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Dark Crusade 1.2 nobrainer fix list

  1. #151
    Forum Fact Fairie Slow_Runner's Avatar
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    Jaimas, no morale damage in CC and odd armor types are not quite as obvious as the commander thing. And what The_Guardman said.

    Wraith_Lord, like Hiroshi_Tea pointed out, the only units to have monster_high are DP, Knarloc, Squiggoth, BT and the Avatar. Monster_med means Krootox. The list of units with commander armor is much longer and the difference between taking 100 and 30 damage is greater on units with 1000-3000 hp than on units with 5000+ hp. I'm inclined to leave it the way it is.

    EDIT:
    Something else I think most will agree on: Tau vehicle building and IG turret blueprints. They're both so large that it's difficult to place them on the map. Fix: Reduce entity blueprints to the following:
    Tau vehicle building: scale_x = 4, scale_z = 6.
    IG turret: scale_2 = 4, scale_z = 1.

    If you can think of any other oversized blueprints, post 'em up.
    Last edited by Slow_Runner; 16th Apr 07 at 4:12 AM.
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  2. #152
    Member The_Guardman's Avatar
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    More than blueprint, the model of the Mars Pattern.

    It can be srinked by command line (I know at least 2 mods that did it, without touching the actual model) and would be very useful. There are situaton where it is simply impossible to use it, or where you have to destroy it to let the BB out.

    I know this is not an oversight, however...
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  3. #153
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    Crisis Suit flamer deals very limited AoE damage because it has a 0 degree arc. Of course, if you changed that, you'd also have to do something about it's damage and morale values, so it's probably beyond the scope of a no-brainer fix.
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  4. #154
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    I just found a very serious problem with eldar.

    None of their ranged infantry can hurt daemon_high, which is the BT, avatar, gnarloc and daemon prince.

    As a result these units are practically unkillable with an eldar ranged force. Even fully upgraded banshees only do 5.5 DPS to daemon_high, which isnt anywhere enough to kill them.

    DRs do 0.3 DPS to daemon_high and it never goes up.

    Warp spiders do 1.7 DPS to daemon_high when fully upgraded.

    No wonder that 8200 hp knarloc took my full army absolutely ages to kill. My entire infantry force barring the SC was completely unable to harm it.

    Fix : Increase their DPS values to something that makes sense.

  5. #155
    anilkocman
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    here is another wierd thing
    autocannon_heavy_weapons_team 108dps to monster_high
    i dont know if it is intended or not though

    edit:
    also when you attach a skull probe to your squad it makes an irritating sound every time you give an order to your squad

  6. #156
    Forum Fact Fairie Slow_Runner's Avatar
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    Pretty much all balance issues from what I can see.

    Question: Try Seer Council, 18 dps per member. I will add the fact that the Harlequin does no damage to monster_high though.

  7. #157
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    A full SC takes about 5 minutes to kill the average daemon_high. I shouldnt be forced to rely on one unit out of my entire army to kill someone's uber unit. The non-existent damage against daemon_high for DRs and WS has to be a mistake....it would be like making terminator assault canons do 1 DPS to daemon_high, or the land raider's lascanons do only 5 DPS to vehicle_low.

  8. #158
    Member The_Guardman's Avatar
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    Avatar. Win vs. any monster_high (same tier: 4) singlehandly. Plus, it give you lot of OP bonus.

  9. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #159
    Why shout... Octopus Rex's Avatar
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    That's definitely a balance issue.
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  10. Child's Play Donor Dawn of War Senior Member  #160
    Calculating Maktaka's Avatar
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    Try Brightlances. 33.3 DPS vs monster high, not counting their +75% damage bonus.

    On the HWTs, it looks like their damage values for monster high and med got swapped. Their damage for monster high is in line with other infantry while the monster medium damage is a bit better than vehicle high.

  11. #161
    anilkocman
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    the kroot shaping center regenerates like ork buildings

  12. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #162
    Why shout... Octopus Rex's Avatar
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    Wow, well spotted. Dunno though, what makes you think that this isn't an intentional feature?

  13. #163
    anilkocman
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    Wow, well spotted. Dunno though, what makes you think that this isn't an intentional feature?
    i really dont know but its the only regenerating "building" tau has meanwhile the very organic kroothounds krootox and knarloc don't heal at all.

    I sometimes think the Tau is freakin wierd

  14. #164
    Wraith_Lord
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    Space Marines SM Land Raider and Predator left and right Lascannon dmg values inconsistant

    According to RelicWiki:

    For the Space Marine Land Raider, the right Twin-Linked Lascannon does:

    52.4 dps to Daemon-Medium armor,
    78.7 dps to Daemon-High armor,
    and 78.7 dps to Vehicle-High armor.

    The left Twin-Linked Lascannon does only:

    23.8 dps to Daemon-Medium armor,
    56.7 dps to Daemon-High armor,
    and 56.7 dps to Vehicle-High armor.

    This is inconsistant, because both Twin-Linked Lascannons are the exact same weapon, so they should have the exact same values. Other race tanks that use two of the same weapon also have the exact same values for both (Ork Looted Tank, Tau Hammerhead Gunship, Chaos Predator, etc.).

    The numbers clearly indicate a much LARGER difference that would affect gameplay. Considering the relatively long reload time of the Lascannon (3 sec), the Land Raider would be doing somewhat less damage against all other ultimates, such as the:

    Imperial Guard Baneblade
    Ork Squiggoth
    Tau Hammerhead Gunships/Greater Knarloc/Krootox
    Necron Monolith
    Eldar Avatar
    and Chaos Bloodthirster.

    If this is a mistake, it should be fixed, as it is making a somewhat substantial difference in Land Raider's damage vs monsters and vehicles.

    ------------------------------------------------------

    Also, according to RelicWiki:

    For the upgraded Space Marine Predator, the the left Lascannon does 15.2 dps to building-high, but the right Lascannon does only 14.3 dps to building-high.

    This is inconsistant, because both Lascannons are the exact same weapon, so they should have the exact same values. Other race tanks that use two of the same weapon have the exact same values for both.

    This one is only a small difference . . . it probably wouldn't affect gameplay, but still wondering whether or not it should be fixed?


    EDIT: Apparently im running out of room. Merged both posts.
    Last edited by Wraith_Lord; 19th Apr 07 at 2:56 PM.

  15. #165
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    The DR exarch when fully upgraded actually does less damage than a normal squad member to most targets. IIRC they start outdamging the exarch at improved optics + exarch.

    Fire dragon and WS exarches arent affected by optic upgrades.

    Tau gnarloc builds in 30 seconds, all other race's uber unit builds in triple the time at 90 second, barring the monolith at 100% build time which also builds in 30 seconds(if 100% = half build time). Uber unit spam anyone?

    Tau stealth suit leader Shas'vre's fusion blaster is range 20, normal suit fusion blaster is range 25 and increases to 28 with advanced pulse rifle. Result : When you order a SS squad with fusion blasters to attack, the leader is standing there doing nothing. He isnt affected by any of the upgrades either.

    Burst canon upgrade at the HQ doesnt increase damage of SS fusion blasters or the leader's fusion blaster when the tooltip says it does. This is a useless ability because you can only use SS as AV or harassment units in T2 with fusion blasters and the upgrade doesnt affect those, so theres no reason to get them, unless you want to try SS rushing with burst canons in T1. Targetting optics also only affect burst canon range and not fusion blasters.

    Neither the Shas'vre or Shas'ui increases morale of the squad, while everyone else's squad leader does(with exception of eldar exarches who also strangely dont increase morale).

    Tau devilfish burstcanon does 1.4 DPS across the board, which makes no sense and must be a mistake.

    Broadside missle pods are now completely unable to damage anything. Im not sure if this is intentional or not. My theory is that relic increased the damage of the railgun 3x of its former value to compensate for the smaller squad size, but forgot to increase the value of the misslepods as well.

    Howling banshee exarch is not affected by optics upgrades.

  16. #166
    Grammatical errors in the SP special map text.
    This signature contains adult language... adult content... Psychological nudity.

  17. #167
    Member The_Guardman's Avatar
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    Snare traps are affected by the Etereal HP bonus. This is simply ridiculous. In fact all Tau units get it.

    Solution:
    Remove the HP bonus for the Snare trap, and evalute if it is really needed for Harbringer's Drones, Drone Squad, Tau Fire Warrior squad Shield Drone, and all Vehicles and Kroot units (last two more out of logic than for balance).

  18. #168
    Kroot are part of the tau, ideology an greater good, the etheral is leader of all tau forces including kroot an vespids, while things like snare trap an harbinger drones etc make sense, an you could even make a argument on the vehicles as they are mechanical in nature, however all the living organisms' should benefit, kroot are not separate enties they are part of the tau army just as FW are, an are under the command of the etherial an tau commander

  19. #169
    Member The_Guardman's Avatar
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    From a fluff perspective, no.

  20. #170
    taskmaster-
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    Tau TIII units... give teh teh regenerate health

  21. Child's Play Donor Dawn of War Senior Member  #171
    Calculating Maktaka's Avatar
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    Got some for the single player campaign (which means fat chance it'll ever get fixed, but one can hope).

    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.

  22. #172
    anilkocman
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    @question

    some of those are kinda balance issues dont you agree?
    but the stealth suit shavre advanced pulse rifle upgrade thingy should be corrected

  23. #173
    ZenD
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    If you click on a game that is password protected, could the focus be on the password-box. This way you dont have to click it before you can enter the password.

  24. General Discussions Senior Member Modding Senior Member Dawn of War Senior Member  #174
    Why shout... Octopus Rex's Avatar
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    I'm pretty sure that's not a no-brainer balance fix. Something to do with GameSpy.

  25. #175
    Forum Fact Fairie Slow_Runner's Avatar
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    Updated with fixes from the past 3-4 days.

  26. #176
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    If you're including single player issues, the honor guard librarian has only 300 hp instead of 1400.

  27. #177
    Forum Fact Fairie Slow_Runner's Avatar
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    Sure am. Added.

  28. #178
    Wraith_Lord
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    Necrons Necron Restored Monolith research time

    Ooh, another thing I noticed after reading the Greater Knarloc problem.

    It says that activating a Necron Restored Monolith takes only 60 sec, even though it's considered a relic unit. All other relic units (except Tau Greater Knarloc and its reasons) take 90 sec.

    Then again, each of the three Monolith upgrades takes 60 sec to research. However, to counter this fact, the Restored Monolith upgrade also doubles as the Necron's Tier 4 upgrade.

    All other races' Tier 4 upgrades take at least 90 sec, except for the Necrons, which take 60. This is even more reason to raise the Restored Monolith research time to 90 sec.
    Last edited by Wraith_Lord; 23rd Apr 07 at 3:20 PM. Reason: added title and symbol=D

  29. #179
    ¯\(O_o)/¯¯\(o_O)/¯ santiago4ever's Avatar
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    Arguably Restored Monolith is not the tier 4 research. Building the Energy Core enables Necron tier 4 since it gives access to the Necron super units Restored Monolith, Nightbringer and the Lord Destroyers.
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  30. #180
    Wraith_Lord
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    Aah, your probably right... I looked and looked, but I couldn't find anywhere the point where it says that Necrons enter Tier 4, so I just assumed it was from the Monolith as usual. But this makes more sense, thanks for that.

    Still, Necrons seem strangely able to upgrade much faster than all other races, with 60 sec research times for Tier 2 and 3, and a 45 sec build time for the Energy Core...

    Anyway, the Restored Monolith still builds in 60 sec as opposed to other races' relic units building in 90 sec.
    Last edited by Wraith_Lord; 23rd Apr 07 at 5:25 PM. Reason: minor edits

  31. #181
    I guess because monolith serve as the one and only barrack for necron.
    Unless necron player build another one. But that will be a balance discussion...

  32. #182
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    Kroot shaper's ranged attack actually does more damage to nearly all infantry armor classes than the melee attack....considering that the only units you can attack the kroot shaper to are melee specialists....this seems kinda weird....

    Wraith, the monolith actually builds in something like 30 seconds because of the 100% build time modifier.

  33. #183
    ¯\(O_o)/¯¯\(o_O)/¯ santiago4ever's Avatar
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    I don't think so question. It counts as a building upgrade, not as unit production afaik.

  34. #184
    Yes, it's over there. SirNick's Avatar
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    Monolith upgrade takes 60s regardless of time bonus. It is indeed so because it's an add-on, not a unit or research, like Santiago says.

    So, I've got one that I'm not sure is a balance issue or not but is a consistency thing. IG LP3s don't upgrade to 35 range like all other LP2 --> LP3 upgrades do. They stay at 30 range for both weapons.

    So, it's a discrepancy between the LPs, but I'm not sure how much it belongs on the list.

    Here's a legit one though --

    The CS Psyker on mouseover has no tooltip for Curse of the Machine Spirits in the unit description.

  35. #185
    Wraith_Lord
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    Aah, looks like I might be wrong about the Monolith, since I am getting told off by a Moderator and three members. =D

    Ok, let me try one more argument:

    When the Monolith is in its activated state, it can be considered to be a vehicle for all intents and purposes (its armor type changes to Vehicle-High). So, since it is now a vehicle, it is also considered to be a unit. And since the Monolith is the only Necron vehicle and unit that requires a captured relic in order to activate, it can be considered to be a relic unit for all intents and purposes.

    And since all other races' relic units (and vehicle relic units such as the IG Baneblade and SM Land Raider) take 90 sec to build, so should activating the Necron Restored Monolith.

    [Note: Tau Greater Knarloc build time was listed as an inconsistancy here.]

    Also, look at the Ork Squiggoth. It is a relic unit, but it can carry 2 squads of troops on its back and uses Monster-High armor, even though it can be repaired as a vehicle. The fact that the Restored Monolith functions as a heavy assault vehicle and as a mobile troop production building just makes it more unique, like the Squiggoth.
    Last edited by Wraith_Lord; 24th Apr 07 at 2:31 PM.

  36. #186
    FriedChicken
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    Flash Gitz cost 2 pop, but only count as 1 orky pop when it comes to the mob bonus.

    I am unsure if this is intended or not, but I thought I would mention it.

  37. The Studio Senior Member Dawn of War Senior Member  #187
    psyker sometimes casts strip soul
    on dead members of an enemy squad
    fix: shorten the time before casting
    so that the unit isn't dead from gunfire
    before the ability fires off

  38. #188
    Wraith_Lord
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    Eldar Dark Reaper Exarchs deal less DPS than its squad members

    Another one from RelicWiki:

    The Dark Reaper Exarch's Reaper Cannon does not scale well against Infantry and Vehicles with Optics upgrades, as compared to its squad members' version.

    Of note is that the Exarch begins with an extremely low DPS value of 3.0 against all VEHICLE_* armor types.

    Regular Dark Reapers with Improved Optics and Superior Optics upgrades scale somewhat against VEHICLE_LIGHT and VEHICLE_MEDIUM armor, while the Exarch's DPS values remain at 3.0 against all three types.

    Of much greater note is that even with both upgrades, the Exarch's DPS values scale poorly against most INFANTRY_* and HEAVY_INFANTRY_* armor types as well as MONSTER_MEDIUM armor.

    Again, regular Reapers with both Optics upgrades end up dealing much more damage to Infantry and Heavy Infantry than the exarch, when considering that as a leader, he is supposed to excel at this role.

    Dark Reaper Exarch's Reaper Cannon DPS:

    INFANTRY_LOW = 15.3 (/w upgrades = 23.9)
    INFANTRY_MEDIUM = 14.1 (/w upgrades = 22.0)
    INFANTRY_HIGH = 14.1 (/w upgrades = 22.0)
    INFANTRY_HEAVY_MEDIUM = 14.1 (/w upgrades = 22.0)
    INFANTRY_HEAVY_HIGH = 14.1 (/w upgrades = 22.0)

    VEHICLE_LOW = 3.0 (/w upgrades = 4.5)
    VEHICLE_MEDIUM = 3.0
    VEHICLE_HIGH = 3.0

    MONSTER_MEDIUM = 8.2 (/w upgrades = 12.9)

    Dark Reaper's Reaper Cannon DPS:

    INFANTRY_LOW = 15.8 (/w upgrades = 35.5)
    INFANTRY_MEDIUM = 14.5 (/w upgrades = 32.7)
    INFANTRY_HIGH = 14.5 (/w upgrades = 32.7)
    INFANTRY_HEAVY_MEDIUM = 13.2 (/w upgrades = 29.9)
    INFANTRY_HEAVY_HIGH = 8.5 (/w upgrades = 19.2)

    VEHICLE_LOW = 8.5 (/w upgrades = 19.2)
    VEHICLE_MEDIUM = 4.8 (/w upgrades = 10.9)
    VEHICLE_HIGH = 2.4 (/w upgrades = 5.5)

    MONSTER_MEDIUM = 8.5 (/w upgrades = 19.2)
    Last edited by Wraith_Lord; 24th Apr 07 at 8:23 PM. Reason: added DPS values; some corrections

  39. #189
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    I already pointed out the DR exarch damage a few pages back. It seems really odd that the squad leader of a ranged specialist is doing less damage than the regular member...

  40. #190
    Wraith_Lord
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    Must have missed your post on that, Question, sorry! Oh well, at least it has been mentioned again. Maybe this time it will get added to tha list? =D

  41. #191
    I notice that the Leman Russ targetting Bug and Baneblade autocannon bug have yet to be instated into the list.

    Similarly, the Autocannon HWT facing bug has yet to be placed on the list.

    Considering that the LR targetting bug is fixable with LUA edits, as can, in theory, the Autocannon HWT, I feel both merit being called "no brainers."

  42. #192
    Member The_Guardman's Avatar
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    - 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.
    I strongly suspect that a similar problm exist for other units (FW, HWT whit LC or AC, and other units that scale theire range). Can someone look deeply into it?

  43. #193
    The map Titans Fall seems to be imbalanced. The bottom player is closer to the "middle" strategic points and the "middle" critical location.

  44. #194
    Forum Fact Fairie Slow_Runner's Avatar
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    Jaimas, what Autocannon targeting bug are you referring to? It was firing and targeting just fine when I tested it and posted about it in this very thread. Leman Russ targeting bug, it's not shared by any of the other sponson tanks like LLR or the Predators? Can you fix it? What HWT facing bug? Can you fix it? I've told you before, this is not the bug submissions sub forum.

    The_Guardman, HWTs aren't affected, that's for sure and I haven't seen it on FWs either. I'm not entirely sure if it's even on Guardsmen and Kasrkin anymore after testing it a little more. It is on the Defiler, that I am sure of, could be tied to multiple ranged weapon hardpoints on the same unit.

  45. Child's Play Donor Dawn of War Senior Member  #195
    Calculating Maktaka's Avatar
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    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. 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. This can be fixed by setting changing the muzzle z-value for this weapon in the unit file (ebps file) to 0.103 instead of -0.103.

  46. #196
    Thanks, Maktaka.

  47. #197
    Forum Fact Fairie Slow_Runner's Avatar
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    Danke schön, added.

  48. #198
    Wraith_Lord
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    Necrons Necron Lord Lightning Field bug

    I notice that the Necron Lord's Lightning Field bug has not been mentioned.

    Bug: The charge limit for Lightning Field is not implemented in the game engine. Given enough time the Necron Lord can charge the ability high enough to instantly kill any unit in the game.

    The idea would be to add a new variable field with a number that defines its charge limit. However, I am unsure as to whether or not this can be done using mod tools... Does anyone have an idea?

  49. Child's Play Donor Dawn of War Senior Member  #199
    Calculating Maktaka's Avatar
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    It came up pages ago (and has thus been buried). There is a value already (900 to be exact) in the lightning field extension of the Necron Lord. The game engine does not respect it. As the game engine cannot be modified by anyone other than Relic, it isn't listed because it cannot be fixed by the community.

    On that subject, perhaps a list of unfixable-by-modding bugs should be included in the first post.

  50. The Studio Senior Member Dawn of War Senior Member  #200
    this is either a typo in relicwiki
    or some mistake in the game
    but i thought ti was worth mentioning
    broadside railgun numbers seem inconsistent
    expecially the infantry low DPS which is at about 18.8
    while the other infantry attacks are around 200 DPS

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