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Dark Crusade 1.2 nobrainer fix list

  1. #401
    Entian
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    I wouldn't agree that all ranged_attackrange distances should be equated with the actual attack distances. They should be -5, as it is in many cases, to prevent running forth and re-setuping when the shooted unit is knocked back or something similar happens. There always have to be some clearance.

  2. Child's Play Donor Dawn of War Senior Member  #402
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    The question is where should the effort of the micro lay? As it stands, the listed units require extra micro to properly use their entire firing range. If the ranged_attackrange is set to the maximum firing range of the unit, extra micro is required to get in more parting shots.

    There are also two big problems with setting it intentionally low. First, the ranged_attackrange cannot be changed in gameplay. If you set the ranged_attackrange of Firewarriors to 30 (base firing range is 35), they'll STILL be closing to 30 even when they can shoot at 50, a huge waste of their range.

    Second, the ranged_attackrange is the range the entire squad has to be at. So although the rear squad members may be standing at that range from the target, the front squad members may be all the way up to 10 units closer. Setting this value lower makes the front squad members spend even more time closing and getting shot when they don't need to. If you simply hit 'Q' or click stop on the squad after it's engaged, the front squad members will get in plenty of parting shots as the enemy flees.

    Edit:
    Oh, and a new bug too. 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. Since the research description says it makes the weapons more accurate, not perfectly accurate, this would appear to be a bug. Fix: Correct the accuracy bonus to 20% (0.2).

    Edit 2: The Edit of Ti'ana
    Another no-morale-damage weapon, Necrons this time.
    Obelisk Gauss Flayer (the LP2 weapon).

  3. #403
    Imbrium
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    I think changing the Stealth Suit accracucy upgrade isn't a bugfix, for that we need to know from a developer.

    I mean, stealthsuits need that bonus to stay useful in tier2 +

  4. Child's Play Donor Dawn of War Senior Member  #404
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    I don't think a 567% FotM damage bonus from a cheap, quick T0 research is intentional. If Relic actually wanted the weapons to become perfectly after this research, they could have done so more precisely by using a 100% accuracy bonus. 200% just screams typo. Moreover, accuracies are limited to 100%, adding 200% to a weapon with 70% accuracy is sending the the accuracy outside the game-limited boundaries, just like having piercing values beyond 100.

  5. #405
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    .. Not talking about that having the crappiest weapon in the game (ban grots and terminator powerfist) getting a perfect accuracy make sence. It goes up from 1 DpS to always 1.1 DpS, ever if moving.

    Regurding the attack range discussion, there is another problem you have forget. If we set the attack range at a greater distance than the weapon range (say, FW with attk range at 40, but start at 35) we risk to have an attack move order where the first line unit hit the enemy when in the -lower range- sight range due to FoW, and the second line unit, using the first line LoS, halting and doing nothig due to the att range greater than the actual weapon range

    As result, the attack range should be the minimal weapon distance needed to be effective for the unit during the entaire game (SM: bolter range, IG: unupgraded lasgun, etc). The standarization of sergeant's weapon and some silly value (like the IG plasmagun) would help a lot.

    Another option is removing all range increment upgrade. This way we avoid the problem by removing it (Alexander's Gordian Knot approach ). It have already little sence that weapons get range increment anyway...
    All heil Gygax.

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  6. #406
    Entian
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    Evidently 200% value is there to greatly enchance FotM accuracy. What is the real in-game FotM accuracy right now? The simple logic dictates that it should be either 10% or 27%.

  7. #407
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    Nay. They have 70% accurary and a -55 penality on the move. The FotM is a fixed penalty, so given the +200% from target lock, the go down from 270% acc to 215% acc, al lcapped at 100%. So moving or standign still an upgraded burst cannon do always 3.2 DpS to H_med and 4.xxx DpS to Inf_med, up from 2.6 and 3.2.

    What make the burst cannon half-decent is the burst cannon enanchement and advance pulse rifle reserches, that make the burst cannon skyroket to 12.8 vs. inf_med and 10.6 vs. inf_H_med. With the Target Lock reserch this go up to 18.2 and 15.2 DpS respectivly, ever on the move.

    Those are actually very good values for cost, but the overall glass cannon attitude, slow reinforce time and small unit size make them lot less efficent.

  8. Child's Play Donor Dawn of War Senior Member  #408
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    Regarding attack range:

    When the ranged_attackrange is higher than the squad's current range, the squad will still close until the entire squad can shoot. They won't stop prematurely. Look at basic SM tacbolters. They close the distance when using their basic bolters (range 25) even though their ranged_attackrange is 35.

    Regarding Target Lock:

    Target Lock also makes Fusion Blasters perfectly accurate, giving them a 567% FotM damage bonus too. There's absolutely no way that's intentional, Fusion Blasters are already quite powerful. I'll say again, if perfect accuracy was intentional, a 100% bonus would do this better precision. And having a cheap T0 research that clumsily gives such an insane damage bonus is clearly a bug.

    With Advanced Pulse Rifles and Stealth Burst Cannon Enhancements the basic Stealth Suit Burst Cannons do as much damage as a basic Space Marine tactical bolter, but they're a jumping stealthed unit as well. Stealth suits do not need a bugged T0 research to remain competitive.

  9. #409
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    Target lock do not magnify damage. It magnify accuracy. The ending result is an increase in the Damage per Second, but not in the sheer single-shot damage output.

    Anyway, target lock add a flat 200% to hit on the stealthsuit weapons, but it is not high as you seem to think maktara. The added accuracy do not influence the a lot DpS becouse the accuacy is capped at 100%.
    As result the target lock add 3/7th of the actual DpS on the weapon, far less than 50%.

    What is nice is that it allow for a perfect fire on the move, a thing no other infantry have IIRC.

    With Advanced Pulse Rifles and Stealth Burst Cannon Enhancements the basic Stealth Suit Burst Cannons do as much damage as a basic Space Marine tactical bolter
    Add the target Lock and you have more than 150% the DpS of a tacbolter.

    As ending analisys: I think that the +200% in intentional, not a bug. The authors wanted the SS reach perfect accuracy, and mantain it on the move, as noted in the tootip. Given the numerical subtraction for the FoM, the 200% value have sense in face of possible patch chenges. This way, ever if they alter the FoM penalty (as they did in the last page), they have not to spend extra time to tweak the Target Lock reserch, so reducing the risk to forget it.
    Just to say, to have a perfect value in the 1.1, the Target Lock should had have a +90% to remove the 60% FoM penalty. When changed to the last patch, the Target Lock should had been changed to +85% to mantain costant value. Given that accuracy is always capped at 100%, there is no point in doing all of that work, putting it as an extreme value bonus (+200%) do the trick in face of any patch (unless they radically change the SS, a thing highly not probable).
    Last edited by The_Guardman; 10th Jul 07 at 10:32 AM.

  10. #410
    Toptomcat
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    I would really appreciate it very much if someone were to put together a mod that focused exclusively on these fixes, just made them without any more overhead or additional content. Has that been done?

  11. #411
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    First post updated. Hopefully I didn't forget anything.
    Disagree with a moderator? Read this.
    DoW Player Guide.
    Quote Originally Posted by Maktaka

  12. Child's Play Donor Dawn of War Senior Member  #412
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    The 567% DPS bonus is FotM bonus, I'm not referring to the standing dps bonus there. This is far beyond anything reasonable. The tooltip states that the upgrade makes Stealth Suits become MORE accurate, even when firing on the move, NOT perfectly accurate. By the very tooltip description of the research, it is not functioning correctly.

    Also, a simple 100% to accuracy would also guarantee perfect FotM accuracy without having an over-the-top value of 200%. Unless the weapon had negative accuracy, adding 100% to the weapon accuracy would guarantee perfect accuracy standing and moving. Even if perfect FotM accuracy could somehow be the intentional result of Target Lock, 200% would STILL be the wrong number to use.

    Just because a research makes Stealth Suits unique in having perfect FotM accuracy does not mean it's a feature. Of all the Ethereal clone units, only Pathfinder clones could jump when the real units could not in DC 1.1, but that was still a bug and was still patched for DC 1.2.

  13. #413
    Member The_Guardman's Avatar
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    That's a lot different than say that +20% is the "real" value.

  14. #414
    anilkocman
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    @toptomcat
    Look a little below.

    More clue

    Last edited by anilkocman; 12th Jul 07 at 11:24 AM.

  15. #415
    RoninOni
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    Can't possibly be seriously talking bout nerfing SS's... To fully upgrade them costs alot of money, they are indivually expensive, reinforce slowly, and any ammount of detection turns them to from glass to paper.

    They do what they are meant to do well, without doing to much extra. They harras, provide good AV and thats about it. You CAN use them for AI though they are a bit expensive and die a bit quick for that. Though maybe fragon/immortal/other inf based AV hunting could be a good use for them.

  16. #416
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    This is not a balance tread, RoninOni. In those posts I and Maktara was discussing if the Stealth Burst Cannon reserch +200% is a proper and intended value or a simple error in writing by the author's part.

  17. #417
    even if it is an error, there is obviously no point in changing it seeing as how it doesnt affect gameplay and is therefore not a bug.

    the point is the upgrade makes it "perfectly accurate" on the move. since the accuracy is capped at 100% anyways, at this point you are all splitting hairs argueing about this! the value is irrelevant as long as the purpose is fulfilled correctly.

  18. Child's Play Donor Dawn of War Senior Member  #418
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    But there's no indication, other than that's how the current research works, that the research is SUPPOSED to make the weapons perfectly accurate. As I mentioned above, even for this purpose the value of 2.00, or 200%, is incorrect. 1.00, or 100%, would do this with more precision. The tooltip for the research states that the Stealth Suit weapons become MORE accurate, not PERFECTLY accurate, so the tooltip itself contradicts the research providing perfect accuracy.

    This list is to include ALL bug fixes, not just the ones that have dramatic sweeping changes on gameplay. In fact, it's better if the bugs DON'T have major effects on gameplay because then no balance issues arise from correcting them. This research does have a minor effect on gameplay (10% reduction in the final dps from this research is at stake), thus the discussion. Still, I think Guardman and I did finally settle on the current value not being correct, whatever the intentions of Relic were for the research, in which case it should definitely be added, with the caveat that any fix needs a balance consideration. At this point, it's down to 20% or 100% being the correct bonus.

    I suggested 20% as the correct value for two reasons:
    1) Relic has shown that they make order of magnitude mistakes before. Farseer Guide used to provide a 3000% bonus (modifier value 30.0) instead of the 30% bonus it was meant to give (modifier value 0.30). Using this logic for the current value of Target Lock, 20% would seem to be the correct value.

    2) Perfectly accurate ranged weapons are extremely rare in DoW. Although most melee weapons have perfect accuracy, among ranged weapons it's mostly just Ranger Long Rifles, flamers, and some vehicle weaponry. Since Stealth Suits are currently 70% accuracy with either weapon, a 20% bonus will make them more accurate without making them perfectly accurate. I find it HIGHLY unlikely that Stealth Suits, of all units in DoW, would be the first and only regular infantry weapon to get 100% accuracy.

  19. #419
    Wraith_Lord
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    Tau and Necron Issues

    Tau:


    • Kroot Shaping Center has an HP regen value of 5, but no other Tau building can regenerate. Fix: remove the value or set it to 0.


    • Coalition Center is giving a +6 bonus to vehicle population cap, when it is neither a research building, nor does it contain any research. The tooltips for both squad and vehicle population state that Tau can increase their cap by constructing research buildings. Fix: remove the bonus.


    Necrons:


    • Restored Monolith is building in 60 seconds, when every other relic unit (except Tau Greater Knarloc) builds in 90 seconds. Fix: set build time to 90 seconds, or standardize build time for all relic units.


    Tooltips - Tau:


    • Tooltip for Coalition Center incorrectly states that this building is required to build the Greater Knarloc.

    ----

    (On the front page, the Obliterator tooltip issue is incorrectly listed under Space Marines.)

  20. #420
    Member The_Guardman's Avatar
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    Maktara, I find your argument more convincing than mines. As such, I give you the reason. The only drawback that I find in setting to 20% is the change in gameplay (getting a fixed +30% DpS and perfect accuracy on the move is lot different than a flat +20% DpS).
    As result: Balance issue!

    Wraith Lord:
    - Kroot shaping center most probably is intended to regenerate, to show the "organic" nature of Kroot's "tech".
    - While your basic argument on tau pop increase is correct, without the Coalition giving populace the Tau population would increase at big steps, instead than smoothly as now.
    - I did'nt notice that the Grnarloc do not require the Coalition It should IMHO.

    Reguarding the monolith: of all the uber, it is the most peculiar and setted aside. Better would be to considerate the Nightbringer as Necron's utimate. The Monolith is needed for many other tasks, and locking it for 90 sec. will be a pain for the Necron player (I know too well what I mean: I play IG).

  21. #421
    The Knarloc used to require the coalition centre, which is technically a T3 building, as the Kauyon / Mont'ka research is T4. This was changed to make it in line with other races relic unit.
    Troubleshooter on IG: Tier 4 that looks alot like tier 2, only with the second most massive building attempting to give birth to the largest unit which then promptly gets deleted so you can then move said 2 ton baby out of the rats nest called your base.

  22. #422
    Wraith_Lord
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    Orks

    Tooltips - 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.

  23. #423
    Is it possible to create a new 'group' that a unit specialises against?

    For instance, I believe the Hellfire Dread claims to counter vehicles.. not really. It should say somewhere that its main purpose is disruption. Same goes for other vehicles, such as Falcons.

  24. #424
    Has Pariah reinforce been mentioned yet? 1000x too fast, roughly.

  25. Child's Play Donor Dawn of War Senior Member  #425
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    That's a balance issue. Pariahs are very intentionally set to have a 10s reinforce (manually set in both the unit file and squad file), which would be find were it not for the time bonuses Necrons have by T3.

  26. #426
    Forum Fact Fairie Slow_Runner's Avatar
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    Wraith_Lord's Ork tooltips added. Pariah's reinforce is most definitely a balance issue.

  27. #427
    This is more a graphical bug, but after the Tau Commander gets his flamer upgrade, his burst cannon no longer rotates like a chaingun, and just stays static.
    A Mind is a terrible thing to taste.

  28. #428
    Forum Fact Fairie Slow_Runner's Avatar
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    This isn't a bug list, it's fix list.

  29. #429
    Found the right place, too bad someone already found this bug before me.

  30. Child's Play Donor Dawn of War Senior Member  #430
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    Eldar:
    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.

  31. #431
    - Tooltip for building the Storm Boyz squad (in Da Boyz Hut) does not mention that Storm Boyz are also effective against heavy infantry.
    One could (successfully, I might add) argue that storm boyz are not, in fact, effective against heavy infantry, with tacs and CSM giving them trouble, necron warriors beating them up in melee, and their dps values showing that they're actually intended to assault buildings, not infantry. Then let's just ignore every single heavy infantry tier 1 melee unit that also beats them up, ahem.

    Basically, if stormboyz are effective against heavy infantry because they can tie up some heavy infantry ranged units, then so are tankbustaz, so also add to tankbustaz or leave the tooltip as-is, accordingly. (Pesky tooltip causing balance discussions.)

  32. #432
    Member The_Guardman's Avatar
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    hovering vehicles (Falcon),
    Actually eldar/SM/Necron hovers are unaffected by cover. You have to look under the unit portrait (just right of the minimap). If some little shield whit + or - symbol appear, it is affected. Otherwise, it is not.

    As result, I am not quite sure that plats should (or should'nt) be affected by cover. More than propose a fix, I will just point it to look at.


    Funny fact, Tau hovers are affected by cover A LOT, as IG vehicles in fact. That's for balance, I suppose. (yes, as if tau are balanced...).

  33. Child's Play Donor Dawn of War Senior Member  #433
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    All units have cover bonuses (except Necrons). The shield is also present for all non-Necron vehicles. Hovering infantry and vehicles are not affected by the movement penalties of cover, but they still get the morale and damage reduction (or increase) as other units.

    It would probably be worth checking out the wiki article on [wiki=Dawn_of_War:_Cover]cover[/wiki].
    Last edited by Maktaka; 26th Jul 07 at 11:23 PM.

  34. #434
    Chaos Daemon Pit deepstrike: still 4(5?) slot visible to show its capability to deepin oblits. However oblits are capped to 1 squad since dc. I haven't modded dow yet but i think it can be fixed easily.

  35. #435
    Forum Fact Fairie Slow_Runner's Avatar
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    Noticed that IG mech command and Tau Vehicle beacon both have the extra no build buffer of 2, so I added reducing it to 1 as a fix to the unnervingly big blueprints.

    - Knighter, if I've understood things correctly, one can get a total of 3 oblit squads in the campaign, so I'd say reduce it to 3. Added.

  36. #436
    Wraith_Lord
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    Necrons Tooltips - Necron

    • 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.

  37. Child's Play Donor Dawn of War Senior Member  #437
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    You can include that in the ability's tooltip, but not in the same manner as the Tainted Auspex since the ability itself has no cost, but rather spawns a squad that has a cost. It would have to be just generic text, but at least it would be listed.

    Bug 1: 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.

    Bug 2: 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.


    Also, I think a few bugs have been missed during the updates along the way here:

    Grav Platforms lack cover bonuses. I'm not sure what type of cover bonuses they SHOULD have (probably hover vehicles), but they should have cover bonuses of some kind (only Necrons don't have cover bonuses).

    Target Lock. There was never a final agreement on what the correct value should be (I'm still in favor of 20%), but the current value is wrong no matter what the intentions of Relic were for this research (accuracy bonus or perfect accuracy).

    Necron Obelisk Gauss Flayer (the LP2 weapon) has no morale damage

    Tau Commander's Flamer. The aoe type is circle instead of pie, and the angle_left should be -30, not 30 (man, Tau flamers are all borked up).

    Ork health regen mob bonus is missing an application type and so it doesn't affect other squad members like all the other mob bonuses. It'll need some balance (10% bonus would probably work) after assigned an application type, but as it stands it's bugged and useless.

    Flash Gitz provide only 1 Mob Value despite costing 2 Ork population. Perhaps intentional, but it's not specifically set in the lua so it's rather suspect. FGs inherit from the Boyz template, not Nobz, so they only have 1 Mob Value.

    Necron time bonus fix. Also includes the Critical Locations' bonuses don't show up in the hud. I took a stab a trying to get this to count down from 100 a while back, but it didn't work. Anilkocman's fix in his modlet works as well as we can get without access to the code. Quoted with a minor correction to maximum bonus.

    Quote Originally Posted by Anilkocman
    Necron critical point didnt seem to affect the speed of the researches according to the bonus hud even though it was affecting. Now it displays as it should, see below.

    Necron % bonus doesnt show real values because the game engine reduces time but the display shows as if there was a bonus production. Maximum research/reinforce/recruit time "reduction" is 66 percent. Each critical location gives 15 of this total 66 reduction. So when you capture a critical location the in-game "% hud" will show 15*100/66=22.7. This means you now have the 23 percent of your "65percent time reduction". Same applies for strategic locations but this time the hud will be updated by 10*100/65=15.4
    HWT Autocannon penetration values are swapped for monster_med and monster_high (check the dps).

    Sorry if any of those are, in fact, added to the list already. It's gotten so long I occasionally miss things in there.

  38. #438
    Wraith_Lord
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    Bug 1: 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 tooltip for all monolith upgrades and Necron Lord say that Necron Lord is supposed to increase in power with each monolith upgrade.

    Can also argue that he already does increase in power by gaining access to better orbs in the Forbidden Archive with each upgrade.

  39. Child's Play Donor Dawn of War Senior Member  #439
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    The tooltip for all monolith upgrades and Necron Lord say that Necron Lord is supposed to increase in power with each monolith upgrade.
    Yeah, I just don't see any possible way without some dramatic rebalancing to make a 2700 HP Necron Lord at the start of T2 work. Removing the bonus seems to be the simplest solution. Also, the T2 bonus would be overridden by the T3 bonus anyways since the T3 bonus is exclusive (and they're both the same bonus to boot).

  40. #440
    Forum Fact Fairie Slow_Runner's Avatar
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    Tau Commander flamer: debatable IMO. Hellhound's Inferno cannon works on a circle template as well so I'm hesitant of adding the TC flamer.

    Ork regen bonus: it'd be a complete rebalancing of the bonus if it was changed so tempted to leave it as is.

    Gitz: too obscure IMO. Could be intended, could not be. No way of knowing for sure IMO.

    Necron time bonus: I'd love to add it but I'm missing the details I'm afraid. Where's the fix? If I wanted to mod the fix in, how would I go about fixing it?

    Added the rest, thanks.

  41. #441
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    Slow, the hellhound FX is a burning liquid (promethium) shoot at arc toward the target, and there it expande. It is supposed to have a circular AoE. The Tau Commander flamer is of the standard type, ie. a burning liquid sprayed forward (in TT, identical to a tac SM flamer). It is supposed to be conical effect. How can you dubt about it, balance aside?

  42. Child's Play Donor Dawn of War Senior Member  #442
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    Sorry, wasn't sure how much info you needed. I couldn't find my original post for reference. Located now.

    Anywho, the reason for the rework is because although the Necron time bonus goes up to a 66% bonus, the display doesn't change after 5 Obelisks, or a 50% bonus. Also, the display shows a production bonus even though it's actually a time reduction bonus, so the displayed bonus doesn't match the actual bonus. The display match problem can't be resolved because the display's limits are part of the game engine. The premature cutoff can be fixed by changing how the display works. Instead of showing a 20% bonus for an Obelisk, it shows the portion of the total max time bonus the Obelisk provides, which is .1 / 0.66 = 15.2% time bonus. Likewise, Critical Locations (which don't show up in the display, another bug fixed) provides a .15 / .66 = 22.7% time bonus.

    The Critical Location's specs are located in ebps/environment/gameplay/strategic_objective_struct.rgd. Make a modifier 4, make it applied_bonus_player_modifier.lua type, also with a value of 22.7.

    The Strategic Point is ebps/environment/gameplay/strategic_point_flag.rgd. Change the value for modifier 4 to 15.2.


    Ork regen bonus: Only Slugga Boyz and the Big Mek have the health regen bonus, so it wouldn't be significantly buffing any powerful units. It wouldn't effect Free Slugga Spam much, if at all, since it needs at least 5 Mob Value to activate. From looking at the luas, it appears as though whoever set the values initially misinterpreted the inheritances and forgot to set the modifier's target type from the default. There ARE balance implications to giving Sluggas better health regen and it'll need some rework on the value used, but this wouldn't be the only entry in the list with balance implications, and I just can't see how it's working correctly as is. At best it currently provides an extra half point regen when a Mad Dok attaches to a Slugga Boy Squad.

  43. #443
    Wraith_Lord
    Guest

    More tooltip errors

    Tooltips - Space Marines

    • 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.



    (From the first page)
    - The Power Sword upgrade still claims to change the weapons of the Force Commander and Librarian.
    This is not an error. The Power Sword upgrade does, in fact, change the weapons of the Force Commander and Librarian. Line should be removed from the list.


    (From the first page)
    - Similar with Obliterators. Tooltips say they are effective against most things in CC, when they're actually effective against nothing in CC.
    Fix: Same as SM. Either buff their melee to around CSM Levels (again, something people have clamored for for some time), or fix the tooltip.
    This is listed under Tooltips - Space Marines, but it should actually belong under Tooltips - Chaos.


    Tooltips - Tau

    • 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.


    Global Tooltips:

    • 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.
    Last edited by Wraith_Lord; 3rd Aug 07 at 12:47 PM.

  44. #444
    Forum Fact Fairie Slow_Runner's Avatar
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    Oblit tooltip moved and powersword thingie removed. The new tooltips added.

    Added the Tau Commander flamer with a note that with the change in AoE, the weapon's efficiency will change and it might require some rebalancing.

    IMO the slugga bonus isn't something that one can just fix. It's not a nobrainer. Yes 12% is negligible and making it stack for all the sluggas would make it a potential 6x with the Mek included = 24x with a Mad Dok around. I just don't know what I'd put on the list. "Ork regen mob bonus is odd, fix it".

    As for the Necron time bonus, the modifier bit on 'strategic_objective_struct' I think I got. The 'stratetic_point_flag' bit I'm still a little unsure of because shouldn't one be modifying the modifier on the obelisks and not on the strat points? I was thinking something along the lines of:
    - 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.
    Does that look correct?

  45. Child's Play Donor Dawn of War Senior Member  #445
    Calculating Maktaka's Avatar
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    Quote Originally Posted by Slow_Runner
    IMO the slugga bonus isn't something that one can just fix. It's not a nobrainer. Yes 12% is negligible and making it stack for all the sluggas would make it a potential 6x with the Mek included = 24x with a Mad Dok around. I just don't know what I'd put on the list. "Ork regen mob bonus is odd, fix it".

    As for the Necron time bonus, the modifier bit on 'strategic_objective_struct' I think I got. The 'stratetic_point_flag' bit I'm still a little unsure of because shouldn't one be modifying the modifier on the obelisks and not on the strat points? I was thinking something along the lines of:

    Does that look correct?
    Slugga regen: Fair enough, I figure anyone who actually wants to fix it will pick it up.

    Necron time bonus: Whoops, you're right on the obelisk thing. Thanks, Slowrunner.

  46. #446
    Forum Fact Fairie Slow_Runner's Avatar
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    Necron timebonus thing added then. ^_^

  47. Child's Play Donor Dawn of War Senior Member  #447
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    Minor quirk. Aspiring Champions (regular, Cultist, and Raptor) all have a mass of just 15 while the Chaos Space Marines and Raptors themselves have a mass of 18. Perhaps somebody's finger slipped on the numpad?

    Fix: Increase the mass of the regular and Raptor Aspiring Champions to 18. Cultist variant is probably fine as is since Cultists are only mass 9 (or as I call them, the Amateur Astronaut Club).

    Edit: Oh, and you can removed the no-morale bug for the Oblits. The basic Oblit ranged attack weapon isn't actually fired. Rather, the three weapons that are part of its weapon group are used.

    Same thing on the Howling Banshees Shuriken Pistol. That has a morale damage value of 1, just like the others. Not sure how that got added.
    Last edited by Maktaka; 4th Aug 07 at 11:10 AM.

  48. #448
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    Is there a mod that incorporates all these changes?

  49. Child's Play Donor Dawn of War Senior Member  #449
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    http://forums.relicnews.com/showthread.php?t=144990 By anilkocman
    They're not all in there, but most of the important ones are. Better still, you can copy the mod's data files into another mod's directory (like the Skirmish AI mod) to combine both improvements.

  50. #450
    the TC flamer is a circle?! Are you freaking kidding me?! I always knew something was bonked about it! OMG this is huge!
    Apple wants to give everyone "the business."

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