav Platforms and Brightlance Grav Platforms do not receive bonuses/penalties from cover. The only other units unaffected by cover are Necrons.
    Fix: Give both Grav Platforms cover bonuses. Not sure if that should be the cover bonuses of regular infantry, hovering infantry (e.g. ASM), vehicles, or hovering vehicles (Falcon), but they need their cover bonuses somehow.

    - The Farseer's Witchblade has no AP values defined for Building_Med and Building_High. It is dealing the minimum damage value of 10 against those types.
    Fix: Assign an AP value of 16 for entry_13 and entry_14 under eldar_witchblade_farseer.

    - Dark Reapers' reaper launchers have no AP value defined for Daemon_High and are dealing negligible damage (0.3 DPS) to that type. This is lower than their knife damage!
    Fix: Assign a proper AP value for entry_10 under eldar_reaper_launcher.

    - Warp Spiders' death spinners have no AP value defined for Vehicle_High and are dealing negligible damage (0.7 DPS) to that type. This is lower than their knife damage!
    Fix: Assign a proper AP value for entry_08 under eldar_deathspinner. The Exarch also inherits the same weapon, but assigns separate values from his squad members.

    - Fire Dragon Exarchs have a morale death penalty of just 40, the same as regular infantry, Eldar or otherwise. All other Exarchs have a penalty of 60. Fix: Increase the Fire Dragon Exarch's morale death penalty to 60.

    - Warp spiders targetting priority is vehicles _low and _med.
    Fix: in the squad's sbps file under squad_combat_stance_ext\attack_priorities vehicle_low and vehicle_med are listed before infantry_heavy (both types), monster (both types), and commander armor types. Move those entries down past commander armor, and before vehicle_high.

    - Eldar Plasma Grenades have a default piercing value of 0 so they just do their min damage value of 0.1 to monster_medium and monster_high armor types. Fix: Give eldar_plasma_grenades a default armor piercing value of 100.

    - Harlequin's Kiss, despite not having Commander armor in the allowable target types, can still occasionally attack a commander who is attached to a squad. Although the targeting of the commander can't be fixed, the damage dealt can.
    Fix: Change the min_damage_value to 0 to prevent the unit from taking 1000 damage when mistargeted (it's currently never used for the valid target types).



    IG:
    - Change armor type of IG thermo plasma generator and Tactica control from building_low to building_med.

    - Give a minimum damage value to Guardsmen and Kasrkin sergeant swords.

    - Command squad's Airstrike ability has a default piercing value of 100 and piercing values of 300 to all infantry and monster_medium and 25 to vehicle_low. All of these make little sense as vehicle_medium and _high take higher damage than vehicle_low and 300 AP is pointless because anything above 100 is wasted and 100 is the default anyway. Fix: assign proper armor piercing values to the ability and the children abilities.

    - The Command Squad's Strafing Run initial shot has different aoe and damage values than all of the 31 children. The initial shot (guard_strafing_run) is aoe 7, 25-50 damage, morale 25. The children (guard_strafing_run_children and 30 inheritors) are all aoe 4, 30-60 damage, morale 40.
    Fix: Since there's only one shot doing the first damage value and 31 doing the second, set the aoe and damage values of guard_strafing_run to match the second set of numbers above.

    - Leman Russ left and right heavy bolters have a disparity where the right HB is doing practically no damage to buildings. Fix: Increase right heavy bolter's armor penetration against building_high to 10.778 and against building_med to 20.555.

    - Baneblade Lascannons do different damage to different armor types, even though they're both supposed to be the same weapon. Fix: adjust penetration values to all buildings, infantry and monster_med.

    - Techpriest is immune to morale even though he has the morale bar. Fix: Either remove the morale bar if he's supposed to be immune or give him the proper morale entries to allow him to have morale.

    - Heavy Weapon Team melee does 0 damage when un-entrenched. Fix: Give the weapon proper minimum_damage_value, min and max damage and armor penetration values (or just the the Guardsman knife weapon entry).

    - Psyker Lightning field has an Armor Penetration value of 150 against infantry_heavy_high. Fix reduce it to 100.

    - Command Squad Priest's morale bonus overrides the Commissar's morale bonus to the squad. Fix: set the morale addition modifier to "exclusive: false."

    - Weapon specialization research gives a damage modifier of 2 to guardsmen grendes and 1.5 to Kasrkin grenades, as a result, Kasrkin grenades end up doing less damage than their Guardsmen counterparts. Fix1: Set the Kasrkin damage modifier for Grenade Launchers to 2. Fix2: Increase the min and mac damage values on the Kasrkin Grenadelauncher by a multiplier of 1.35 so that the damage after Weapon Specialization will be higher than that of Guardsmen Grenadelaunchers.

    - Guardsmen, HW team and Kasrkin knives, Priest weapons, Psyker CC weapon and Captain's power Gauntlet, as well as their special attacks do no morale damage. Guardsmen sergeants, Ogryns and Ogryn Bon'eads do 0.5.
    Fix: Assign each of these proper morale damage values (nothing too high, just enough to have them do reasonable morale damage in melee).

    - IG plasma starts at range 22 when even standard bolters have range 25 and guardsmen lasguns have range 27. While the range does go up to 26.4 with the Satellite Targeting upgrade, it's inconsistent to have it start at such a low range.

    - Guardsmen Sergeant laspistol has range 30 and is not affected by the Satellite Targeting upgrade. As a result, it outranges Guardsmen lasguns before the upgrade and vice versa after the upgrade. Fix: give the laspistol the same range as the lasgun, and have it be affected by the Satellite Targeting research.

    - IG LP3 has a modifier that's supposed to add 200 hp, but it overrides the bonus of the LP2 upgrade. Fix: make the second modifier increase health by 400 instead of 200, resulting in the intended +200 hp with LP3.

    - Assassin Infiltrate Research has no hotkey. Fix: something written in the "ui_hotkey_name" bit to sort that one out.

    - IG turret blueprint is so large that it's difficult to place them on the map. Fix: Either reduce the "extra_no_build_buffer" from 2 to 1 or change the entity blueprints to the following: scale_x = 2, scale_z = 1.

    - Guardsmen and Kasrkin have ranged_attackrange set at 35 in their squad file. This limits their automatic firing to range 35, even though they have weapons that have longer range (grenade launchers). Fix: increase the value to 45.

    - The Leman Russ targeting bug is unique to the LR. It is not shared by the LLR or either Pred. The problem is the sponson heavy bolters cannot fire inwards at all. Thus they cannot fire on the same target unless said target is at least as wide as the LR.
    Fix: Taking my cue from the SM and Chaos Predators, change the max_traverse_right for the left HB to 15 and the max_traverse_left for the right HB to -15.

    - The HWT AC facing bug is that the HWT reverses direction when the AC is built.
    Fix: setthe muzzle z-value for this weapon in the unit file (ebps file) to 0.103 instead of -0.103.

    - Assassin and Techpriest do 0 morale damage in CC. Fix: Give the techpriest power axe and exitus pistol a morale damage value.

    - Kasrkin sergeant sword and Guardsmen sergeant sword both to 0 damage to building_high, vehicle_high and monster_high. Kasrkin sergeant swoard also does 0 morale damage. Fix: give them proper armor penetration values against the three armor classes or a minimum damage value and give the Kasrkin sergeant sword a morale damage value.

    - Let it burn ability does no morale damage. Fix: Give the ability and its child abilities a morale damage value (but don't go overboard).

    - Strip Soul does no morale damage. Fix: give the ability a morale damage value.

    - Inconsistency: IG LP3 has a firing range of 25. Every other races LP3 updates firing range from 25 to 35.
    Fix: Increase the range on guard_heavy_bolter_listening_post_2 to 35.

    - Imperial Guard mines are missing AP values against monster_high and monster_med.
    Fix: Assign both armor classes proper damage values. The armor penetrating values are also quite different from the other mines so standardizing the damage values to better match with the others seems reasonable as well.

    - Imperial Guard mines have extra_no_build_buffer set to 1 while the other mines have it set to 0. This increases the blueprint of the mines to be bigger than all the other mines. Fix: set the extra_no_build_buffer to 0 from 1 in the epbs file.

    - Yet more IG weapons that don't have proper morale damage values. See here.

    - It would seem that the armor penetrations on the Heavy Weapon Team's Autocannon are swapped between monster_med and monster_high. Fix: Interchange the armor piercing values for monster_med and monster_high.

    - There are two sponson Twin Heavy Bolters on the Baneblade, one on either side of the vehicle, and a third mounted directly on the hull next to the Demolisher cannon. The left sponson Twin Heavy Bolter has different DPS values for Vehicle Low (5.0) and Vehicle Medium (1.0). The right has DPS values for Vehicle Low (12.0) and Vehicle Medium (6.0).
    Fix: Increase the armor penetration on guard_heavy_bolter_baneblade_1 to 24 against vehicle_low and to 12 against vehicle_med.

    - The Hellhound's stationary accuracy is only 50% and though its FOTM is better than most units, it still suffers. Because of this, it has a notorious tendency to pull into range, start firing, and then the squad it's shooting at proceeds to take no damage whatsoever for a solid 3-14 seconds. All other flamers in the game have full accuracy and then possibly some penalties to moving accuracy.
    Fix: Increase its stationary accuracy to 100% and then reduce its DPS accordingly to current levels. Adjust accuracy penalty on the move accordingly if desired.

    - Psyker's CC weapon has no AP value defined for building_high. He has a disparity where he is only dealing 1.0 DPS to building_high and at least 15 times that amount to other armor types.
    Fix: Assign a proper AP value to entry_12 under guard_psychic_spike_psyker.

    - HQ Priest's eviscerator suffers from a two-fold problem.

    First, there is no AP value defined for vehicle_high. This creates a dissparity where the priest is dealing 1.4 DPS to vehicle_high and at least 50 DPS to all other armor types. More evidence: The CS Priest does at least 23 DPS to vehicle_high and hes only using a chainsword!

    The second problem is that the AP value for building_high is exceedingly low (0.667). Thus, the Priest is suffering from another disparity whereby he only deals 1.9 DPS to building_high. For more evidence, I looked at the Commisar and General's damage to building_high, and found that they were both at least 10 DPS. Note: This bug is also present in the CS Priest's chainsword, except that he has no AP entry.

    Fix: Assign proper AP values to entry_08 under guard_eviscerator_priest and entry_14 under guard_chainsword_priest. Increase the AP value for entry_14 under guard_eviscerator_priest to something more appropriate.

    - Assassin's Exitus Pistol is missing AP values against vehicle_high and monster_high. He is only dealing 1.0 DPS to these types, but at least ten times that amount to other armor types.
    Fix: Assign proper AP values to entry_08 and entry_10 under guard_exitus_pistol_assassin.

    - The IG Techpriest is by default set to Hold Ground stance (he'll move to engage nearby enemies), and this will be overwritten by the stance set on the HQ he is made from. The other combat-capable builders (Bonesinger, Grots) default to Stand Ground stance (don't move to attack) and this stance overwrites the stance set on the HQs they are created from.
    Fix: for consistency change the following in the Techpriest sbps:
    default_stance set to type_stance\tp_stance_standground.lua
    ignore_building_stance set to true

    IG CAMPAIGN RELATED:
    - The Victory Sash wargear of the Imperial Guard is supposed to increase the morale of Regimental Bodyguards (honor guard GM) by 100. However, the bonus is apply_to_squad, not apply_to_squad_type and so it doesn't work (just like the GM sergeant health bonus was).

    - The Carapace Greaves wargear should increase the movement speed of the general and all command squad members by 25%. But the Priest's bonus is a 0% bonus with a 125% chance of applying. The probability to apply and the modifier value entries are swapped.
    Quote Originally Posted by bug report
    guard_research_command_squad_size does not apply a health bonus to any of the Dark Crusade Campaign command squad units, except for the commander unit himself (which is a hefty 500 health bonus) but I would like to know if it is suppose to apply to the campaign command squad units also.

    For clarity sakes in explaining these next two bugs:
    guard_infantry_kasrkin_sgt_advance_sp is the reference for the Honor Guard Kasrkin squad
    guard_infantry_kasrkin_sergeantt_advance_sp is the reference for the Command Squad Kasrkin sergeant

    guard_research_kasrkin_armor mistankly applies to the command squad kasrkin sergeant (kasrkin_sergeant_advance_sp, instead of kasrkin_sgt_advance_sp)

    guard_research_kasrkin_speed does not apply to the honor guard sergeant (the kasrkin_sgt_advance_sp listing), instead just leaving him slower than the rest of his squad after the upgrade.

    Wargear upgrades (which are listed under research):

    guard_wargear_upgrade_08_greaves_research - this one is a doozy:

    modifier4 list: guard_leaders_commissar_command_squad instead of guard_leaders_commissar_command_squad_advance_sp
    modifier5 list: guard_leaders_priest_command_squad instead of guard_leaders_priest_command_squad_advance_sp
    AND has a probability of applying: 1.250000 and list a multiplier bonus of 1.000000. These values need to be swapped.
    modifier6 list: guard_leaders_psyker_command_squad instead of guard_leaders_psyker_command_squad_advance_sp
    modifier7 was so close but has listed "mod_apply_to_entity" instead of "mod_apply_to_entity_type"

    guard_wargear_upgrade_09_sash_research

    modifier03 has "mod_apply_to_squad" instead of "mod_apply_to_squad_type"
    - General Lucas Alexander's Master-Crafted Power Claws and Power Fists wargear both also do 0 morale damage.

    guard_power_fist_captain (the third melee upgrade for the Command squad captain in the DC SP campaign) lists min_damage of 225 and a max_damage of 145. These values are swapped. Fix: switch the values around so that max damage is the higher value.

    - In the Imperial Guard campaign, the wargear item "Governor's Raiment" is supposed to increase the maximum squad and support caps, however this is bugged and gives no increase for either.

    Fix: change the modifiers in guard_wargear_upgrade_10_governor_raiment_research from:
    squad_cap_player_modifier.lua
    support_cap_player_modifier.lua
    to:
    max_squad_cap_player_modifier.lua
    max_support_cap_player_modifier.lua

    - Honor Guard GM start with 275 hp, and get *2 and *2.5 hp multipliers, in addition to the armor research. So they eventually get their hp multiplied by 6.25 which means they have ~1700 hp per man. Since multipliers work with additive boni, that number gets increased to ~2700 hp each, if you take sergeants and priests into account. For reference regular Guardsmen start with 160 hp, get +15 and +25 hp from the morale researches, and a *1.25 hp multiplier from the armor research.

    Fix: Honor Guard Guardsmen get additive (for example +40 and +50) hp from the morale research, instead of multiplicative boni.


    NECRON:

    - Necron builder scarabs have a 12 second flag plant animation which renders the scarab planting the flag immune to damage for those 12 seconds. All other races' cappers have a plant time of 3 seconds. Fix: Reduce the duration of scarab flag plant animation to 3 seconds.

    - Necron Warriors (rep, max0), Builder Scarabs (rep, max0), Pariahs (rep, max0 ), Immortals (rep, max0) are all set to "can_be_repaired=true" but have max repairers set to 0, which means that they can't be repaired, even though the cursor changes to the repair one when places over them. Same goes for the Flayed Ones, except they aren't set to repairable but have 1 max repairers.
    Fix: Set Necron Warriors, Builder Scarabs, Immortals and Pariahs to "can_be_repaired=false" and Flayed Ones to "max_repairers = 0".

    - Necron Obelisk Gauss Flayer (the LP2 weapon) does negligible morale damage (0.05). Fix: Give the weapon a proper morale damage value.

    - The Awakened Monolith addon (T2 upgrade) is supposed to provide a 50% health bonus to the Necron Lord, but the application type isn't specified so it defaults to apply_to_entity instead of apply_to_entity_type (which is what it should use to apply to the Necron Lord). Because of this the bonus is applied to the Monolith instead of the Necron Lord.
    Fix: Considering the Necron Lord is already powerful enough, either remove the bonus or properly apply it to the monolith. Make sure that the second monolith upgrade's health bonus to the Necron Lord isn't broken in the process.

    - The Necron speed progress bar doesn't accurately show the benefits gained from Obelisks and Critical points as the obelisk bonus of 20% is too large and the Critical bonus isn't even shown on the bar.
    Fix: Reduce the value of modifier 07 on epbs/races/necrons/structures/necron_listening_post to 15.2. Then add a similar modifier as modifier 04 on the ebps/environment/gameplay/strategic_objective_struct.rgd file under 'modifiers_immediate' with a value of 22.7.

    - Necron Pariahs have all their sound effects missing.
    Fix: in data-> attrib-> ebps-> races-> necrons-> troops-> necron_pariah-> ui_ext, change
    "Speech\Races\Necron\Pariah\Selection" to "Speech\Races\Necron\Pariah"

    - Necron Pariahs have a reinforce speed of 10. Not unusual by itself, as all other hardcap 1 tier 3 infantry have reinforce times in the 9-12 seconds range. However, taking the Necron speed bonus into account, their reinforce time can get as low as 3.3 seconds, which is the fastest reinforce time in the game, especially high for a 1000 hp heavy_high unit.

    NOTE: BALANCE ISSUES ON THIS ONE.

    Fix 1: Pariah reinforce time is unaffected by the necron speed bonus.
    or
    Fix 2: Pariah reinforce speed is increased to 24-30 seconds. (For reference, NW have 25 secs reinforce time, Flayed Ones 30 seconds.)

    - If a Flayed One is killed there is a 50% chance that it will stand back up with 30% of its original hitpoints. Every other Necron unit (Necron Warrior, Wraith, Immortals) have only a 25% chance to reassemble themselves with 30% of their original hitpoints.
    Fix: Reduce the "get_back_up_chance" on the Flayed One ebps file from 0.5 to 0.25.

    - Inconsistancy: Necron HF Obelisk (lp3) has no other tier building requirements and can be upgraded as early as Tier 1. All other races' listening posts require at least Tier 2 to upgrade to heavily fortified.

    ORK
    - Stormboyz speed upgrade doesn't affect Stormboy Nob Leaders and as squads move at the speed of the slowest unit in the squad, the Nob Leader slows down his squad. Fix: Have the ork_research_speed_boost_stormboyz upgrade increase the speed of Stormboy_Nob_Leader by a modifier of 1.3.

    - Stormboyz Stikk Bombz does 0 morale damage, even though they are technically considered to be anti-infantry grenades.
    Fix: Assign the Stikk Bombz ability a proper morale damage value.

    - Mad Dok's Burna Bomb does 0 morale damage.
    Fix: Give it a morale damage value (don't go overboard).

    - The Squiggoth is armed with two Twin Big Shootas. The right Twin Big Shoota is completely lacking AP values for Heavy_Infantry_MED, Building_LOW, Building_MED, and Building_HIGH, meaning it defaults to its inherited value of 2.5 DPS against these. The Left Twin Big Shoota is missing AP values for Heavy_Infantry_MED, Heavy_Infantry_HIGH, Building_MED, and Building_HIGH.
    Fix: Assign armor penetration values for each of these fields on both twin big shootas.

    - More Burny Research and Free Sluggas, both have a hotkey of M.

    - Mega Armoured Nobs have no morale penalty on death.
    Fix: Give them a morale death value of 40 (standard value for units in the game).

    ORKS CAMPAIGN RELATED:

    - Gorgutz's Big Horns are stated in-game to increase melee damage and health. Unfortunately that's not quite the way they work. Instead they function as an aoe 10 melee weapon that hurts your own troops. Since the aoe was manually added by Relic (check the lua), I'm assuming the aoe part is intentional. The "hurt's your own troops" part though is the default value by the game engine and probably isn't intentional.
    Fix: Set the aoe filter on the weapon ork_warboss_big_horns to "tp_area_filter_enemy"

    - The ork_warboss_red_gob weapon lacks a reload value, so it's doing the same crazy damage thing as the old bugged Crisis Suit flamers.
    Fix: Set the weapon's reload to 1 (same as the other special wargear weaponry like the Helm of Lorgar, Big Horns, or Rune Aura weapon).

    SPACE MARINES
    - Powersword upgrade changes the Chaplain's Crozius Arcanum into a powersword and all subsequent upgrade the Crozius Arcanum's weapon which is no longer in use. More specific info. Fix: Remove the modifier 05 from the Powersword upgrade that changes the Crozius to the Powersword.

    - SM Dreadnought Lascannon and Assault Cannon have no fire on the move penality. All others walkers have it. For consitency's sakes either give all walker weapons decent fire on the move or give dreadnought weapons the movement penalty as well.

    - The Land Raider's left and right twin-linked lascannons do different damage to monster_high, monster_med and vehicle_high. Fix: fix the differing armor penetration values for those 3 armor types.

    - The Space Marine predator lascannon sponsons do different damage to building_high. Fix: make the armor penetration values on those weapons against building_high the same.

    - Orbital Bombardment's initial shot is missing damage values for monster_high, vehicle_medium, and vehicle_high.
    Fix: Since the children all have 25 piercing values for those armor types, then give the initial shot those piercing values too.

    - Space Marine Mine Fields have a sight range of 0, detection range of 6. The other four Mine Fields have a sight range of 10, detection range of 6. Fix: Give Space Marine Mine Fields a sight range of 10.

    - When Terminators teleport, their weapons remain active without any animation for it. Fix: change "combat_enabled" on the jump bit in the squad file from "true" to "false".

    - Chaplain's power sword entry has double AP entries for infantry_med and infantry_low and no AP values to infantry_heavy_high and infantry_heavy_medium.
    Fix: Reassign entries 13 and 14 to infantry_heavy_high and infantry_heavy_medium and assign them proper values.

    - Inconsistancy: Space Marine squad missile launchers are the only missile weapon in the game with 0 knockback force. All other missile weapons do some kind of knockback.
    Fix: Most missile weapons do 20-50 knockback force. In space_marine_missile_launcher_tactical, edit the force_min to 20 and force_max to 50, or whatever seems appropriate.

    - Weaken Resolve Research and Word of the Emperor Research still share a hotkey, "B", although the former is no longer a prerequisite of the latter and so the same hotkey is assigned to two potentially simultaneously active researches. Fix: Change the hotkey for one of the two researches.

    SINGLEPLAYER SPACE MARINE ISSUES:
    - The honor guard librarian has only 300 hp instead of 1400. Fix: Increase hp to which ever seems appropriate (standard Librarians are 1400 hp).

    The tooltip for Wargear: Power Weapons upgrade in the SM Armoury in the campaign is listing "Equips all Sergeants with power Swords" line twice.
    Fix: Remove the first line.


    TAU
    - Assign the Tau Shield Drone a proper armor class.

    - Kroot Hounds, Krootox and the Greater Knarloc are all missing health regeneration values. Fix: Give Kroot Hounds, Krootox and Greater Knarloc a health regeneration value of 1.

    - Tau Firewarrior Shas'Ui pulse carbine has a range of 30 while basic Firewarrior Pulse Rifles have range 35 and the Shas'Ui weapon is also unaffected by all the upgrades. As a result, the Shas'Ui can never fire as far as the basic Firewarriors. Fix: add 5 range to the Shas'Ui weapon and apply the same range bonuses in the upgrades to the Shas'Ui Carbine as well.

    - Adding a 2nd Shas'Ui or a 2nd Shield Drone to a Firewarrior squad does not grant the benefits of a second ability, nor does it impact the recharge of the ability at all. Fix: change the value async_ability from "false" to "true" in the sbps file, squad_loadout_ext.

    - Hammerhead clones still have vehicle_high armor type. Fix: make their armor type vehicle_med.

    - Tau vehicle building blueprint is so large that it's difficult to place them on the map. Fix: Either reduce the "extra_no_build_buffer" from 2 to 1 or change entity blueprints to the following: scale_x = 4, scale_z = 6.

    - CONSISTENCY: Greater Knarloc builds in 30 seconds while every other super unit builds in 90.

    - Stealth Suit Shav’re’s fusion blaster has range 20 while regular fusion blasters have range 25 and 28. It is not affected by any of the upgrades either (mainly the accuracy upgrade). Fix: increase the range to 25 and make it be affected by the appropriate upgrades.

    - Tau squad leaders don't increase morale of the squad. Fix: have Stealth Suit and Firewarrior squad leaders increase morale.

    - The ethereal bonus of +200 hitpoints affects every single Tau entity, including things like snare traps. Fix: consider which units it is intended and modify the ethereal's for the greater good ability accordingly.

    - Devilfish burstcannon does 1.4 dps across the board. Fix: decide if it's just eyecandy or if it should do proper damage. BALANCE IMPLICATIONS.

    - Crisis Suit Missile Pods are bugged, 2 of their damage values, (vehical low and Vehical Med), have values over 100% penetration. It also has very low Building low penetration but high Building Med/Building High damage. It looks like the Building Low and Building High values are switched round.

    - tau_flamer_commander list itself as having 350 armour piercing value vs infantry_heavy_high.
    Fix: infantry_heavy_medium has a value of 45, so 35 seems like the intended value here.

    - tau_missile_pod_crisis_suit has armour piercing values of:
    140 armour piercing v vehicle_low
    120 armour piercing v vehicle_medium
    Fix: Bring both down to 100.

    - tau_rail_gun_hammer_head_gunship has armour piercing values of:
    160 armour piercing v vehicle_low
    300 armour piercing v vehicle_medium
    Fix: Reduce both to 100.

    - Tau Drone Squad's Self Destruct ability does 0 morale damage. Fix: Give it a morale damage value (nothing too high).

    - Drone squads are 70/40 to reinforce, yet 120/210 to build for the initial 3 member squad. Fix: Decide which is the correct cost and adjust the prices accordingly.

    - Broadsides have morale values although they can’t take any due to a morale armor of 0. Fix: Either remove morale values if they aren’t intended to break or give them morale armor of 0.5 and adjust the other morale values appropriately (1500 morale seems excessive, as does morale regen of 50 per second etc.).

    - The Kroot Shaping Center returns only 10% resources if deleted once built. This is in line with a T1 Barracks building, but the Kroot Shaping Center isn't a T1 barracks anymore so it should return 50% resources if deleted once built.

    - Crisis Suit and Vespid Stingwing clones have no HP regen value. The single-player honor guard clone also has no HP regen value. Fix: Give them an HP regen value of 1.

    - The Greater Knarloc's special attacks have no piercing values which means they default to their amazing min damage value of 1.
    Fix: Since other uber special attacks have a default piercing value of 10, do the same for the Greater Knarloc's two special attacks so they actually do some damage.

    - The Vespid Stingwing have build requirements of either a Tau or Kroot Barracks. Fix: As the Kroot Barracks now requires a Tau Barracks (Tau -> PtE -> Kroot), the build requirements should be changed to just the Tau Barracks since the Kroot Barracks is no longer used as a tech level building.

    - Another Tau one. The Broadside Rail Gun has an aoe of 1. This is about 1 pixel larger than the unit radius of a Techpriest, far too small to actually hit more than one unit. Fix: Since the Rail Gun actually having a real aoe would most certainly be unbalanced, set the aoe size of the Rail Gun to 0.

    - The Stealth Suit research Target Lock increases the accuracy of Stealth Suit Burst Cannons and Stealth Suit Fusion Blasters by 200% (2.0 in the game engine). This makes the weapons perfectly accurate when standing still or moving. At 2, it's an overkill no matter what.
    Fix: If the upgrade is intended to make the units perfectly accurate, reduce the accuracy bonus to 100% (0.2). Otherwise just reduce the bonus t whatever seems appropriate.

    - If you try to build a Shield Drone with less than 70 requisition, you'll find you can't click the button. The problem is that although the displayed cost of the unit is 40/40, and this is the amount deducted from your resources when you build it, the ebps file lists the cost as 70/0. The game looks at this value when determining if the unit can be built even though it's not the actual cost of the unit.
    The Firewarrior Shas'Ui squad leader is low in the ebps file at only 70/0, when it's actually 70/20.
    Fix: Correct Shield Drone cost in the ebps file to 40/40. Correct the Firewarrior Shas'Ui squad leader cost to 70/20.

    - CONSISTENCY: Tau Commander's flamer uses a circular area of effect and not a cone shaped, unlike all other flamers in the game. Fix: Change the area_type from 'tp_area_effect_circle' to 'tp_area_effect_pie' and change the 'angle left' value from 30 to -30.
    NOTE: This affects the flamer's efficiency so some rebalancing may be in order.

    - The Vespids' Sonic Pulse fires twice because a mismatch of refresh time and duration time. Duration time 1.7 gives enough time for the refresh time of 1 to kick in and do the ability a second time.
    Fix: Increase the refresh time of the Tau_Sonic_Pulse from 1 to 1.7.

    - The Skyray Missile Gunship has no Fire on the Move penalty.
    Fix: Give tau_skyray_missile (the parent weapon of the two missiles mounted on the Skyray) an accuracy_reduction_when_moving of 0.55. This would give the children 15% accuracy while moving like nearly all the other units in the game.

    Skyray Missile Barrage has two bugs:
    - There is an initial, instant, invisible missile fired directly at the target point with an aoe of 0.01. Since the 18 children inherit their damage values from this ability, we can either disable the parent's damage and knockback and then copy it all over to the first child, or (easier) fix the parent to be a proper 19th missile that fires just before the current first missile.
    Fix: Make the following changes to tau_skyray_missile_barrage: initial_delay_time = 1.6, area_effect\radius = 6, area_effect\throw_data\up_angle_max = 75, projectile_name = Tau_skyray_Missile (yeah, odd capitalization), projectile_spawn_pos\x = 1.60800, projectile_spawn_pos\y = 4.07700, projectile_spawn_pos\z = -1.70000, random_offset = 8

    - Children 7-18 and the parent do friendly fire, but children 1-6 do not.
    Fix: Either set Children 7-18 along with the parent to area_effect\area_effect_information\filter_type=tp _area_filter_enemy.lua, or set Children 1-6 to area_effect\area_effect_information\filter_type=tp _area_filter_all.lua. The latter is probably a better choice balance-wise.

    - A batch of Holographic Projection bugs. Some clones have a health value that mismatches the original unit. No clone's health scales with Improved Metallurgy, so if they matched before they won't after. This needs a two stage fix. First, make the mismatched clones have the same health as the original units (clone health listed below in parenthesis).

    Vespid Stingwing: 330 (250)
    Pathfinder: 350 (250)
    Kroot Shaper: 800 (1000)
    Kroot Hound: 600 (1200, that's not even close)
    Greater Knarloc: 8000 (6500)
    Drone Squad: 325 (800, where do these numbers come from?)
    Drone Harbinger: 750 (2500, seriously, what?)
    Hammerhead: 4000 (3200, along with the vehicle_high armor bug)

    - Problem 2: the health of clones does not increase with Improved Metallurgy, so a smart player can determine whether or not a unit is a clone by checking it's health rather than trying to figure out whether or not it's doing damage. Fix: in tau_improved_metallurgy, duplicate modifiers 2 through 8 as 9 through 15, changing the target of the duplicates (clones?) to be the clone version of each of those units.

    - Tau Broadside Battlesuits railgun has no AP value defined for Infantry_Low. As a result, the weapon is only dealing 18.8 DPS to Infantry_Low and over 100 DPS to other infantry types.
    Fix: Assign a proper AP to entry_01 under tau_railgun_broadside_battlesuit.

    - Crisis Suit flamer has a firing arc of 0 degrees, making it a single-line weapon instead of a pie-shaped AoE weapon.
    FIX: increase the firing arc. NOTE: One will have to tone down the effectiveness of the weapon if this change takes place.

    - The Tau Shield Drone does not have a sight radius assigned. This leaves the squad blind if the Shield Drone is the last unit left.
    Fix: Give it a sight radius of 15 to match the rest of the squad.

    - Tau Snare Traps have no armor type assigned.
    Fix: Assign it an armor type.

    - Kroot Carnivores have no morale penalty on death(ebps file, health_ext\morale_death). All other non-Necron units in squads that can take morale damage or units that can attach to a squad that can take morale damage have a morale penalty on death.
    Fix: Give them a morale death value of 40 (standard value for units in the game).

    Maps:
    - Tranquility end:
    open the Tranquility End_icon.TGA file with any .bmp editor, rotate it 90°, save, close, check ingame the minimap.

    - Fallen city:
    open fallen city.TGA with the ME, enable RENDER WATER in the options, save, close, check.

    - The map Titan’s Fall is apparently imbalanced. The bottom player is closer to the "middle" strategic points and the "middle" critical location. Fix: here.

    - Several maps are somewhat lopsided when it comes to resource distribution. Check this post for details on how to fix.

    - All new Dark Crusade maps are completely devoid of cover.


    Tooltips:

    Check the entryline in the appropriated unit (it appear as $#####). Now, open
    DXP2 (or WH40k or WXP)/locale/language.UCS and change the appropriated line with a text editor. It is very sensitive to changes, so make backups and triple check in game.

    GENERAL
    Tooltip for Critical Locations (except for Necrons) state that they produce requisition at a higher rate than Strategic Points. However, both Strategic Points and Critical Locations produce +6 requisition when captured.

    CHAOS
    - Bloodthirster still says the cost goes up every time you summon it. I think it's been like this since the original, yet it's never actually been true.
    Remove the false line

    - The demon pit doesnt list the demon prince research under the tool tip. Fix: Add it.

    - CSM Temple (ie. barrack) tooltip lists "allows the building of csm armory" This is untrue.
    Remove the false line.

    - The tooltip specifying that Chaos Marines can only get Heavy Bolters needs to be fixed.

    - Berzerk Fury says it increases damage dealt and decreases damage taken. This is incorrect. It increases damage dealt, decreases morale damage taken, and increases physical damage taken.

    - Obliterator tooltips say they are effective against most things in CC, when they're actually effective against nothing in CC.
    Fix: Either buff their melee to around CSM Levels, or fix the tooltip.

    - When the Plasma Pistols upgrade is researched, both the Chaos Lord and Sorcerer lose Infantry from their unit counter list.

    - The Chaos Armory states that it contains upgrades for Chaos Marines, Raptors, Cultists, and Aspiring Champions, but it makes no mention of Khorne Berserkers. Khorne Berserkers can research the Symbol of Khorne ability at the armory.

    ELDAR
    - Grav platform tooltips still say they can be attached to squads. This is not true.
    Remove the false line.

    - The Vyper tooltip say that can be upgraded to be effective against vehicles. Untrue.
    Remove the false line.

    - For the Armour upgrades, it says they affect Reapers, Banshees, Warp Spiders and such, but makes no mention of Fire Dragons. Fire Dragons do get a health increase.

    - Tooltip for Eldar Mines still say that commanders can detect them. This is incorrect and should be removed.

    IMPERIAL GUARD
    - Assassin Scope for the assassin still claims to increase LOS.

    - There's no tooltip mentioning that Chimeras are capped at 6.

    - The tooltip for the CS Commissar claims that he increases the HP regeneration of his squad, but he does not.

    - When Plasma Guns are equipped to the Guardsmen Squad, they do not gain Heavy Infantry under their unit counter list.
    - Tooltip for Tactica Control still says that this building is required to upgrade to the Battle Command.

    - Tooltip for the Uncommon Valor upgrade doesn't mention that it also adds 100 HP to all Command Squad members, including the General.

    - Tooltip for the Weapon Specialization upgrade claims to double the damage of the Grenade Launcher and Plasma Gun, however this is misleading. To clarify this, change the tooltip to say what it actually does:
    "Doubles the damage of the Guardsmen Grenade Launcher and Kasrkin Plasma Rifle.
    Increases the damage of the Guardsman Plasma Rifle and Kasrkin Grenade Launcher by 50%."

    - The tooltip for upgrading to the Battle Command doesn't mention that it increases the Guardsman squad size by 3 members.

    - Tooltip for IG Mines state that commanders can detect them. This is not true of several races' heroes, including the Necron Lord, Eldar Far Seer, SM Force Commander, etc.

    - Tooltip for the Execute ability still claims to double fire rate.

    - Tooltip for the Lightning Arc ability doesn't alert user to the self-break that also breaks any squad a Psyker is attached to.

    - Tooltips for Guardsmen and Kasrkin grenadelaunchers don't mention inability to fire on the move, whereas SM heavy bolters and missile launchers do.
    NECRON
    - Tooltip for first Listening Post upgrade says it gives "Wailing Doom", but the ability is called "Wailing Terror".

    - There is no tooltip that mentions Scarab Swarms are capped at 4.

    - It is not mentioned in any tooltip that building a Scarab Swarm costs 125 power and 1 vehicle point. Fix: Ideal place to include such information would be in the button that produces the squad, located in the Tomb Spyder's control panel. Another spot to include such information would be in the Tomb Spyder's tooltip, itself.

    ORKS
    - Tooltip for Da Boyz Hut states that this building is required to build the Pile of Gunz, but this is incorrect. Pile of Gunz only requires 20 Ork Resource.

    - Tooltip for building the Storm Boyz squad (in Da Boyz Hut) does not mention that Storm Boyz are also effective against heavy infantry.

    - Tooltip for Power Klaws upgrade on the Nobz Squad states that Power Klaws are "effective against all unit types." However, when Power Klaws are added to the squad, vehicles are not added to the squad's unit counter list.

    SPACE MARINES
    - Tooltips say that Terminators are "effective against most units in close combat." They actually have lower CC damage than Scouts do.
    Fix: Either buff the Terminators to SM CC levels (something which people have pushed for since Termies became an elite, BTW) or fix the tooltip.

    - There is no tooltip that mentions Land Speeders are capped at 10.

    - Tooltip for the Chapel-Barracks still incorrectly states that this building is required to build the armory.

    - When researching the Plasma Pistols upgrade, the Force Commander, Librarian, and Chaplain all lose Infantry from their unit counter list.

    TAU
    - The tooltip for "Stealth Suit Burst Cannon Upgrade" from the Cadre Headquarters, says that it upgrades the damage on ALL Stealth Suit weapons, when it actually upgrades the damage on ONLY the Burst Cannons (as the name suggests).

    - Tooltip for the Tau Barracks doesn't mention that Kroot Carnivores can be built there.

    - Tooltip for Fire Warriors says that they are "Effective against Infantry and Heavy Infantry." Armor penetration values and in-game performance imply the same thing. However, the squad's unit box does not list Heavy Infantry under its counter list.

    - XV8 Crisis Battlesuit Team and XV88 Broadside Battlesuit Team are now single-unit squads, but their names are causing confusion. They should be renamed to remove the "Team" from the unit name.

    - Tooltip for the Tau Commander claims that he has no melee attack. However, his burst cannon does the exact same damage in melee as in the ranged stance.

    - Tooltip for Coalition Center incorrectly says that this building is required to train the Greater Knarloc.

    - According to the tooltips, the Honor Guard Stealth Suits are not effective against anything.
    Last edited by Slow_Runner; 29th Dec 07 at 2:12 PM.
    Disagree with a moderator? Read this.
    DoW Player Guide.
    Quote Originally Posted by Maktaka

  2. #2
    Frydoom
    Guest
    - Fix the Harlequin's ranged attack, as it does no damage at all

    Copied this from the "Oversight collection" thread:

    - The Tau Shield Drone for the Firewarrior teams still has no armor class specified, leaving it with the basic armor class of "armour". Most weapons have either very low default piercing values for unspecified armor or have full penetration. This results in most weapons either doing their minimum damage value to the unit or doing full damage.

    - Priest morale bonus in the CS override the (higher) morale bonus of the Commissar. POSSIBLY FIXABLE, IDEAS?

    Removed engine bugs/feature wishes. -Slow_Runner
    Last edited by Slow_Runner; 1st Apr 07 at 3:34 AM.

  3. #3
    IG:
    * Fix CS Priest/Commissar Override bug. SEEMS DOABLE, FIX NEEDED.
    * Fix bug that causes CS reinforcement to lock up for no apparent reason occasionally. SEEMS DOABLE, FIX NEEDED.
    * Fix Kasrkin Special Weapon damages (This has needed to be done for going on like 6 patches now. Why this hasn't happened already, despite community outcry is frankly, ridiculous). SEEMS DOABLE, FIX NEEDED, EXPLAIN WHAT EXACTLY IS THE PROBLEM. (The fix needed is to fix the damn grenade launcher on the Kasrkin so it does the correct damage; currently it deals notably less than its GM counterpart).
    * Fix building armor.
    * Fix IG Sergeant weapon damages.
    * Fix Leman Russ targetting bug (due to some tareget-area silliness, the Leman Russ cannot bring all its guns to bear on a target unless the target happens to be especially large - a weakness not shared by other tanks with Sponsons.)
    * Standardize Leman Russ Heavy Bolter damage.
    * Standardize Baneblade Heavy Bolter and Lascannon damages.
    * Fix Baneblade Autocannon range bug (due to a poorly-set minimum/maximum range set, the Autocannon only fires at a very specific range, which it is borderline impossible to get to so as to fire the damn thing. It doesn't have a firing animation either, but I'd settle for getting the damn thing working, for now).
    * Fix Strafing Run damage. It's been bugged for upwards of 4 patches now.
    Last edited by Jaimas; 1st Apr 07 at 6:50 PM. Reason: Because Slow_Runner removed several should-be-no-brainer fixes.

  4. #4
    IG, CS Airstrike, seems to have bugged dmg values according to the relic wiki.

    Extra stuff removed. -Slow_Runner
    Last edited by Slow_Runner; 1st Apr 07 at 2:46 AM.

  5. #5
    Member
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    There's the issue with the Chaplain and the power sword upgrade.

    Researching still power swords replaces his crozius with a sword, even though the model doesn't change. Researching power fists will then upgrade the crozius he no longer has.
    'If it's a miracle, it's a Kantrael short-pattern nineteen megathule miracle.'
    'And a bayonet, sir. With some guts behind it.'

  6. Dawn of War II Senior Member Dawn of War Senior Member  #6
    Forum Fact Fairie Slow_Runner's Avatar
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    Check the previous posts in the thread, people. I'm getting the same stuff 2-3 times and the thread only has 12 replies so far, some of it already in my first post.

    Also this is not Bug submissions. If you know of some weird bug that has maybe happened, don't post it here. This is for easy fixes, not a new Bug Submissions forum.

    EDIT: Crud, the oversight thread. OK, since that's concentrating on bugs and the like, this will be strictly about bugs that anyone can fix with mod tools.

    EDIT2: I'll be deleting/editing things out with the above in mind.

    EDIT3: Also, this is not a suggestion box.
    Last edited by Slow_Runner; 1st Apr 07 at 2:48 AM.

  7. #7
    IG:
    The CS icon disappears when the general dies, even if there are still retinue members. Just keep the icon till they all die.

  8. #8
    StuffmanSFC
    Guest
    I just found out something interesting. I know prioritizing the Command Squad Captain's voice was on this list but it was removed because it seems like it couldn't be fixed easily with the mod tools, but if anyone's interested, there IS a loophole through which you can prioritize the Captain's voice using the Attribute Editor.

    All you need to do is go into the LUAs of the CS Commissar, Psyker and Priest and remove their speech directory under ui_info. (Don't worry, the CS versions are seperate from the ones you build from the HQ, so you won't mess up their versions.) Since they have no speech files, it'll default to the Captain's voice.

    The catch is that then the other members can't talk (you'll hear the Captain speak when he gets reinforced), and thus I'm not sure what'll happen if the Captain dies, whether the squad will become silent or it'll keep using the Captain's voice.

    Just thought you'd like to know.

    EDIT: Did some further testing, even if the Captain dies the squad continues to use his voice. Also, for reasons I cannot determine, his squad members still give their battlecries ("Forward, you dogs, to victory!"), which is just fine with me.
    Last edited by StuffmanSFC; 2nd Apr 07 at 8:04 AM.

  9. #9
    How can the Autocannon on the baneblade not fireing correctly not be a no brainer fix? a gun that basically doesn't work is sounds like a no brainer fix if ever there was one.

    Kroot hounds do not regen health, even if a shaper is attached, there basically the tau equivalent of ogrens, termies etc, looks like someone forgot to add a hp regen code on them

  10. #10
    Necron
    - Put the correct damage cap on the Necron Lord's Lightning Field. Somehow I don't think being able to 1-shot a HQ is intentional

    IG
    - Leman Russ bolters on each side doing different damage values for no apparent reason
    - Same for Baneblade (don't remember specifics)

  11. Dawn of War II Senior Member Dawn of War Senior Member  #11
    Forum Fact Fairie Slow_Runner's Avatar
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    War-Reborn, can you fix it? Is it fixable without engine tweaking etc? I'm looking for fixes here, not "please fix"es.

    - Necron Lord's Lightning field damage cap. Can someone give a fix to this please?

    Adding Leman Russ heavy bolter disparity and looking into the Baneblade guns.

  12. #12
    As I recall, Slow, it's a smile matter of min/max range that's the cause of the Baneblade Autocannon's woes.

    Also, because the Command Squad versions of the unit leaders are different than the regular versions, you can set their voices as that of the Command Squad, and it should work just fine.

  13. Dawn of War II Senior Member Dawn of War Senior Member  #13
    Forum Fact Fairie Slow_Runner's Avatar
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    Max range 35, min range 0. Gonna have to do better than that.

  14. #14
    Member
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    Vienna, Austria
    Here's two more:

    Lightning arc has armor penetration 150 vs heavy_high.
    Fix: Reduce AP to 100, buff damage to 600 vs heavy_high.

    Tech-priest still takes no morale damage.
    Fix 1: Assign proper morale values to his entries.
    or
    Fix 2: Change his morale to unbreakable so WYSIWYG.

  15. #15
    About the Baneblade turrets:

    specifically the left and right Lascannon turrets do slightly different vehicle damage, and hugely different building and infantry/monster damage. It's not really a harmful thing, just doesn't make any sense.

  16. #16
    Quote Originally Posted by Slow_Runner
    Max range 35, min range 0. Gonna have to do better than that.
    There is an issue, i have tested it, when i did the test the autocannon did not fire at all despite the turret pointing at the target an firing 3 full shots from the main BC it was well within auto range, yet only the BC dmg registered.

    On posting this issue in IG balance, jaimas i believe did his own test an concluded that the gun did fire but only within a very specific range band, that was so small it was hardly ever achived.

  17. #17
    StuffmanSFC
    Guest
    *Looks under the hood of the Baneblade and stands up again, wiping the grease from his hands*

    Here's yer problem. Look at hardpoint 8, the Autocannon entry on the Baneblade:




    I'm not sure if it has animations and they simply weren't put in (I guess you could put "Guard_Autocannon" in there and see if it works), but I bet you could get the thing to fire, graphics or no, if you put the generic aiming scripts in there.

    I would test it myself but I'm not an IG player so I have no idea what the Autocannon is supposed to look like in the first place.

  18. #18
    Member
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    Yeah, I'd call that proof enough.

    The BB auto-cannon is the coaxial gun next to the battle cannon on the turret, in case you want to edit the values in and have a look at it.

  19. #19
    StuffmanSFC
    Guest
    Thanks, I'll go ahead and try it.

    EDIT:
    Wow. That did not go well. I should've known something was up when I put out the Baneblade and the turret was vibrating.

    When I pointed it at a target, the Battlecannon was throwing like ten rounds per second. (Only graphically though...that Eldar base would've been leveled in seconds if the damage was counting that much.)

    I think it's because I set the Autocannon to Main targetting, and having two weapons that use Main probably screws it up...someone who knows more about how targetting works in the LUAs than me will have to mess with it. Regardless, the Autocannon bug definitely has something to do with the Baneblade's LUA itself.

    tl;dr - Results inconclusive.
    Last edited by StuffmanSFC; 2nd Apr 07 at 6:57 PM.

  20. Child's Play Donor Dawn of War Senior Member  #20
    Calculating Maktaka's Avatar
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    Back when WA was released, Relic stated the reason for the lack of targeting on the Autocannon was to prevent that very issue.

    For the same reason, the twin heavy bolters are only a single weapon. There are actually six heavy bolters for the baneblade, but only three are used in the game to avoid the weapons fighting over what to shoot at.

  21. #21
    jumping vehicles can sidestep effect of cotms

  22. Dawn of War II Senior Member Dawn of War Senior Member  #22
    Forum Fact Fairie Slow_Runner's Avatar
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    Ok, I've tinkered with the Autocannon a bit, and while it does fire, it doesn't fire a lot and the target has to be in a very specific spot. Also it has an accuracy of 0.5 and reload of 3 so it's pretty difficult to see it actually hit anything.

  23. #23
    Affen: Any vehicle with jump can jump while stunned. Both CoTMs, ATs, and probes will only stun a unit; anything that can jump is already practically free.

  24. #24
    and it sucks .... there shud be an exception 4 cursed veh

  25. Dawn of War II Senior Member Dawn of War Senior Member  #25
    Forum Fact Fairie Slow_Runner's Avatar
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    Tinkering with it a bit more, the autocannon is working just fine. Just the long reload time and crappy accuracy are making it very difficult to notice it hitting (because, well, it doesn't hit all that much). Also it's missing a firing animation, but that's all that I'm noticing.

  26. #26
    StuffmanSFC
    Guest
    Tinkering with it a bit more, the autocannon is working just fine. Just the long reload time and crappy accuracy are making it very difficult to notice it hitting (because, well, it doesn't hit all that much). Also it's missing a firing animation, but that's all that I'm noticing.
    As in, it's already working in the current version, or you were able to fix it so that it is?

  27. #27
    Fix bug with oblits lascannon that causes the reset time to reset if oblits move. Allows near instantaneous oblit lascannon fire on buildings by repeated move and attack commands.

    Also fix bug that allows daemon prince to be summoned in spaces too small for him to fit. Causes him to be stuck forever. Troubleshooter can verify this for you. Annoying.

    Finally defiler AI needs tweaking to where melee mode overrides artillery cannon fire. Right now, if you tell a defiler in melee to attack move, it will move and then fire the artillery and then forgets to melee; even if you specify the target. Defiler will only melee if you tell it to "attack melee" a specific target. Thats not cool.
    Apple wants to give everyone "the business."

  28. #28
    To Slow_runner: May I ask why did you make this thread? Do you intend to have all this fixes done then send them to relic and ask them to give their aproval or something like this? I agree with the fixes being really needed, but I don´t see listing them doing anything, since there was a thread with LOTS of bugs from the guard that was kind of ignored in this patch.

    Edit: I said kinda, I know some bugs pointed in that list were fixed, but a few weren´t, like the guardsman sargent damage.
    Last edited by desocupado; 3rd Apr 07 at 6:17 PM.

  29. #29
    yeah slowrunner !!! =D do something !!! =D

  30. #30
    Quote Originally Posted by Slow_Runner
    Tinkering with it a bit more, the autocannon is working just fine. Just the long reload time and crappy accuracy are making it very difficult to notice it hitting (because, well, it doesn't hit all that much). Also it's missing a firing animation, but that's all that I'm noticing.
    Do you mean you have managed to get it firing properly, within it's supposed min an max ranges? or does it still only fire within it's own very specific range?

    I take it the acurracy on the autocannon is 50%?

    Nice work tinkering around with it, hopefully this issue is something that can be fixed, with an easy tweak

  31. #31
    DukeRustfield
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    Finally defiler AI needs tweaking to where melee mode overrides artillery cannon fire. Right now, if you tell a defiler in melee to attack move, it will move and then fire the artillery and then forgets to melee; even if you specify the target. Defiler will only melee if you tell it to "attack melee" a specific target. Thats not cool.
    All multi-weapon units do this. It's no different than say, a CSM. If you tell it to attack something and it's on range, it likewise "forgets" to melee. You have to set it to F6/melee to change that. Working as intended.

  32. Dawn of War II Senior Member Dawn of War Senior Member  #32
    Forum Fact Fairie Slow_Runner's Avatar
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    Both to send it to Relic as well as to help anyone who's making a mod to fix these issues. That's why I want fixes to these and not just bug reports.

    About the autocannon, it is firing properly in 1.2. It's missing an animation and due to the long reload and crappy accuracy it's difficult to notice it actually hitting anything (because it doesn't hit much, but that's not due to a bug, only the reload and accuracy). I upped its accuracy to 1, removed the accuracy on the move penalty and disabled damage on all the other weapons (still firing, just not doing any damage) and the autocannon was hitting at maximum range and minimum range and everything in between.

    Subaku, those are bug reports, not fixes.

  33. Dawn of War Senior Member  #33
    As imagined by Octopus Rex... Troubleshooter's Avatar
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    Uncapped Lightning field damage battery.
    Ra Owa : AAHHHH!!!! ITS A ROCK!
    Troubleshooter : Wha... oh... Pfffttt... Prove it. :}
    Ra Owa : ... [sputtering] ... o.O ... Its SCIENCE!

  34. #34
    Member The_Guardman's Avatar
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    What about the Map and tooltip issue? Those are easy to fix (I can do it by myself, no Lua knowledge is needed) and would be very appreciated.

    Just to say, the Minimap rotation can be fixed with any decent paint program (I use Photoimpact), the render water can be fixed whit the Mission Editor and the Tooltip whit a notepad (open DXP2/Locale/language/DXP2).

    Edit: can we know if the Wirlwind no friendly fire is intentional or not? Ever with friendly fire, his godly accuracy and damage are worth the T4 anyway...
    All heil Gygax.

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    Thanks again for all of the hours of fun you have give me.

  35. #35
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    Erm, techpriest is listed under the SM list of changes o.O.

    Im sure people have noticed this before, but im surprised no one has reported it. The librarian defaults to ranged stance when built, always. He should default to assault stance.

  36. #36
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    Necron Lord Lightning Field could be fixed by having the charge capped at 900 as stated in the changelog. Lightning Field is apparently not well understood by either us or Relic so I'm not sure how one would go about doing this, but it's obvious that Relic's intention was to cap the Lightning Field charge when the graphic stops (around 900 damage received, where it deals ~315 damage).

    The Librarian change was probably intentional. He only does really good close-combat damage against monster_med, monster_high (the Daemon armour types) and vehicle_high, he's weaker than the Force Commander and Chaplain, and has a few nice ranged spells.

  37. The Studio Senior Member Dawn of War Senior Member  #37
    here's something that's never used
    but still
    it should be there
    HWT melee while unentrenched is 0.0 across the board

  38. Child's Play Donor Dawn of War Senior Member  #38
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    The Necron Lord Lightning Field issue is not resolvable outside of altering the game engine. The damage cap of 900 IS specified along with the other properties of the ability in the NL's squad LUA, but the game engine doesn't use it. As such, outside of a patch to the game by Relic, this can't get a fix.

  39. #39
    Haha. So much for being a no-brainer.

    And to think, my bringing up the Psyker Caster Bugs were edited out, for that exact same reason....

  40. #40
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    From this, Maktaka, would it be safe to assume that the Lightning Field NEVER had a damage cap, and it was just the fact that the graphic tops off at 900 instead of 1800 that we (I) finally noticed it?

  41. #41
    All multi-weapon units do this. It's no different than say, a CSM. If you tell it to attack something and it's on range, it likewise "forgets" to melee. You have to set it to F6/melee to change that. Working as intended
    No I'm saying that if you have a defiler set in melee mode (same mode as say a berzerker's default) and you tell it to attack move to an area, it moves forward, fires an artilerry round at a target and then forgets to melee despite being in melee mode; it'll just stop and keep shooting artilerry despite being in f6+f5 mode (melee+chase em forever). You have to specifically hit "attack melee' and pick a specific target and that'll shutoff the defiler artillery and then it'll actually melee. I'm serious. In my experience only the defiler does this because its the only unit with a melee and a long range artilerry. Artilerry just screws it up somehow.

  42. Child's Play Donor Dawn of War Senior Member  #42
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    Quote Originally Posted by dreddnot
    From this, Maktaka, would it be safe to assume that the Lightning Field NEVER had a damage cap, and it was just the fact that the graphic tops off at 900 instead of 1800 that we (I) finally noticed it?
    I wouldn't be surprised. Nobody ever really hit the damage limit before since it had twice the cap and only charged on receiving melee damage.

    Also, some good news on the CS Priest morale bonus overriding the Commissar's: it's fixable without screwing up anything else. I did some fiddling around with Corsix's mod tools and got positive results. Each modifier of the Priest's abilities can be separately set to exclusive. So the health bonus, min damage bonus, max damage bonus, and speed bonus can be left as exclusive while the morale bonus is not (it's worth noting that the normal Priest has no exclusive modifiers anymore).

    There's one downside to nonexclusive morale bonuses on the Priests, their morale modifiers stack with each other now. So four Priests now stack together to give a 200 morale bonus instead of just the usual 50. Perhaps the CS Commie should have the exclusive bonus and the Priest does not?

    Unusual quirk in the game:
    The DoW engine has had the capability to do selective exclusivity like this for all of DC, perhaps even earlier, but I didn't start poking around in the game files until DC. However, I know of no abilities, weapon effects, or researches that use this trick.

  43. Dawn of War II Senior Member Dawn of War Senior Member  #43
    Forum Fact Fairie Slow_Runner's Avatar
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    Added several things (and changes the Techpriest over to IG ).

    If you can post what's wrong and how to fix it, it belongs here. If you can only post what's wrong without fixing it, it belongs in The_Guardman's oversight thread. As long as you can't post a fix to the lightning field issue, it's not a fix, it's a bug report. Same applies to the Librarian stance thing and the Defiler quirkiness.

    Jaimas, did you have a point there?

  44. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #44
    Why shout... Octopus Rex's Avatar
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    I was thinking about the Kroot Hounds:

    neither the Krootox nor the Greater Knarloc have health regen either, even though they are living creatures just like the kroot hounds. Ok, so maybe this is because they are big bad units and don't need it. However, Crisis sutis DO have regeneration, why is that?

    Just a note: at a health regen rate of 1 it would take a Krootox 50 minutes to regain only 50% of it's health and it would take a Knarlock over an hour to get 50% of it's health. So, there it certainly be given to them without being IMBAAAAAA. Further, considering that neither of these units can be repaired I think that there's certainly something amiss here. Either units shold regen or be repairable, otherwsie you end up ditching damaged units and building new ones.

    Not sure, how do you feel about that Runner? Is it more of a balance thing? Or is is a no-brainer?
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  45. #45
    Yet more bugs and value screw-ups:
    * Psyker caster bugs remain. There are 2 variations of it; the easiest one to see occurs when the Psyker starts casting Strip Soul, and the target moves out of range (I.E. targetting a jump-capable squad). Strip Soul fizzles out, and has to recharge as normal if this occurs - a weakness that does not appear to be shared by Mind War. The other occurs when casting and the target dies.
    * Virtually every IG unit does 0 morale damage in CC, and 0 on special attacks. It's possible for a broken Tau FW squad to melee guardsmen, regroup in the middle of the fight, break the GMs, and win the battle.
    * Kroot Hounds do not appear to regenerate health.
    * Chronometron still operates if the NL becomes the Nightbringer.

    That's it for now. Expect more later.

  46. #46
    CrazySteve
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    Is it possible to make it so lightening feild only affects specific targets, like just the infantry armor classes. Yeah i know it doesn't fix the underlying problem, but at least it will stop people from 1hit killing buildings and vehicles with it.

  47. #47
    Tau:
    -firewarrior -> building 2 shield drones or 2 shas'ui
    u get 1 ability, and should be able to activate twice,or recharge halved.

  48. Child's Play Donor Dawn of War Senior Member  #48
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    The Psyker bug's fix is to shorten the initial delay and caster busy time and speed up the animation to match so as to avoid the issue to a degree. I've seen that same bug occur to the Farseer a-way back in DoW vanilla, but it's very very rare because of Mind War's longer range and quick casting time. I'm pretty sure this is a flaw of the engine, and unlike the Lightning Field issue one unlikely to ever get a fix, just the workaround above.

    The workaround DOES have the advantage of making Strip Soul more potent by reducing the squad stun time while the Psyker does his make-your-head-asplode thing (thankfully he no longer does the well-my-head-asplode thing). Perhaps we should nerf the damage on Strip Soul some more to compensate? (kidding! I know Jaimas would hurt someone if that happened)

    The morale issue is easily resolvable by simply giving them a token morale damage in melee, just enough for a large enough squad (7+ men) to maintain broken morale in melee (total of 10 morale DPS, after morale armor is factored in), although not cause the breaking in the first place. These are GM after all, nobody's gonna lose their morale when these guys start thrusting their pointy flashlights at them.

    I've got some ideas on the Chronometron, will experiment soon. It might be possible to make the Nightbringer summon inflict the aura-breaking effect of the Chaplain's Demoralizing Shout on the Necron Lord (and Nightbringer too, just to be sure), thereby disabling the Chronometron. Like I said, needs some experimenting.

    I don't see a way to make LF selectively target by armor type. I think Relic will need to enhance the Lightning Field squad extension to pull that off, but if they're in there already they might as well just get the bug instead.

  49. Dawn of War II Senior Member Dawn of War Senior Member  #49
    Forum Fact Fairie Slow_Runner's Avatar
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    Octo, the missing regen values are definitely nobrainers. It's alive, it regens.

    Jaimas, please, this is not a "report weird stuff" thread. It's a fix list so please refrain from posting just bugs without any attempt at a fix. And reporting already mentioned issues does not help (Kroot Hound regen, it's explained in the first post, 9th post and mentioned in the post just before yours). Adding Guardsmen and Kasrkin lack of morale damage values in CC to the list (I'd appreciate something more specific than "virtually every unit", as much as I like to help out with this, checking every CC weapon and special attack in the IG army is a fair bit of work).

  50. #50
    GMs, Kasrkin, HWTs, Psykers, Priests, and Commissars do not appear to do morale damage in melee, or on special attacks for that matter.

    Ogryns do 0.5/hit, and none on special attacks.

    Obviously, the fix is to fix the values on those.

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