Drone squads are 70/40 to reinfoce, yet 120/210 to build for the initial 3 member squad. 3 drones at 70/40 should cost 210/120...someone made a typo error in the initial drone squad cost.
Drone squads are 70/40 to reinfoce, yet 120/210 to build for the initial 3 member squad. 3 drones at 70/40 should cost 210/120...someone made a typo error in the initial drone squad cost.
YET MORE TOOLTIP FUN:
Eldar FD tooltip says that they are merely resistant to knockdown.
As of 1.2, they are literally impossible to knock down (much like the campaign Chaos lord w/boots).
More Eldar issues:
- Howling Banshees' Shuriken Pistols do 0 morale damage. The Exarch's pistol does 1 morale damage. Fix: Give the Howling Banshees' Shuriken Pistols a proper morale damage value.
Dark Reaper Exarch's Reaper Launcher: In the original Dawn of War game, Dark Reapers had a research which changed the Dark Reaper Exarch's weapon from a Reaper Launcher to the (much weaker) Shuriken Cannon.
- The Dark Reaper Exarch's Reaper Launcher was not updated to scale correctly with other Dark Reapers. More specific info listed below.
In Winter Assault, this research was removed and he was given the Reaper Launcher again. However, the DPS values were never adjusted correctly for the two optics upgrades, and as a result, he suffers from a lack of damage near the end of the game compared to a regular Dark Reaper.
Dark Reaper - Reaper Launcher (Optics upgrade modifiers):
Spoiler
Code:GameData["modifiers"]["modifier_04"] = Reference([[modifiers\max_damage_weapon_modifier.lua]])Code:GameData["modifiers"]["modifier_04"]["target_type_name"] = "eldar_reaper_launcher" GameData["modifiers"]["modifier_04"]["value"] = 1.50000 GameData["modifiers"]["modifier_09"] = Reference([[modifiers\min_damage_weapon_modifier.lua]]) GameData["modifiers"]["modifier_09"]["target_type_name"] = "eldar_reaper_launcher" GameData["modifiers"]["modifier_09"]["value"] = 1.50000
Dark Reaper Exarch - Reaper Launcher (Optics upgrade modifiers):
Spoiler
Code:GameData["modifiers"]["modifier_15"] = Reference([[modifiers\min_damage_weapon_modifier.lua]])Code:GameData["modifiers"]["modifier_15"]["target_type_name"] = "eldar_reaper_launcher_darkreaperexarch" GameData["modifiers"]["modifier_15"]["value"] = 1.25000 GameData["modifiers"]["modifier_16"] = Reference([[modifiers\max_damage_weapon_modifier.lua]]) GameData["modifiers"]["modifier_16"]["target_type_name"] = "eldar_reaper_launcher_darkreaperexarch" GameData["modifiers"]["modifier_16"]["value"] = 1.25000
The issue lies with the Improved Optics and Superior Optics upgrades. The Dark Reaper Exarch begins with about the exact same min and max damage as a regular Dark Reaper (these are Min = 30 and Max = 40), however the damage modifiers from the Optics upgrades are set at lower values for him. As a result, he ends up scaling with roughly half the damage of a regular Dark Reaper (25 + 25 = 50% as opposed to 50 + 50 = 100%).
Note: this is taking into account the 15% damage bonus that he grants to both himself and his squad.
To back up these facts, I looked at the leaders of other aspect squads and compared them to their respective squad members. I found that the leaders of other squads either begin with DPS values that are the equivalent of a fully-upgraded squad member, or that they begin at lower damage values and recieve upgrades which raise their damage to the same level as their equivalent squad members. In short, no other squad leader suffers from a damage gap between themselves and their own members, with the sole exception of the Dark Reaper Exarch.
Fix: The ideal fix for this problem would be to change the Optics min and max weapon modifier values from 1.25 to 1.50 for Dark Reaper Exarchs, thus bringing their damage in line with regular Dark Reapers.
Last edited by Wraith_Lord; 22nd May 07 at 10:25 PM.
According to the Relicwiki, the Tau Plasma Generator and both Imperial Guard Generators lack piercing values and minimum damage values for their death explosions resulting in no actual damage. This is pretty small, but should still be fixed.
the tau stealth team leader starts with a fusion gun, however there are a myriad of burstcannon upgrades for this sqaud, since the leader has no burst cannon, it kinda puts the brakes on anyone using then in a more AI role with burstcannons, whats the point in scaling the burstcannon up if only 3 of 4 members can actually use it, leader should start with a burstcannon an cost of fusion upgrades should be rebalanced so that 4 cannon cost the same a 3 do now
This is because the Shas'Vre leader does more damage to everything than a fully-upgraded burstcannon. No problems there.War-Reborn
the tau stealth team leader starts with a fusion gun, however there are a myriad of burstcannon upgrades for this sqaud, since the leader has no burst cannon, it kinda puts the brakes on anyone using then in a more AI role with burstcannons, whats the point in scaling the burstcannon up if only 3 of 4 members can actually use it, leader should start with a burstcannon an cost of fusion upgrades should be rebalanced so that 4 cannon cost the same a 3 do now
EDIT:
Error on the front page under Tau.
It says: "Stealth Suit fusion blaster has range 20 while regular fusion blasters have range 25 and 28." Should say the Stealth Leader's fusion blaster, otherwise it's confusing.
Last edited by Wraith_Lord; 22nd May 07 at 5:30 PM.
oblit bug that has them still firing depsite in the teleport animation. oblits will kill stuff with ranged attack when teleporting. also oblit can override reload on lascannon.
Apple wants to give everyone "the business."
#308
i think termies have the same problem too
Thats because leaders do more dmg with there version of a weapon than squad members, besides it's not the dmg thats the issue it's the range, the BC far outranges the FB especially with the krootox tree teck upgrades, So most of the time unless your jump right next to the target, you will only be firing with the BC, since you need to be close to use all the squads firepower, you may aswell use an all fusion squad since it can also tackle tanks, the benefit of the BC is it's upgraded range, which is currently wasted since you can't properly use it, it jus seems odd to have the weapon scale, when the mechanics of the squad render it un-usableOriginally Posted by Wraith_Lord
Funny facts:
- Eldar GU, Eldar Rangers, and Howling Banshees all regroup at 50. All other Eldar units regroup at 150, that is the "normal" regroup value (50 is the "SM value").
- Same for Tau Stealth Suits and Shas'ui Bodyguard (this one can be understood, however).
- Broadside "team" have 1500 Morale (duble of a Terminator!) but regroup at 300 O_o.
All heil Gygax.
"Cry the Paladin for his mentor, cry the Succubus for her father."
Thanks again for all of the hours of fun you have give me.
It's probably been about a good month now Slow_Runner. Said Titans Fall needs to be balanced.
#312
Ugh, gonna update when it's less 1AM. The fix for the Termies and Oblits firing while teleporting is an easy one: just change "combat_enabled" on the jump bit in the squad file from "true" to "false" and they don't shoot anymore while doing the whole kneeling down from teleportation thing.
What about the abovementioned morale issue? A similar consistency change (regroup up to 150 from 50) has already been done for Fire Warriors from 1.1 to 1.2, showing that it was an oversight and uintended value.
When you right click to attack units as firewarriors, instead of firing at maximum range, they just run towards the enemy like idiots, not sure if this is a bug or not.
A Mind is a terrible thing to taste.
Can crisis suits and broadsides even take morale damage? I have honestly never once saw their morale bar move an inch. Even mass FOs didnt break crisis suits the last time i used them. If they cant be broken, their morale should be changed to N/A like every other morale immune unit for consistency.
According to wiki, the Crisis have normal values for a T3+ unit, ie. 600 morale, regen 10/sec. and regroup at 150. Most probably, given the fact that FO aura work on the opponent unit number of models basis and do not stack for multiple FO units, it depend on it being single-model.
Better to lab it using istant-break ability, like the Symbol of Khorne Berzerks ability.
#317
Crisis suits can break (although at 600 morale that's a tough job), broadsides cannot. They've got the 0 morale armor bug that the Techpriest has, so they take 0 morale damage but still show a morale value and have all the other values. That should either be set to 0.5 like every other unit, or the unit should just be made morale immune the normal way.
#318
Banshees I can see the 50 being there, but Rangers and Guardians have a morale_min value of 150 so... you sure they regroup at 50?
Just to finish the AP 300 thing, if they did 3 times the damage they do now, Hammerhead railguns would be doing close to 2000 damage per hit. I'm pretty sure that's not what Relic was aiming at.
/me updates stuff from the past 2ish weeks
Kyoti, Drones being IMBA is a balance issue.
Subaku, the oblit lascannon firing bug is just that, a bug. If you don't know how to fix it, it doesn't belong here.
Chad Ghostal: it's a bug as long as I don't hear a fix.
#319
I think he was using the wiki for the Ranger and Guardian info. I'm betting those pages got copy-pasted from SM when they were first set up and the values weren't corrected. Fixed now.
#321
I love the wiki and I love working on it, but I'll be the first to admit there are still typos and errata here and there. If you see something funny in the wiki, by all means start wondering if there's a bug, but verify the information in the LUAs or RGDs first before you report it as a bug in case you found a mistake in the wiki rather than a mistake in the game. Of course, if it IS a mistake in the wiki, report it there so it can get fixed (or just fix it yourself if you feel like it).
Now is it really necessary to say "The map Titan’s Fall is apparently imbalanced?" If you want to word it like that, at least say "The map Fallen City apparently needs water."
#323
The health regen Orky Mob Bonus of Slugga Boyz and the Big Mek does not have an application type specified and so defaults to "tp_mod_apply_to_entity". This means each Slugga's regen (an almost insignificant 12%) effects only himself instead of the entire squad like all the other Mob Bonuses. The ability should be set as "tp_mod_apply_to_squad".
#324
Maktaka, you'd end up with regen multipliers of up to 6 if the mob bonus was squadbased. Combine that with a Mad Dok's 4x and...
Scinadier, I worded it that way because it's not quite as clear cut as the rest of the issues and balance issues as such are not even a part of this thread is about. Be that as it may, it's now on the list. Do we really have to fight about the wording?
You have not listed the 'shees regroup at 50 morale despite having confirmed it, Slow_Runner. It may be intended, but it is a clear incosistency with the rest of the Eldar race.
#326
Heh, whoops. Knew I shoulda run those numbers.
Still, the fact is 12% extra regen is worthless and I sincerely doubt this is the intended functionality of the ability. It'll probably need to be rebalanced as well (down to 5% perhaps). I get the feeling that the 12% was put in and when no-one reported any problems nobody asked any questions as to whether or not it was working correctly.
#327
Flash Gitz take up 2 Orky Resource population, but they each only count as 1 Ork for triggering the Orky Mob Bonus!
No other squad is doing this.
Fix: See the Croizus Arcanum downgrades mod.
EDIT: @Slow, you wrote "When terminators teleport..."
under the Chaos bugs. Don't ya mean Obliterators?=D
Last edited by Wraith_Lord; 7th Jun 07 at 11:47 AM.
Is there any mod (unofficial patch) released with all these nobrainer fixes. I would really appreciate something like this![]()
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I'm enough sure that you know the search button. Anyway, Imbrum started one a while ago. However, it seem to be on stop atm. Here it is.
#331
-It's not the fall that kills you, it's the sudden stop at the end (Douglas Adams)-
-Make something idiot proof and nature will create a better idiot.-
-Me fail English? That's unpossible!-
Here's a real no-brainer fix:
Necron Warriors, Immortals, and Scarab Builders are all set to repairable, but none of them can actually be repaired (I think max repairers is set to 0). That means they will walk up to them and then just stand there, pretending to repair.
Easy fix: set repairable to false.
-Tooltip for the Tau Barracks doesn't mention that Kroot Carnivores can be built there.
Last edited by Wraith_Lord; 5th Jun 07 at 11:59 AM. Reason: checked; it just doesn't mention it in either barracks or shaping center
What about FOs/Pariahs? Can they be repaired now or are they also bugged?
I don't know this were already posted somewhere (sorry if was) and good enough to be posted here but I've found something:
After possessing Devilfish for example by Lord Destroyer you still can see it (as Tau) but only as red dot moving on the minimap while at the same time Devifish is invisible. What is more, Necron can transport his own troops (this is bug?) except wraiths, FO...
-> fix showing devilfish on minimap while he is under Lord Destroyer control.
-> confirm if necron troops can be transported in possessed transport vehicles. If yes, that's ok. If not, well.. there should be something done.
#336
FO/Pariahs cannot be repaired. The FO have 1 max repairers but aren't set to be repairable. The Pariahs are repairable with 0 max repairers. They should both be 0 max repairers and set to not be repairable. The same should probably be done for ALL Necron infantry save the Wraith, the only infantry that can be repaired and has a non-zero max repairers (so I'm guessing that might actually be intentional).
A couple bugs for resource returns:
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.
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.
Also, any word on getting the bugged health regen mob bonus added? I'll admit it needs rebalancing once fixed, but it is definitely not functioning correctly when it's misapplied like it is.
Why?They should both be 0 max repairers and set to not be repairable
#338
Considering that the Wraith is the only unit that can actually be repaired, I think the idea that Necron infantry are repairable (as stated in the DC manual) was a design decision that was reversed shortly before release. Unfortunately it doesn't look like that actually reversed the settings, leaving the crumbs behind that we have now.
"Can be repaired" creates the repair icon when you hover over the unit with a repairer selected. "Max repairers" determines how many builder scarabs can repair the unit at once. If either the first is false or the second is 0, the unit cannot be repaired. But if you only set max repairers to 0 it leaves an erroneous icon. If you only set repairable to false, it leaves false data (non-zero max repairers) in the unit file.
becouse:
1) Squads cannot be repaired unless down to 1 member. This is an engine limitation.
2) In the changelog it is written that necrons no-vehicle units should be not reparable and it was fixed (in fact, it was not).
Imperial Guard's Power Battery Storage upgrade is boosting power generation by 33%, when all other races only get a 20% boost. It also researches in 75 seconds, while all other races research it in 95 seconds.
#341
Actually, a squad can be repaired even if there are multiple squad members, but only the lead member of the squad will be repaired no matter which squad member you click on. There also wasn't anything in the changelog about fixing this bug, although most every rebalance mod that touches Necrons has fixed this.
Imperial Guard resource researches aren't meant to be in line with the other races, they've got tons of differences with the other races' researches. The first power research is cheaper than any other race. Their second pair of researches both research faster and cheaper than the other race. They also get more bonus out of their requisition researches and second power research than any other race.
#342
everyone sure about this? why cant i see it?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 wellsomeone help pls
The only other discovered unit that has no fire-on-the-move penalty is the Necron Restored Monolith. I think that one is intended, though. Unless anyone has other ideas?
EDIT:Can anyone verify this? I assume it is fixable.The_Guardman
- The Crisis Suit Flamer has no angle values. It has an angle left of 0, an angle right of 0, and a radius of 15. I'm unsure if this means it can hit just enemies along a straight 15 length line from the weapon, or if it has no aoe at all, but either way this weapon does not have a proper flamer-style aoe.
Last edited by Wraith_Lord; 31st May 07 at 6:21 PM.
Originally submitted by Maktara in the Oversight Collection tread. You can PM him.![]()
#346
Not sure who this Maktara is, but I can field that one.
Take a look in the tau_flamer_crisis_suit.lua file in the weapons. See anything about angle_left or angle_right in there? Nope. Try the parent lua tau_flamer_variants.nil. Still nothing. Keep going up the parent tree and you'll never find anything defining the left and right angles on that flamer. This is a lot easier to see using the mod tools, but you can see the result just the same. No angle on the flamer.
Also, some stuff regarding the Necron time bonus.
1) Critical locations give a -.15 time bonus (even better than Obelisks which give -.1) but it doesn't show up in the time display. To fix this, the following two lines should be added to the ebps/environment/gameplay/strategic_objective_struct.lua
GameData["modifier_apply_ext"]["modifiers"]["modifier_04"] = Reference([[modifiers\applied_bonus_player_modifier.lua]])
GameData["modifier_apply_ext"]["modifiers"]["modifier_04"]["value"] = 30.00000
2) This one gets complicated, so bear with me. The Necrons can actually get all the way down to a -.66 reduction on training, research, and reinforcement times. However, the display only goes to +100%, or -0.5. Also, the display and the actual modifiers don't match. For example, if we have a 100 second research and one Obelisk, that gives a -0.1 percentage reduction in time for a 90 second research. But according to the display, it's a 20% production bonus, which would give a 100/1.2 = 83.3 second research. The values do eventually converge for 5 Obelisks (-0.5), but then the display stops updating while the modifier continues to change in the background.
So how to solve all this? First, start the display at 100%, not 1%. Second, change the applied_bonus_player_modifier values to -10 for Obelisks and -15 for Critical Locations. Finally, change the display limit to be 34 to 100 (for a -66 to 0 modifier range).
Unfortunately, I haven't yet been able to successfully implement this. The initial value can be set using the monolith's modifiers (although this is very clumsy). The display code seems to have it's own value range of 1 to 100 that I haven't figured out how to override. Changing the values in the modifier_caps does nothing, so the display will still go all the way down to 1 even if the value is set higher. I'm unsure if there is a way to correct this with mod tools or not.
Tau:
- Inconsistancy: Coalition Center is giving a +6 vehicle population bonus, but it is not a research building. The squad and vehicle population tooltips say that Tau increase their cap by constructing research buildings. Coalition Center only allows you to build the Ethereal unit.
Necrons:
- Pariahs have no soundset assigned. Fix: Is being caused by a soundset pathing issue. Several mods have been able to fix this, so solution should be looked into and included.
Tooltips (Necrons):
- Tooltip for first Listening Post upgrade says it gives "Wailing Doom", but the ability is called "Wailing Terror".
Other Issues (Tau):
- 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.
I will check whether the Tau Crisis Suit Flamer AOE bug has been submitted or not and submit a report if necessary.
Last edited by Wraith_Lord; 7th Jun 07 at 11:42 AM.
#348
Necrons:
- Pariahs have no soundset assigned. Fix: Is being caused by a soundset pathing issue. Several mods have been able to fix this, so solution should be looked into and included.
I believe the fix is
data->attrib->ebps->races->necrons->troops->necron_pariah->ui_ext
change
Speech\Races\Necron\Pariah\Selection
to
Speech\Races\Necron\Pariah
Originally Posted by anilkocman
Dreads do not suffer fire on the move, however this is as it should be, otherwalkers do not loose close combat power by purchasing a ranged weapon, dreads loose half there cc ability by upgrading the fist, if you gave them a FOTM penalty you may aswell remove the upgrades all together as you make them completely non viable
Utter crap.
A danced WL or KK is danced as the Dread, ie. no CC possible.
So, having a CC weapon less is not a disadvantage if you have to deal with dancers. Plus, both the above lose they AI ranged weapon in favor of an AV weapon. The Dread mantain the flamer and lose a CC weapon.
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