# Soulstorm 1.2 nobrainer list

1. Maktaka, can you add to the list the fix for the Coalition Center not counting towards Annihilate?

2. Question, would it be that hard to add values to baneblade auto cannon? I'm just wondering its a really old bug but i want to see it actualy fixed, before they stop patching.

I was thinking along the lines of making the main gun and the auto cannon one mind and the auto cannon should have the same range as the main cannon.

The Baneblade Auto Cannon works fine. It is a coaxial weapon, which by definition means it only fires when the main gun it is attached to aims at something it can be used against. Since that's exactly what it does, there's no problem with its functionality. There's an animation quirk in that the firing animation is synced to the Battle Cannon's firing rate, but that's a limitation of the game engine with coaxial weapons.

And since people are starting to forget that this isn't a bug submission thread: this isn't a bug submission thread. If you don't have a fix, put it in the Bug Submissions forum, not here.

4. Oh, i'm sorry so the animation is because of game engine, heh its a good thing dow 2 is comming out. Thanks for clearing that up Maktaka.

5. ## Chains of Torment not disabling squad jumps

- Chains of Torment apparently does not prevent trapped squads from using their Jump ability to get away. There is no modifier defined in the LUA for disabling squad jumps. Other races' trapping abilities (Entanglement, AoF: Holy Edict, Animus Vitae) disable squad jumps in addition to squad movement.

The enable_movement modifier is also erroneously set to -10, although it is unknown if this has any effect on gameplay.

Also, there is only one AP value defined and it's set to 60 for infantry_medium. It's unknown why infantry_medium is the only armor type that resists damage. A quick glance at the damage abilities for both Chaos and other races suggests that the AP value should actually have been set for infantry_low, however there may not be enough hard evidence to base this decision on.

Fix: In abilities/chaos_chains_of_torment.lua, apply a new modifier_02 and have it reference enable_squad_jump.lua. Set the value for the new modifier to -1.

Change the value for modifier_01 from -10 to -1.

6. 1.2

Photon Nade is doing less damage then intended:
GameData["area_effect"]["weapon_damage"]["armour_damage"]["max_damage"] = 55
GameData["area_effect"]["weapon_damage"]["armour_damage"]["min_damage"] = 45
GameData["area_effect"]["weapon_damage"]["armour_damage"]["min_damage_value"] = 45

This would indicate that it should do 45-55 dmg to enemy units. In fact it always does 45 dmg and no point more which is exactly the minimum dmg. I guess this is because the armor penetration values are fucked up - dunno exactly.

This results in an overall 5 less dmg in average then intended. I suggest to rise the ["min_damage_value"] to 50 to compensate.

mfg Sjeg

7. Maktaka, I may be on to something with the illusionary monolith still persisting.

I only had the SS 1.0 files available, but from what I could tell, the illusionary monolith is referencing suicide_ext.lua and has the lifetime value set to 60. I looked at all of the Tau clones and none of them had any suicide_ext references.

The reports I read by other forum members state that after 60 seconds are up, the illusionary monolith's HP drops to about 1/3 and then starts regenerating again. This is about the same amount of HP as when the real monolith stops taking damage and teleports back to its base. It may be that the suicide_ext.lua extension is just not working properly, or the illusionary monolith CAN'T suicide because it inherits something from the real monolith which prevents that.

I am not sure how the code looks now in 1.20, but removing the last two suicide_ext lines should allow the illusionary monolith to die when the timer expires just like any other clone.

EDIT:

Meh, I know I shouldn't post bugs without fixes, but it's apparently possible to deepstrike Immortals, Pariahs, and other Necron troops from the Restored Monolith in SS 1.20. See this screenshot.

The troops don't actually deepstrike, they just get stuck inside the Restored Monolith. Looks like Relic's fix might have messed up the code to allow non-Flayed Ones to enter the monolith somehow. I suggest that you closely examine the deep_strike_ext and squad_hold_ext code for any changes in both the Restored Monolith and the monolith building.

8. Nice catch there Wraith Lord with suicide_ext.lua.
I also got the idea to compare with Ethereal illusions a day after you in this thread:
http://forums.relicnews.com/showthre...64#post3247964
My guess is that the anim for suicide is sometimes stopped if the illusionary Monolith is doing some other anim at the time, like for being hit or for firing/moving its weapons.

9. Yeah, Wraith_Lord is correct, the squad_hold_ext for the Restored Monolith has transport_infantry in the acceptable_type_01 field. It should be transport_terminator.

Fix: For ebps->races->necrons->troops->necron_restored_monolith in squad_hold_ext->acceptable_type_01 change type_transportable/transport_infantry.lua to type_transportable/transport_terminator.lua

10. FoK teams BaneBlade AC works fine
As in it damages, has a animation and has FX
Why cant relic do this?

Mosh4Life =]

11. ## Restored Monolith particle whip explosion playing before weapon fire animation

My guess is that the anim for suicide is sometimes stopped if the illusionary Monolith is doing some other anim at the time, like for being hit or for firing/moving its weapons.
@Simanos: If that is really the case here then it may be that Relic forgot to set an entity_busy time in the suicide_ext.lua file for the death animation, or something like that. My point though is that the illusionary monolith shouldn't need to use suicide_ext in order to die. It inherits all the same properties as a Tau clone and should just dissapear at the end of its time limit once those lines are removed.

• The explosion, knockback, and damage caused by the Restored Monolith's particle whip are tabulated before the shot animation is actually fired. The cause is a shot_delay_time line set to 0.4 secs in the weapon file. I am unsure as to whether or not this feature was intentionally added, but it makes the animation look sloppy and unrealistic. Removing the line should sync the weapon animations back together again.

Fix: In weapons/necron_particle_whip, remove the shot_delay_time line.

12. EDIT: never mind, my mistake there already is a display requirement for the SOB Rhino.

13. ## Soulstorm ability not targetting buildings

The Soulstorm ability has a complete set of AP values for all three building types, but it is missing target filters for them.

[. . .]

## Spoiler

Fix: In abilities/dark_eldar_soulstorm_aura, add target filters for building_low, building_med, and building_high.

14. Taking a break from burning the savanna.

Chains of Torment jump bug added, but enable value is not since Relic/Iron Lore has already shown they won't fix no-effect bugs.

Monolith fix not added until I get a chance to test to see if it works or someone else posts that they've tried the fix and it works. As this list is meant to be a means of informing Relic of bugs and their fixes, any potential fixes MUST be tested to avoid providing bad information (as best we can). The Entanglement bug introduced in 1.10 shows that Relic will use posted fixes verbatim without fully testing the fixes themselves.

Particle Whip visual effects desync added.

Incorrect unit transport type on Restored Monolith added.

15. I think the Particle Whip desync was meant for an effect similar to thunder. Like it strikes near instantly and a fraction of a second later the bright line/path to target from source is made visible. 0.4 secs is too much and it looks ugly, maybe 0.1 would work fine.
What is the shot_delay_time in other weapons? Do any weapons have it at all?

16. ## More issues that need fixing

• Wartrak's bomb chuka has 0 AP against building_low.

Fix: In weapons/ork_bomb_chucka_wartrak, fix the AP value for entry_04.

• The single player Necron Lord's staff is doing 1/4th the damage of a regular Necron Lord against building_high. There is a single AP value assigned for the single player Lord's staff that has a much lower value (AP = 5) than the regular weapon (AP = 20). To my knowledge, no other campaign commander has their damage reduced below the norm on any weapon. There's no point to it either, since wargear can allow a campaign commander to become tens of times more powerful than their non-campaign counterparts.

Fix: In weapons/necron_lord_staff_of_light_melee_sp, either remove the lone AP entry or change the value from 5 to 20.

• The Helm of Alpharius has no AP values, causing it to deal 32.5 DPS to everthing in its aoe. This makes it very, VERY powerful.

Fix: Decide whether to assign a full set of AP values.

• Wraith Flight research actually reduces the total ranged damage done to Wraiths by 66.5% instead of 80%.

Fix: Either fix the description for the Wraith Flight upgrade to reflect the actual value, or change the ranged damage recieved entry value in necron_wraith_defense_improved from 33.5 to 20.

• Destroyer's gauss flayer (ranged) has AP entries defined for building_med, building_high, and vehicle_high, but no corresponding values assigned to them.

## Spoiler

Fix: In weapons/necron_gauss_flayer_destroyer, assign proper AP values for entry_10, entry_11, and entry_14.

@Simanos: To my knowledge, there is no other weapon in the game that has a shot delay time. And if you watch the Dark Crusade intro movie, the marines actually SAW the particle whip hitting them before they got blasted by the explosion.

@Maktaka: I won't be able to test anything until around Thanksgiving holiday as my computer is at home and my laptop doesn't have Soulstorm installed on it. Sorry! Hope you or someone else gets a chance to try my idea.

Also, the fix for Or'es'Ka's Marker Drone issue on the list just says "full description and fixes" with no details for it. I think you lost the link at some point during the transfer from the old list. To save you some time, I included it in the quote below. You're welcome.

* Or'es'Ka's Marker Drone doesn't work properly, failing to buff the campaign versions of his main weapon.
Fix: Full description and fixes.

17. ## Another of my noob suggestion

Well, I did some research about Kasrkin Bionic Wargear research.

The bug: Kasrkin Bionic Wargear research was intended to increase Kasrkin speed by 33%. However, priest also increases speed by 33%, but the Kasrkin speed is never increased by 76.89% because of leader speed. Worse, Commissar or Psyker attaching will reduce kasrkin speed back to normal, making the research completely useless and there's no point to research it anyways.

If you consider this as balance issue, then ignore my fix, through.

## The fix

If those fixes were a bit complicated, you can download my testmod as an example.
Code:
http://www.mediafire.com/?hojjny4o5mh

18. One other weapon does have shot delay. It's called Prism Cannon and has shot_delay_time 0.5 oOoOo
I think the idea is that the energy hits instantly (like light speed) but it takes a while to heat up and ionize enough air particles through the path it took to reach the target to make it a visible "line".
That said I have to say I don't like the effect much. Too big delay looks weird not cool, 0.1 might work, we might as well remove it completely and make it one less thing on our CPU's mind

19. ## Miscellaneous Armor Piercing bugs

• Immolator's twin heavy flamers have an AP value of 0 against commander armor.

Fix: In weapons/sisters_heavy_flamer_immolator_tank, fix the AP value for entry_08.

• Hellhound's inferno cannon has an AP value of 0 against air_med.

Fix: In weapons/guard_inferno_cannon_hellhound, fix the AP value for entry_15.

• Gorgutz's Big Horns wargear AND his Red Gob wargear both have an AP entry defined for vehicle_high, but no corresponding value assigned to it.

Fix: In weapons/ork_warboss_big_horns and ork_warboss_red_gob, assign a proper AP value for entry_10.

• Chaos Tactical Marines' plasma gun has an invalid armor type reference for entry_12, so it doesn't use the correct AP value assigned to it for building_low.

Fix: In weapons/chaos_plasma_gun_tactical, change the armor type reference for entry_12 from type_armour\tp_armour.lua to type_armour\tp_building_low.lua.

20. ## I'm back, with more stuff nobody cares about

* Soul Destruction uses the Torture Amp animation instead of the one created for it.
Fix: Under ebps\races\dark_eldar\dark_eldar_leader_haemonculus\soul_destruction_ext, change action_name to special_ability_3.

* The Air Caste Strike ability used in the Tau stronghold has no animation set for it, causing the Coalition Center to...actually I don't know what it's called. It's when the model freezes and shows all its 'parts' like this. If there's a proper term for it, please, enlighten me.
Fix: Under abilities\tau_death_pulse_sp_dxp3, set ability_motion_name to default.

* The Summoning Core does not display its health bar when selected.
Fix: Under ebps\races\necrons\structures\necron_summoning_core, set health_ext\display_health_bar to true.

* The Broken Lands' single-player description is set up incorrectly.
Fix: Under scenarios\sp\broken_lands.ter, change TerrainDescription to Description in line 5 and Description to TerrainDescription in line 6.

Now... I understand that were we to correct every single typo, grammatical error and inaccuracy in the UCS files, this list would probably go on forever. But what the hey.

21. ## Inconsistancies and one possible fix for an exploit

• Necron Plasma Generator has max_repairers=2, instead of max_repairers=3 like all other Necron buildings.

Fix: In ebps/races/necrons/structures/necron_plasma_generator, change max_repairers from 2 to 3.

• Some people have been complaining that the Necron Plasma Generator's death animation doesn't play completely when it dies. I have personally never noticed this, but they may be correct. Between DC and SS, the post_death_event_delay and pre_death_event_delay were reduced for all Necron buildings. Setting post_death_event_delay=3 and pre_death_event_delay=5 for only the Necron Plasma Generator should fix the death animation.

Fix: In ebps/races/necrons/structures/necron_plasma_generator, add post_death_event_delay=3 and pre_death_event_delay=5 under health_ext lines.

• Tau Listening Post and Plasma Generator have max_repairers=2, instead of max_repairers=3 like all other Tau buildings.

Fix: In ebps/races/tau/structures/, change max_repairers from 2 to 3 for tau_listening_post and tau_plasma_generator.

• Besides the HQ, no other Imperial Guard building has a max_repairers value set, causing them to default to max_repairers=1. The HQ has max_repairers=3, so set all other buildings (except Mines) to this value.

Fix: In ebps/races/guard/structures/, set max_repairers=3 for guard_infantry, guard_listening_post, guard_mars_pattern, guard_mechanized, guard_plasma_generator, guard_tactica, guard_thermo_plasma, and guard_turret_heavy_bolter.

• Dark Eldar Listening Post, Plasma Generator, and Thermo Plasma Generator have no max_repairers value set, causing them to default to max_repairers=1. All other Dark Eldar buildings have max_repairers=3, so do the same for these three buildings.

Fix: In ebps/races/dark_eldar/structures/, set max_repairers=3 for dark_eldar_listening_post, dark_eldar_plasma_generator, and dark_eldar_thermo_plasma.

• Ork Mines have a regeneration_decrease_in_combat=5 line, which might be causing them to erroneously lose HP while being attacked. Needs in-game verification!

Fix: In ebps/races/orks/structures/ork_mine_field, remove the regeneration_decrease_in_combat line.

• Strafing Run can't target air, but other races' more devastating area of effect damage abilities can. The attack also comes from the sky, like Orbital Bombardment which does hit air, but this one doesn't.

Fix: In abilities/guard_strafing_run, add air_med to the list of target filters.

• Instant Orbital Bombardment + Battlecry Exploit:

Okay, so I remember someone once posted that the exploit wasn't possible in DoW/WA, but had suddenly appeared when DC came out. To confirm this without my game, I downloaded the old DOW demo and played the Tutorial mission. I tried doing the exploit and my Force Commander ended up instantly-casting Battlecry, but remained completely immobile through the full duration of the OB cast time. This lead me to believe that Relic had changed SOMETHING between WA and DC. So I checked the original files and compared them to the SS files. I found this:

the OLD:

GameData["child_ability_name"] = "marines_orbital_bombardment_children"
GameData["duration_time"] = 0.50000
GameData["entity_busy_time"] = 10.00000
GameData["initial_delay_time"] = 10.00000
GameData["random_offset"] = 12.00000
GameData["range"] = 40.00000
GameData["recharge_time"] = 240.00000
GameData["requirements"]["required_1"] = Reference([[requirements\required_structure.lua]])
GameData["requirements"]["required_1"]["structure_name"] = "ebps\\races\\space_marines\\structures\\space_marine_orbital_relay.lua"
the NEW:

GameData["child_ability_name"] = "marines_orbital_bombardment_children"
GameData["duration_time"] = 0.50000
GameData["entity_busy_time"] = 10.00000
GameData["initial_delay_time"] = 5.00000
GameData["random_offset"] = 12.00000
GameData["range"] = 40.00000
GameData["recharge_time"] = 240.00000
GameData["recharge_timer_global"] = true
GameData["requirements"]["required_1"] = Reference([[requirements\required_structure.lua]])
GameData["requirements"]["required_1"]["structure_name"] = "ebps\\races\\space_marines\\structures\\space_marine_orbital_relay.lua"
Basically, when Relic lowered the initial_delay_time, they did not reduce the entity_busy_time value to match it. They also enabled a recharge_global_timer=true value for some reason, probably to prevent multiple OB's from occurring at the same time in the campaign or multiplayer (?). Now take a look at the initial_delay_time for child_1 in DoW/WA and compare it to the version in DC/SS.

the OLD:

GameData["child_ability_name"] = "marines_orbital_bombardment_child2"
GameData["initial_delay_time"] = 12.00000
the NEW:

GameData["child_ability_name"] = "marines_orbital_bombardment_child2"
GameData["initial_delay_time"] = 7.20000
If you stare at this data for a while, you'll notice that the OLD child_1 ability had a longer initial_delay_time than the entity_busy_time of the parent, and the NEW child_1 ability has a shorter initial_delay_time than the entity_busy_time of its parent. This might be allowing the game engine to fire the child while the Force Commander is still in his entity busy state. It's either that, or the global_recharge_timer=true is interfering with the Force Commander's other ability somehow. Because I can't access my game, someone else is going to have to confirm my fix. Let me know if it works!

Idea #1: In abilities/marines_orbital_bombard, change the entity_busy_time from 10 to 5.
Idea #2: Change the recharge_global_timer from true to false.

@Agonizer: It looks like the Coalition Center is still "under construction." You forgot to say Battle Sisters are "Effective against heavy infantry" too.

Q: All Eldar buildings that can relocate have their armor_modifier set to 0.60 when doing so. Does this cause them to take extra damage while relocating?

22. Wraith Lord, you didn't answer me on the Prism shot delay
Max repairers is not always a typo, maybe it's balance. So you know you can't have 3 Techpriests repairing a building/turret while the enemy is trying to kill it. For Necron gens it is to make their eco more vulnerable (a stupid reason) and also think of how a squad of Scarabs is considered 3 units on its own. Similar reasons may exist for other stuff.
The problem is that this can be set per building/vehicle and not per repairer so while only 1 Techpriest with his imba double rate repair can patch up a Baneblade, 3 TPs can work together on an allied Land Raider.

Eldar relocating building do indeed take extra damage for balance reasons and coolness/logic.

I tried to find a video showing the Fire Prism shooting at something, but no luck. If you can find a video or replay with the prism cannon firing, I could see if the animations are synced up.
Shot Delay of 0.1 secs might work fine. I'd have to see it in action to make sure the weapon animations were synced, though.

Imperial Guard - I'd be willing to let Techpriests slide. I didn't consider that they had a higher repair rate and that having 3 techpriests might create a balance issue. If you want, I can edit my original post.

Dark Eldar - Have no excuse. Eldar workers repair at 20% cost for ALL their buildings and they are cheaper to build. Also consider that Dark Eldar have no turrets to mitigate their listening posts. It looks like missing code to me.

Tau - Again, there's nothing special here. They have a normal economy just like other races and no turrets to back up their listening posts. Their workers also have standard cost and repair rates. I'd say it was a typo.

Necrons - Ehh... it's possible. But then, why didn't they limit max repairers to 2 for their thermo plasma gen? It's part of the Necron economy. I never saw any changelog for it. Might let Maktaka decide on this one.

Cool, let Maktaka know so he can add relocate = more dmg to the wiki. I don't believe I saw mention of it there.

24. Personally I agree with your refined views on repairers. I hope no one complains that it is a balance change though

25. Chains of torment will occasionally cast without the effects being applied. Happens when the squad walks out of range during casting.

This can be fixed by setting busy_entity_time from 4 to 2, or cast time from 2 to 4 (probably the first one, 4 second cast time is loonnngg)

This will make the sorc do a cool dance and spaz out, but preferable to the ability going on cooldown with no reason. I'm only 90% sure this is the cause, but tested it with no ill effects.

26. Bomb Chucka not added since any value added that would be in line with the other building piercing values would be overridden by the min_damage_value like the other two building types. Its a no-change fix.

We have a precedent of the Chaos Lord's helm attack doing flat damage in DC, so this is apparently intended.

Wraith Flight works fine. The unit has an existing ranged damage received of 0.6. This stacks with the next one of 0.335 for 0.335 * 0.6 = 0.201 ranged damage received.

Destroyer Gauss Cannon not added, as those entries are defaulting to the parent's 0 piercing against those armor types, as intended. The Gauss Cannon is much more specialized that the regular Warrior's Gauss Flayer.

Marker Drone Wargear info just copied into the thread (and expanded to encompass another bug in it) to avoid any future link losses.

More to come as the day progresses.

Oh, the weakened armor during Relocation has been in the Player's Guide for well over a year.

27. Forgot to mention this in my last post:

Originally Posted by listy
* The Sister Repentia's get up animation is broken due to the get_up_time being too short.
Fix: Under sisters\troops\sisters_repentia, set special_attack_phy sics_ext\get_up_time to 2.5. Do the same for the mistress and all campaign variants.
There's no need to do this for the Mistress as her get_up_time is correctly set up along with the other SoB leaders. It's just the regular infantry that have the problem.

@Wraith_Lord: As far as I can see, all the other Necron buildings (apart from the Monolith and Summoning Core) suffer from borked death animations as well. Why exactly were the event delays changed in the first place?

28. So the Mistress is supposed to have a 1 s get_up_time while the regular Repentias have 2.5 s?

Immolators are fine, the value was in a parent LUA. If you are trying to find errors through the LUAs, please make sure you are checking the entire inheritance tree of the LUAs for "missing" values before reporting bugs.

Inferno Cannon is another no-change fix like the Bomb Chukka.

Agoniser, your non-typo batch added. Typos to be added later today, along with more processing on the rest of the list.

29. @Wraith_Lord: As far as I can see, all the other Necron buildings (apart from the Monolith and Summoning Core) suffer from borked death animations as well. Why exactly were the event delays changed in the first place?
@Agoniser: I really have no idea. My guess is that Iron Lore was either trying to streamline something about the animations or they saw it as an inconsistancy/missing code. Still, just apply my fix to all the other Necron buildings. My numbers are the same values that they were using in Dark Crusade 1.20, so I'm not making them up.

*copy and paste*

You still forgot to say Battle Sisters are "Effective against heavy infantry" in your list of fixes, Agoniser. We want to be accurate here!

@Maktaka: Sorry about the AP values. I wasn't exactly sure how they were working, so I was just marking off 0's as bugs. I am currently compiling a MASSIVE list of bugs/fixes and I will triple check on those values before I submit them, which will probably be sometime after you are done updating.

Oh and by the way . . .

## Spoiler

You posted the same fix on the list twice. Might wanna get that.

30. I thought their tooltip already says they're "Effective against Infantry and Heavy Infantry"? (Unable to check at the moment, so I may be wrong)

31. Well, you were the one who originally submitted that bug, so you're wrong no matter what, it's simply a matter of when.

Necron Gen not added (their max repairers varies quite a bit, see the Builder Scarabs article in the wiki).

Necron Plasma Gen animation bug trimmed and added (pre death delay was unnecessary).

IG repairers not added (part of the race design).

Dark Eldar repairers added (not sure whether this is a bug or design decision, but best to err on the side of caution and report it).

Haven't checked on ork minefield yet, so not added until we know whether or not there's actually a bug to fix.

Strafing Run, unlike similar abilities, does not attack from the heavens, but rather creates small submunitions on the ground. Having it affect air units would be similar to Frag Grenades reaching air units.

The entity_busy_time fixed the insta-cast on Orbital Bombardment. With the time reduced to 5 seconds, he stayed in place rather than being instantly freed to continue smacking things with his big hammer. I'm not sure if it was the 5 seconds of Orbital Bombardment's busy time or the 4.35 of Battlecry's, but it's not instant anymore.

32. ## Massively long list of bugs/fixes for your viewing pleasure . . .

The entity_busy_time fixed the insta-cast on Orbital Bombardment. With the time reduced to 5 seconds, he stayed in place rather than being instantly freed to continue smacking things with his big hammer. I'm not sure if it was the 5 seconds of Orbital Bombardment's busy time or the 4.35 of Battlecry's, but it's not instant anymore.
Aww. That was my favorite bug. I'm going to miss it.

Okay, so I'm finally done with my massively long list of bugs and fixes that I've been working on for the past few days. If you're ready, Maktaka, then add them at your convenience. I triple checked the code, spelling, and numbers for each one. I also filtered them all through the SS 1.10 and 1.20 patch notes and Maktaka's list.

Please bear in mind that although I did my best to verify the accuracy of these issues, they were all identified in the SS 1.0 LUA's and still need to be checked for the current game version (in case Relic "unofficially" caught some of them on their own, or I just made a mistake). It shouldn't take you too long.

Without any further reading, here it is:

## Spoiler

This will be my last submission for awhile as I test out a couple other issues at home over Thanksgiving in case they can be fixed.

33. ## Archon Bug?

He's standing still, staring like a fool as a chaos marine fills him full of bolter rounds...

Three games I played with DE last night(I've seen it other times too) had me wondering if the Archon has another bug in his pants. I think I've seen it mentioned elsewhere, but a search didn't bring it up. My Archon was set for hand to hand fighting + the "red" stance(chase and murder enemy stance), however after taking a few swings him and his Incubi were standing still and being shot. He was taking damage. Shouldn't he be seeking targets and attacking the closest one?
Sorry, no replay, but I'll try for one soon.

34. It has been a while since I played, but I think I can see a couple of Wraith Lords bugs that don't need to go up there. Namely the FoTM "bugs."

I'm pretty sure the brightlance plat is move or fire, so a FoTM penalty is irrelevant. Also, the Heavy Flamer on the terminator doesn't have a FoTM penalty because of the nature of the weapon. As a cone AoE weapon, it will hit anything in the AoE regardless of accuracy. If this is (still?) true, then regular flamers are not affected by a FoTM penalty even if they have one listed (why you might think this was a bug). This was one of the perks to getting flamers on your tacs (besides the AoE and similar damage to bolters).

35. plats are definitely fire or move.

on another note, i assume it was to do with pathing. i had a squad of ws and drs huddled around a gate when a bright plat popped out of the gate. the plat did not seem to sit properly and when it fired the animation was firing almost straight up in the air and not at the target.

36. Sabin76
says SM flamers have 100% accuracy and only 70% accuracy on the move (so they can miss).
Also note they do well over double the dps of bolters in most cases, especially after upgrades (which benefit flamers 23% and bolters 12% each). And that's before AoE (and morale considerations).
Note that flamers damage 1 target at 25 range and any other secondaries who get in their AoE, range of 10 in a 20 degree arc, a pie slice area.

37. Whoopsies, I spoke too soon. Added two more issues recently found to my list; one of them thanks to gentil_bibi who mentioned it in the Holy Edict thread.

plats are definitely fire or move.
You sure about that? Wraithlord, Nightwing, and Falcon Tank brightlances all have fire animation while they are moving I know that for a fact. Plats also don't have a setup time anymore after DC 1.20, so I assumed that they do the same.

38. when they are moving they aren't shooting, they stop and start shooting. shuriken plats have some sort of set up time. or at least a delay on the firing animation.

39. I think the Brightlance and Shurikan platforms can't aim left or right, they have to always be facing the target in order to fire which is why they can't fire on the move

40. I think the TSM ML has target priority problems, I swear my squad of ML decided to take their shots at a CL over the Defiler that was running up to them. Is there a way to check this? This can be game breaking since they fire so slowly.

41. The targetting priorities are set in the squad, not in the weapon. The squad will always target infantry over vehicles. There's no way to fix it.

42. hm, maybe you can have chains of torment and the like work all the time: the actual ability is just there for targeting, recharge and entity_busy_time, a child ability has unlimited range, damage and initial_delay_time. needs testing...

43. Maktaka, could you expand the Necron Plasma Generator death animation fix to include the other Necron buildings? Agonizer was right in that only the Monolith, Obelisk, and Summoning Core were playing their full death animations. I ran an in-game test to confirm all of the animations myself. Here is a list of the other broken buildings:

Thermo Plasma Generator
Forbidden Archive
Greater Summoning Core
Energy Core
Gauss Turret

I also ran a quick test on the Brightlance Platform. It seemed to me that it CAN fire on the move, but only at targets positioned DIRECTLY in front of it, since it doesn't have a weapon arc. I may be wrong, but the platform was shooting at a building while still moving and slowing down. I'm still inclined to report the 0 FotM penalty just to be on the safe side.

And I added yet another wrong tooltip that I found today while testing to my list.

44. All right, sorry for the delay. A 1-2-3 punch of Far Cry 2, Left 4 Dead, and Fallout 3 has kept me somewhat distracted lately.

First off, tagging things that still need verification: removing suicide_ext to prevent persisting Illusionary Monoliths, and checking if Ork Mine Fields lose health when under fire due to health degeneration in combat.

* Baneblade HBs added to list (the fixes were actually already in the BF testbed, so apparently I meant to add them to the list earlier)
* Guardian Shuriken Catapults added (bug was probably a holdover from from their design in DoW 1.0)
* Brightlance Platform FotM not added (their FotM was reduced from 0.7 to 0 for DC 1.20's redesign of them, so it is apparently intentional as an attempt to make them a tiny bit more effective against fleeing targets)
* Celestian Bolters added after some more in-game testing showed that with a properly set ranged_attackrange, there is no problem with manual targeting with higher-ranged Bolters (there is a problem with incorrectly set ranged_attackrange though)
* Marker Drone pair not added (only attack drones from the Drone Squad explode, and so the death explosion was intentionally removed when the drone's was repurposed in SS; ditto on the sight radius change)
* Terminator Heavy Flamers added (all flamers can miss, the cone aoe type does not preclude this)
* HG ASM Jump charge added
* HG Big Mek Klaw damage added
* More SoB HG cap usage added
* HG Exorcist HK Missile recharge added
* HG Raptor jump time added
* Wailing Terror added (and expanded for air units)

Did some more testing on Celestian Bolters and determined there is no problem with standardizing their range when the ranged_attackrange for the squad is correctly set like in the Bugfix mod (it still isn't in 1.20).

Tested Ork Mine Fields. No problem exists, so no bug to add. I don't know of a reliable way to force the persistent Illusionary Monolith bug though, so I can't test that fix until I do.

45. If you want to force the Illusionary monolith bug, I think the best way to do it would be to put said unit in a heavy combat situation where all of its weapons are firing. Then have it survive until the timer expires. The problem seems to revolve around an animation conflict when it dies, especially in combat.

Few more for you:

• Tau Barracks in the Tau Stronghold mission has only 1500 HP, but the regular Tau Barracks has 2000 HP.

Fix: In ebps/races/tau/structures/tau_barracks_sp_dxp3.lua, change hitpoints from 1500 to 2000.

Fix: In ebps/races/tau/structures/tau_hq_sp_dxp3.lua, change hitpoints from 2400 to 4800.

• Tau Kroot Shaping Center in the Tau Stronghold mission has only 1875 HP, but the regular Kroot Shaping Center has 2500 HP. It also doesn't regenerate.

Fix: In ebps/races/tau/structures/tau_kroot_nest_sp_dxp3.lua, change hitpoints from 1875 to 2500 and regeneration_rate from 0 to 5.

• Exorcist's squad tab is displaying its ranged damage as 00-00. I know that Relic has no intention of fixing the tooltip damage values, but at least give it a real number so that it's not COMPLETELY wrong.

Fix: Add a damage value to the squad tab (you probably know how better than me).

• Let it Burn does not create a persistant flame effect (a.k.a. "burning") on units like all other flame-related abilities and flamer weapons do in Soulstorm. This means that as soon as the target walks out of the area of effect, they are completely free from damage.

Fix: In abilities/guard_let_it_burn and all of its children, create two new modifiers. Set modifier_01's type to health_degeneration_modifier and usage_addition, lifetime to 3, exclusive to true. Set modifier_02's type to flamer_hit_event, lifetime to 3. These are the same as the Incendiary Bomb's values.

^ Note: Please double-check to make sure I didn't screw up anywhere and create a stacking flame debuff.

Unfixble
If the Deciever uses Decieve on a squad with an attached commander, the player will also gain permanent control of said commander along with his/her squad. This completely bypasses the target filter, which is supposed to exclude units with commander armor.

46. Just a quick response before I head out:
Exorcist's squad tab is displaying its ranged damage as 00-00. I know that Relic has no intention of fixing the tooltip damage values, but at least give it a real number so that it's not COMPLETELY wrong.

Fix: Add a damage value to the squad tab (you probably know how better than me).
The displayed damage values are determined by the game looking at the weapons used by the core unit of the squad. The Exorcist's incredibly complicated means of attacking does not have any damage on the weapons themselves. Rather, the weapon spawns an ability on impact, which then spawns another ability to create the impact visuals, knockback, and damage.

It would be nice if the damage values were stored separately in the unit file, but no such luck.

Also, putting health_degeneration on Let it Burn will stack because each ability gets to apply its own modifier. Incendiary Bomb only uses a single ability for each bomb to do damage and apply health degeneration, so they won't stack when exclusive is True.

47. Uh mak, why not give the excorcist a fake gun, then disable firing on that gun in the ability files?

There is probably a good reason why not though.

48. Or give the Exorcist missiles a damage value but no damage penetration to anything.

49. howling banshee exarch does not gain infantry heavy med from the enhanced reinforced armor upgrade while the squad itself does. also does not gain mass with either armor upgrade.
fix: make howling banshee exarch be affected by all mass and armor type upgrades that affect normal howling banshee squad members

50. And on another note, is the Dark Reaper Exarch's range getting properly increased with each Optics after SS 1.10?

EDIT: I also noticed that when the Banshee Exarch upgrades from her Power Sword to the Executioner, the DPS for infantry_med decreases, but damage for all other armor types increase.
Fix: Adjust the AP value for entry_02 on the executioner so that the DPS curve is maintained.

Also, putting health_degeneration on Let it Burn will stack because each ability gets to apply its own modifier. Incendiary Bomb only uses a single ability for each bomb to do damage and apply health degeneration, so they won't stack when exclusive is True.
Okay, but wait don't give up yet! We can still make a compromise on this. Assuming that we don't want the flame effect to override every other health degen effect that could potentially be placed on the squad (e.g. DE poison), we could still give the initial Let It Burn shot a persistant flame effect and leave the children without one. Another idea would be to go with my first plan, but reduce the max_lifetime of the flame effect on each child and time it so that they do not overlap with one another.
EDIT: Putting the flame effect on the initial shot and children 1-8 with max_lifetime set to 2.0 for both modifiers and 3.0 for child_9 should work even with exclusive set to true. Each effect will expire before the next is applied and the last shot will create a 3 second effect because there's nothing after it. My only concern is that it might stack with the Hellhound's inferno cannon, but that can be considered a different source of damage.

Now for something completely different:

Due to simanos's comments in the Necron Generators thread, I checked the files for all of the 9 races' HQ's. What I found might anger alot of players who didn't know about it. Requisition decay is enabled for all the HQ's of the original 4 races and SoB. However, decay is NOT enabled for IG, DE, Tau, and Necrons, although there IS leftover code for the decay function inside of their HQ files. So at first I went with my instincts and said "oh, nobody likes decay, there's no visual effect for it on any HQ, and it wouldn't make any sense to have it on an HQ anyway." But then I saw that Relic had added decay for the 4 original races, skipped IG and the Dark Crusade races even though they were active at the time, and finally skipped DE, but mysteriously saw fit to add to SoB (probably a copy + paste from the SM stronghold).

So, I am at a loss of what to do here. This is clearly an inconsistancy but need opinions on what to do about it. Do we disable decay for all strongholds or copy + paste the decay info for the missing strongholds and enable it?

(Keep in mind, that if we choose to disable it, we'll need to do the same for the Eldar Stronghold mission HQ. It uses a different file than other races' campaign HQ)

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