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Dark Crusade 1.2 nobrainer fix list

  1. #651
    Member RexOmniaLupus's Avatar
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    Got some Orky stuff now:

    Dok's Burna Bomb hotkey is tied to the same entry as the Tau snare trap, (i.e. tau_snare_trap.) Fix: Change the Burna Bomb ability (file is called tau_nuke for some reason) to have a different ui_hotkey_name such as ork_burna_bomb.

    Dok's Burna Bomb (file ebps\environment\gameplay\nuke.lua) is set to can_be_repaired = false, but max_repairers = 1 which is inconsistent. Fun fix: set can_be_repaired = true (A SACRIFICE OF GROTS!) Not as fun fix: set max_repairers = 0.

    Rokkit Banners don't show reload bars, but the Ork LP3 rokkit does. Other missile-type turrets do not show the reload bar either. Fix: Change reload_show_progress to false in ork_rokkit_launcher_turret_listeningpost.

  2. #652
    anilkocman
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    I guess the fix for missing hotkeys wasn't written.
    Here is my lame fix:

    http://img232.imageshack.us/my.php?image=hotkeycu3.jpg

  3. #653
    Member RexOmniaLupus's Avatar
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    SM:

    Chaplain Weapon upgrade bug already listed - a better fix is to simply switch the order of the weapons on the melee hardpoint, so that the Power Sword is first and the Crozius second, and thus the weapon research works as intended. The currently listed fix just removes his power sword from the game.


    IG Campaign Bugs:

    Battle Armor doesn't affect Regimental Bodyguard Sergeants. Fix: Copy modifier 2 (normal Sergeant) in the guard_upgrade_guardsmen_health research, but change it to target guard_infantry_guardsmen_sergeant instead. The Bodyguard Sergeant now gets 150 HP from the research (he has same base HP as normal Sgt so added HP should be same.)

    Genetic Enhancements research (Kasrkin speed boost) does not apply to Honor Guard Kasrkin/Sergeants. Fix: The entry is there for the Honor Guard Kasrkin, but it misapplied. Change modifier 3 in guard_research_kasrkin_speed to use application type tp_mod_apply_to_entity_type instead of tp_mod_apply_to_entity. The Sergeant needs a new entry, copy one of the other entries and change the target to guard_infantry_kasrkin_sgt_advance_sp.

  4. #654
    Quote Originally Posted by RexOmniaLupus
    Chaplain Weapon upgrade bug already listed - a better fix is to simply switch the order of the weapons on the melee hardpoint, so that the Power Sword is first and the Crozius second, and thus the weapon research works as intended. The currently listed fix just removes his power sword from the game.
    But then the fact that he would only do 0.6dps before you researched Power Swords would remain, and so rather than editing the Power Sword to fix this (forcing two files to be changed instead of just one), it makes more sense to just remove it from him altogether, seems as he doesn't have a proper graphic for it anyway.

  5. #655
    Member RexOmniaLupus's Avatar
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    It may be easier to do it that way, but it violates the spirit of what the designers intended. When the fixes are this simple there is no reason to be half-hearted about it. The extra effort to fix it properly is not much. Not to mention there are balance implications from essentially giving him a free weapon upgrade. Yes, in the current version he already starts with it but it was unintentional.

    Another IG issue - in addition to doing no morale damage, General/Commissar/Psyker/Priest special attacks do no physical damage either. As far as I can tell they are the only commanders to suffer from this. Not to mention it's ridiculous that a Psyker can throw folks around with his mind and then they just pick themselves up not bruised and not shaken. Nothing too ridiculous, but aside from knockback these attacks do nothing.
    Last edited by RexOmniaLupus; 1st Jan 08 at 2:49 AM. Reason: Typo

  6. #656
    Member The_Guardman's Avatar
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    Reguarding the chappy: beside the actual bonuses working, the purely aesthetic change powersword--> crozius arcanum should be avoided. The Crozius is a symbol of office and all Chaplains have one, and never use another weapon instead (but can be used in conjunction with another weapon).
    All heil Gygax.

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  7. #657
    When you add a shield drone to a tau squad it does not repair like the rest of the squad members do, i know it's a drone, but you'd think it would have some built in self repair function or be repairable, it's a bitt odd that what is in effect a squad attachment/member does not regen when everyone else in the squad does, played a game recently where i had 2 badly damaged FW teams, a lull period saw them come back to nearly full str, except the drones which were nearly dead, next time i used them an activated the shields the shields lasted all of 3 seconds as luck would have it the drones came under fire first, the 2 squads narrowly lost, were as they should have narrowly won, since the shields are quite important for FW, having them go down even if by fluke an not very often, especially like this is frustrating since there's little you can do about it, the drone should be repairable or better still just regenerate like a normal infantry man, it's part of the squad mechanic an for gameplay purposes would be a lot better if it just used the same squad regen mechanic as all other squads, it's not something that affects games a lot but when it does it's pretty frustrating to loose down to a bug/glitch poor thought out game mechanic and it's not something difficult to fix

    The drone sqaud is the tau equivalent of a speeder or other light vechicle, this unit should be repairable like any other vehicle
    Last edited by War-Reborn; 1st Jan 08 at 10:41 AM.

  8. Child's Play Donor Dawn of War Senior Member  #658
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    The Shield Drone can't be repairable. The DoW game engine can't handle repairable units in a squad, a feature that was supposed to be enabled for the Necrons but didn't work (and the part-way removal of that feature is what caused the confusing mouse cursor bug). A regen rate of 1 HP/sec, like the Earth Caste Builders, would work though.

    Also, the Dreadnought is apparently functioning fine with regards to FotM, so that bug can be removed. See here because links are cooler than copy-paste.

  9. #659
    Ordo Mallius
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    You seem to have a double fix listed about the Chaplain weapons
    one says remove the powersword modifier upgrading the chaplain, the other says fix the damage on the powersword, it's no big deal.
    You probably know.

  10. #660
    Quote Originally Posted by Maktaka
    The Shield Drone can't be repairable. The DoW game engine can't handle repairable units in a squad, a feature that was supposed to be enabled for the Necrons but didn't work (and the part-way removal of that feature is what caused the confusing mouse cursor bug). A regen rate of 1 HP/sec, like the Earth Caste Builders, would work though.

    Also, the Dreadnought is apparently functioning fine with regards to FotM, so that bug can be removed. See here because links are cooler than copy-paste.
    I was not aware of that bug, although i remember the necron repair button over warriors, a basic regen value of 1 to match the earthcast builder, sounds like an ideal solution.

  11. #661
    Looking at the Tau "no brainer" list, there are a couple of mistakes that stand out:

    -"Give kroot hounds/krootox/gnarloc regen of +1"

    I agree for hounds, but krootox/gnarloc should have regen of +4, which is in line with other ubers that have regen.

    Crisis suits currently have a regen of +1, contrary to what the "no brainer" list says. This is obviously too slow. They should have a regen of +2 or +3.

    -"Shas'ui have range of 25 and don't increase, while FWs have 35/40/50. Make range of Shas'ui = range of FWs"

    First, this isn't a "no-brainer" fix. Second, If you just increase the range, won't the Shas'ui just be a inf_heavy_high FW? That's quite boring, really. I think his range should stay the same, considering that tac sargeants don't have the same range as regular tacs. Instead, restore his FOTM. Up his damage a bit, and allow him to bestow the squad with +50 morale and 10% DPS buff.

    Shield drones and Shas'ui should be limited to 1 each per squad, if that's possible to code. There is no purpose to having two of them.

    "Tau veh beacon blueprint is too large."

    I really don't see an issue with that. At the very least, I don't think it's a "no-brainer" fix.

    What I would like to see instead is Tau require the vehicle pit OR the kroot shaping center to go tier 3, and the coalition center to go tier 4. The coalition center should also get a cost reduction to 200/75 to be in line with other t3.5 buildings (this would actually be more expensive to account for automatic pop cap increase). This is more of a "no-brainer" since Tau is the ONLY race that doesn't require a tier 2.5 or tier 3.5 to advance through the tech tree.

    Then again, the kroot shaping center really ought to be removed under Tau's current structure. Shapers should become squad leaders, move krootox to the vehicle pit, move Gnarloc to Coalition Center, and move hounds to Tau rax.

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

    Along those lines, Gnarloc should require tier 4 and the coalition center (Gnarloc currently just requires tier 4). I also think he should be built from the coalition center.

    "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."

    Again, I don't consider this a "no-brainer." Why should the Leader act just like the squad member? He already gives +200 hps to the squad and gives an imba EMP nade.

    What I would like to see instead are additional leader researches in the PtE or command posts that help with such things instead of making leaders into members with grenades.

    Finally, this is probably getting into balance more than a "no brainer" fix, but the Kauyon pathway has two upgrades for armor and range. I think that the Mont'ka path should have two upgrades: one to increase FW move speed by +2 and another to give yet another DPS increase to FW/PF/SS. Goes along with the whole "killing blow" theme of the pathway. This, along with the coalition center requirement, would stop Mont'ka from clicking tier 4 immediately for Hammerheads.

    Another "no brainer" fix that is missing is the vespid build time. 18 s is too quick; it should be increased to at least 24 sec (build time of FW/Kroot squads), if not more. For comparison of tier 1 "unique" units, Rangers take 40 sec to build.
    GFWL = RoaringGiraffe

  12. #662
    Member RexOmniaLupus's Avatar
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    Looking at the Tau "no brainer" list, there are a couple of mistakes that stand out:

    -"Give kroot hounds/krootox/gnarloc regen of +1"

    I agree for hounds, but krootox/gnarloc should have regen of +4, which is in line with other ubers that have regen.

    Crisis suits currently have a regen of +1, contrary to what the "no brainer" list says. This is obviously too slow. They should have a regen of +2 or +3.
    Agreed.

    -"Shas'ui have range of 25 and don't increase, while FWs have 35/40/50. Make range of Shas'ui = range of FWs"

    First, this isn't a "no-brainer" fix. Second, If you just increase the range, won't the Shas'ui just be a inf_heavy_high FW? That's quite boring, really. I think his range should stay the same, considering that tac sargeants don't have the same range as regular tacs. Instead, restore his FOTM. Up his damage a bit, and allow him to bestow the squad with +50 morale and 10% DPS buff.
    Ever looked at the Eldar exarchs? They all match range with their troops. So wouldn't they just be like a normal Aspect Warrior of the same type? Oh, but the 10% damage boost ability. Well, the Shas'ui have grenades so they've got a little something extra too, though I'd rather have the damage boost because the short range on the grenade combined with the Shas'ui's range makes them waste far too often. However, changes to how a unit fundamentally works wouldn't seem to be no-brainers.

    Shield drones and Shas'ui should be limited to 1 each per squad, if that's possible to code. There is no purpose to having two of them.
    The list already has a fix for this which would make two of the same type of leader use their abilities independently (2x grenade/shield.)

    "Tau veh beacon blueprint is too large."

    I really don't see an issue with that. At the very least, I don't think it's a "no-brainer" fix.
    I agree on this one. The building was designed to be that size. Someone set the extra_no_build_buffer to 2 manually. I can't think of a map where you absolutely can't place one somewhere in you starting base area.

    In a similar vein, the IG Heavy Bolter Turret is meant to be that size as well. The list is also incorrect in that the extra_no_build_buffer is already at 1, reducing it any farther makes it's blueprint the smallest of all turrets (I think tied with Eldar but oriented differently.)

    What I would like to see instead is Tau require the vehicle pit OR the kroot shaping center to go tier 3, and the coalition center to go tier 4. The coalition center should also get a cost reduction to 200/75 to be in line with other t3.5 buildings (this would actually be more expensive to account for automatic pop cap increase). This is more of a "no-brainer" since Tau is the ONLY race that doesn't require a tier 2.5 or tier 3.5 to advance through the tech tree.

    Then again, the kroot shaping center really ought to be removed under Tau's current structure. Shapers should become squad leaders, move krootox to the vehicle pit, move Gnarloc to Coalition Center, and move hounds to Tau rax.
    Drastically changing the tech structure of a race is hardly a no-brainer fix. Though they really ought to find a use for the Shaping Center for Mont'ka players, right now it's only good for a Gnarloc (assuming you are T4 and have a Relic of course.) If there were something there that made Carnivores viable beyond early game. Shapers are alright, but to get a building just to attach them to past-prime units is ridiculous. Moving the feral leap research and adding some new Kroot-related research to increase Carnivore's viability would actually make players consider it. But once again, not no-brainer stuff.

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

    Along those lines, Gnarloc should require tier 4 and the coalition center (Gnarloc currently just requires tier 4). I also think he should be built from the coalition center.

    "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."

    Again, I don't consider this a "no-brainer." Why should the Leader act just like the squad member? He already gives +200 hps to the squad and gives an imba EMP nade.
    See above about Fire Warrior Shas'ui. While he is already quite good, even too good, it's rather ridiculous to have to be at a different range just so he'll shoot (and with the same type of weapon his squad mates are using!)

    What I would like to see instead are additional leader researches in the PtE or command posts that help with such things instead of making leaders into members with grenades.

    Finally, this is probably getting into balance more than a "no brainer" fix, but the Kauyon pathway has two upgrades for armor and range. I think that the Mont'ka path should have two upgrades: one to increase FW move speed by +2 and another to give yet another DPS increase to FW/PF/SS. Goes along with the whole "killing blow" theme of the pathway. This, along with the coalition center requirement, would stop Mont'ka from clicking tier 4 immediately for Hammerheads.
    You're right, that wouldn't be a no-brainer fix.

    Another "no brainer" fix that is missing is the vespid build time. 18 s is too quick; it should be increased to at least 24 sec (build time of FW/Kroot squads), if not more. For comparison of tier 1 "unique" units, Rangers take 40 sec to build.
    That build time is very unlikely a mistake. In the 1.2 patch they changed the buildtime to that value (from 3s or something ridiculously low before) so I'm pretty sure the balance team wanted it that way.

  13. #663
    Ever looked at the Eldar exarchs? They all match range with their troops. So wouldn't they just be like a normal Aspect Warrior of the same type? Oh, but the 10% damage boost ability. Well, the Shas'ui have grenades so they've got a little something extra too, though I'd rather have the damage boost because the short range on the grenade combined with the Shas'ui's range makes them waste far too often. However, changes to how a unit fundamentally works wouldn't seem to be no-brainers.
    Ever look at tac sarges? They have shorter range than their counterparts because they have a different weapon. They make up the difference by giving advantages to their squad and adding abilities like rally/fury. They also get upgrades in the armory to increase their weaponry.

    But you just proved my point: changing the Shas'ui's range to match the range of normal FWs is not a "no-brainer" fix. It doesn't even make sense since they have carbines instead of rifles.

  14. #664
    Finally, this is probably getting into balance more than a "no brainer" fix, but the Kauyon pathway has two upgrades for armor and range. I think that the Mont'ka path should have two upgrades: one to increase FW move speed by +2 and another to give yet another DPS increase to FW/PF/SS. Goes along with the whole "killing blow" theme of the pathway. This, along with the coalition center requirement, would stop Mont'ka from clicking tier 4 immediately for Hammerheads.
    Brought it up pages ago. Had it shot down.

  15. #665
    Member RexOmniaLupus's Avatar
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    I'm not sure what you're trying to say.The Tac Sarge has range 25 on Bolt/Plasma Pistol, the same as a Space Marine's default Bolter. Same with Aspiring Champ to CSM default Bolter. Which is the point - across almost all units, leaders fire at the range of the normal unit's default weapon. The list of those leaders who have different range is much shorter than those who match default range. Consistency things are defined as no-brainers in the first post.

  16. #666
    Member The_Guardman's Avatar
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    That's quite boring, really.
    Agree. Spekkio, part from the initial considerations about the regen values and the gnarloc tech position/ buildtime, your is more a wishlist than a no-brainer.

    I am not say'ng you're right or wrong, but the issue you've brought up should go on balance discussion or the proposals box, not here.

    Regarding the 2 valid issue:

    - Carnivore / hounds regen 1, Gnarloc regen 4, all of those are good. The Krootox is another matter, it take the place of a T4 tank, no other race have a living being as T4 tank. As such, it shouldn't have a regen value (or +1 at best), but it should be repairable, possibly by shaper.

    - I totally agree that gnarloc should be T4/90 secs, however this brought up a balance issue and as such should be mentionated in the no-brain list, but not as direct no-brainer. Ie. just as a reminder to look at it.

  17. #667
    Da Seriuzly Bad Dok of Balance Old Painless's Avatar
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    If a squads leader shoots at a different range to the squad then either the leader, or the squad would not be shooting at the same time as each other unless you moved them into range, i see no need to require the squads to have this level of babysitting be required because of something so simple.
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  18. #668
    Member RexOmniaLupus's Avatar
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    Guardman: A Krootox is in fact, not a vehicle at all. I don't think you can make it so that the Kroot Shaper could 'repair' limited to Krootox, or make the Krootox repairable only by Shaper and not by Earth Caste Drones. If you wanted it to be tied to the Shaper the best solution would probably be to give the Shaper an aura that improves Krootox regen. But really anything beyond changing the regen amount is going beyond the no-brainer concept.

    If you are looking at it functionally as a Tank though, even with 4HP per second it heals incredibly slow compared to the 30HP per second a repairer from most races would effect on a vehicle. Of course, Krootox heal would happen with no need for clicking and the 'repairer' would not be a low HP unit that could be picked off during battle, so 30HP per second regen would be out of whack.

  19. #669
    Well all tier 4 vehicles, which is the role the krootox fills can be repaired, it would look a bit weird to have a earthcaste builder fixing one, which is is why the shaper medic was suggested 2 or 3 pages ago, along with CS, BS regen values, were a long argument http://forums.relicnews.com/showpost...&postcount=628 was made in favour of why a value of 1 on a unit with 2500hp was totaly at odd's with the basic rate's of regen enjoyed by nearly all other units bar oblits.

    I agree with most of what spekio says too except the part about the leaders, the SS leader an FW leader both use the same weapon, how can it not be affected by upgrades that affect the same weapons carried by other squad members, (yes i know the shas'ui uses a pulse carbine not a rifle, but that has a range of 70 on the bodyguards and they are the same units/weapon as the leader so his should at the very least match his squad, both pre/post upgrades, also as others have said, leaders match the range of there squads default weapons, the only exceptions to this are when the squad can be fitted out with heavy weapon upgrades.

  20. Child's Play Donor Dawn of War Senior Member  #670
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    Smite lists vehicle_high as a valid target type twice but does not list monster_high. Vehicle_high is listed the second time immediately following monster_medium, which is where monster_high would normally be if it were on the list. It appears that monster_high was accidentally replaced with a second vehicle_high on Smite's target filter. Fix: under area_effect\area_effect_information\target_filter, change the second tp_vehicle_high.lua entry to tp_monster_high.lua.

  21. #671
    The ork mob bonus enhanced health regen ability is bugged according to the wiki

    Each valid unit type in the squad gets +12% health regeneration. This ability is bugged and does not spread throughout the squad, limiting it to 12% maximum and preventing it from affecting units that do not generate the effect themselves.
    Units that confer the bonus: Big Mek, Slugga Boyz.

  22. #672
    Wraith_Lord
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    Necrons Necron Wraiths

    Necron Wraiths are actually repairable by Scarab Squads (1 scarab at a time), even though they are not vehicles. No other Necron unit can be repaired, as well.

    Fix: Set "can_be_repaired" equal to "false".

  23. #673
    Member The_Guardman's Avatar
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    No. In the author's intention all the necrons units should be repairable (hence the "fix bug" on warriors). However they seem to not know that models inside a unit cannot be repaired unless they're the only one left. (a thing, I have to say, that most modders know since vanilla DoW times).

  24. #674
    Wraith_Lord
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    But since other necron units cannot be repaired, why should the wraith be left as repairable and make things inconsistant, as well as harder for the non-Necron players?

    Either tell how to make Necron squads repairable or make the wraith a non-repairable unit. I'm assuming the game engine makes repairing squads impossible, and if the wraith should be repairable, add something in its tooltip so the player knows.

  25. #675
    The ork mob bonus enhanced health regen ability is bugged according to the wiki

    Each valid unit type in the squad gets +12% health regeneration. This ability is bugged and does not spread throughout the squad, limiting it to 12% maximum and preventing it from affecting units that do not generate the effect themselves.
    That's more of a balance issue than a bug, war_reborn. Can you imagine a big mek and nob leader with 6x regen? Move over chappy and apothecaries... and this is to say nothing of the individual member regen.

    If it were to stack, it would have to be slashed in, at the very very least, half (thus exponentially nerfing the stacking). And even then, probably something else in the ork army would have to be nerfed to compensate, still.

  26. #676
    Member RexOmniaLupus's Avatar
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    Chaos Furious Charge research has several issues. The Speed bonus is not properly applied to Cultist Aspiring Champs or Raptor Aspiring Champs. In modifiers 9 and 12, change apply_to_entity to apply_to_entity_type. Normal Raptors have no entry for the speed increase, so once corrected the Raptor Aspiring Champ will be slowed by his squad. Copy one of the existing speed modifiers and set target_type_name to chaos_raptor.

  27. #677
    Member The_Guardman's Avatar
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    But since other necron units cannot be repaired, why should the wraith be left as repairable and make things inconsistant, as well as harder for the non-Necron players?
    Well, image what will be if the warriors could be repaired, as the authors initially intended!

    Anyway, if you think it is an inconsistency, post it here as such, but not as a bug.
    If you think it is a balance issue, open a tread about it.

  28. #678
    anilkocman
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    Quote Originally Posted by RexOmniaLupus
    Chaos Furious Charge research has several issues. The Speed bonus is not properly applied to Cultist Aspiring Champs or Raptor Aspiring Champs. In modifiers 9 and 12, change apply_to_entity to apply_to_entity_type. Normal Raptors have no entry for the speed increase, so once corrected the Raptor Aspiring Champ will be slowed by his squad. Copy one of the existing speed modifiers and set target_type_name to chaos_raptor.
    Raptors dont get increased speed: This is probably intentional.

  29. #679
    Member RexOmniaLupus's Avatar
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    Quote Originally Posted by anilkocman
    Raptors dont get increased speed: This is probably intentional.
    Then why would the Rap Champ get it? Well he doesn't, but only because the modifier is misapplied. But if it was done right, he would have a higher speed than his squad, and they would slow him down. They wouldn't even be the fastest infantry with it, Stormboys would still beat them.

  30. #680
    Orks are clearly supposed to have the fastest units in short-bursts.
    It's not just the Stormboyz, look at their vehicles too - being faster than everybody else's vehicles already, and having the turbo-boost option aswell.

    Raptors not getting a generic speed buff from Furious Charge is probably intentional. Afterall, they already move at 24 speed, and with Furious Charge CSM and Cultists still move only at 20 speed (up from 16 before Furious Charge).

    However, they probably were intended to get the 15 range Charge Boost after Furious Charge, that Cultists have anyway, and CSM have after Furious Charge - which brings CSM and Cultist speed up to about 30 when attempting to melee. It would have brought Raptors up to 36 speed on the charge.

    Maybe we'll find out in SS anyway.

  31. #681
    Member RexOmniaLupus's Avatar
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    Found another IG problem:
    IG LP3 does not actually change weapons from the LP2, even though the graphic changes. The problem is in the addon_guard_list_post_2. It needs to have 2 instead of 1 for the value of modifier 2.

    @KotCR: Stormboys would still have better Speed after upgrades than Raptors would with 20% boost from Furious Charge. Stormboys also possess a better boost than Raps, but that would just be icing. I don't really care whether or not Raptors were to get increased speed from the research, as long as all modifiers that are applied do it properly, and that units within the Raptor squad move at a consistent Speed, otherwise what's the point?

    Raptors probably aren't meant to have a charge either - they have no charge modifiers defined on them (charge bonuses can be anything, it's not a set 50% speed boost,) and no indication that the research is meant to give enable any that they might have had either.

  32. #682
    Wraith_Lord
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    Necron Tooltips:

    When a Necron player captures a strategic point, it displays the little message in the left corner:

    "You have captured a strategic point. Requisition resource increased!"

    This is wrong for Necrons, because they don't use requisition.

  33. #683
    PROBLEM: Horrors do not regenerate health.
    FIX: Give Horrors appropriate HP regen value.

  34. #684
    Wraith_Lord
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    Space Marine Librarian Smite doesn't target monster_high types:

    SM Librarian's Smite ability cannot be targetted against monster_high types because of a missing line entry.

    The AP damage has already been assigned as value 80.0 to entry_11 (monster_high), but there is no target type defined for that value.

    Fix: Add the following line under entry_10 in attrib/abilities/marines_smite:

    Code:
    GameData["area_effect"]["area_effect_information"]["target_filter"]["entry_11"] = Reference([[type_armour\tp_monster_high.lua]])

  35. Child's Play Donor Dawn of War Senior Member  #685
    Calculating Maktaka's Avatar
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    Way too late for this to make it into Soulstorm, but maybe the first patch. Anyways:

    The Terminator ranged weapon, space_marine_storm_bolter, has a FotM accuracy of 10% instead of 15% like all the other ranged weapons. Fix: Set accuracy_reduction_when_moving to 0.65

  36. #686
    NydusTemplar
    Guest

    Imperial Guard

    @Spekkio

    While the Tau Shas'ui may appear to carry a different weapon than the standard Fire Warrior, in fluff, table top, and for the purposes in game as described by Honor Guard & Campaign FW Squad, his weapon is a Pulse Rifle. And considering what Rex said about the Marines, it makes sense about them getting a range increase. Ever see what those 'pulse carbines' do in Campaign? They fire for full effect at range equal to a fully upgraded Kauyon FW. Those units, also btw, do not suffer the previously mentioned engagement range issue similar to Baneblades in that they won't fire their main weapon at its full range value unless set to an extremely aggressive stance or ordered to do so. To me, this means their range was intended.

    Also about the double shield/grenade. It was brought up awhile back, and it was pointed out double grenades would cause a serious balance issue, which isn't the intent of the nobrainer list. Imagine this scenario, two FW come up against two GM squads, GM set down to shoot while the FWs come into 'nade range and huck 4 plasmas, totally or nearly wiping out a GM Squad. Someone suggested a solution back there about it, making having both reduce the recharge rate by half or some such.

    The Stealthsuit leader arguement you presented would be a balance issue, not a consistancy issue. It makes no sense that his weapon, being the same as his upgraded squad's, recieves no bonus and is a shorter range.

    As far as the blueprint size for mines/turrets for the IG & Tau, it could go both ways as far as it being consistancy vs balance. For consistancy's sake, no building save for a few IG & a single Tau have that value at anything higher than 0, which could indicate intention, but on the other side of the coin, if they intended them to be so big, why not just make it that way and bother with a seperate value artifically increasing their size in the first place? Also, forcing IG players to find space to not only build one oversized building, but at least 2-3 in order to actually have the vehicle cap necessary to be able to use the vehicles they can now build seems odd.

    The rest seems to have been covered or mentioned. Here's hoping for a 90% balanced SS!

    Also, as a side note, I see the Shaper repairing Gnarlac floating around, and thought I'd toss my opinion. For one, and I'm sure this is already known but for anyone it isn't clear about. This is kind of a Balance issue, more than a consistancy issue. If anything, the Squiggoth being repairable is a consistancy issue of sorts. I'm not saying that I don't think its a nifty idea, should it be possible, but its not something that should be on the list.

  37. Child's Play Donor Dawn of War Senior Member  #687
    Calculating Maktaka's Avatar
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    Another one for a hopeful Soulstorm patch a few months down the road:

    Mega Armored Nobz have a mob value of just 1. This may have been intentional, except they have the mob bonuses for extra weapon damage and morale regen, both of which require 5 mob value in the squad to activate. MANZ can only get 4 mob value. It's also odd that regular Nobz have a mob value of 2 while the Mega Armored variant is just 1.
    Fix: Increase the mob value of Mega Armored Nobz to 2.

  38. #688
    Imbrium
    Guest
    Under addon->addon_guard->addon_guard_list_post1

    addon_guard_list_post1 adds 200 hitpoints.
    addon_guard_list_post2 is listed as adding 200 hitpoints, but in game this never occurs, probably because of some wonky inheritance issues.

    Fix: have addon_guard_list_post2 grant 400, instead of 200. This is a workaround, because the 400 is
    overriding the 200 from the first upgrade, so you end up with the proper 200 extra from the second post.

    addon_guard_list_post1 had a default_weapon_modifier_hardpoint1 addition of 1, which upgrades the addon_guard_list_post1 from space_marine_dummy_weapon to a guard_heavy_bolter_listening_post.

    addon_guard_list_post2 a similar issue to the hit points one above occurs, in the because the default_weapon_modifier_hardpoint1 addition bonus is a value of 1, it does not override the first addon_guard_list_post1 addition.

    Fix: Have addon_guard_list_post2 give an addition bonus of 2 to default_weapon_modifier_hardpoint1

    Major balance implications here, pretty severe ones in my opinion. These things are missing 200 hitpoints and a major DPS upgrade.


    I'm re listing this issue so it is more concise, because both bugs have to do with the same addon, and the explanation of the first helps explain the latter bug. there seems to be some sort of issue with addons in that they don't "add" to previous bonus's, they must supersede previous bonus's.

    credit to RexOmniaLupus for the Listening post bug.

  39. Dawn of War II Senior Member Dawn of War Senior Member  #689
    Forum Fact Fairie Slow_Runner's Avatar
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    Dec 2004
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    I haven't been updating the list too much lately because I knew that from a certain point in time forward, the changes wouldn't be making it to Soulstorm anymore.

    So now that Soulstorm is coming out, I think we should try and get our hands on it ASAP and start going through the list and see which of the fixes made it to Soulstorm (a job that Maktaka has already started with his thread, thanks for that) and which ones didn't. Then we can start another thread for Soulstorm and have it up and running at full speed and have it be as comprehensive as possible for when Relic starts on their next patch. Does this sound good to everyone?
    Disagree with a moderator? Read this.
    DoW Player Guide.
    Quote Originally Posted by Maktaka

  40. #690
    Member sn0zcumb3r's Avatar
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    Jul 2006
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    it's all Greek to me
    Yes. The new Soulstorm nobrainers can start with the fixes from here that didn't make it and then we can discover the new ones on the way
    Quote Originally Posted by ViS
    Be careful... People might take you seriously...

  41. #691
    Imbrium
    Guest
    I won't have any free time untill the weekend, but I'm gonna be all over the IG. they were by far the most bug-ridden in 1.2. I'll make sure every Ig bug was actually fixed, then I'll probably tackle Tau.

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