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No-Brainer Bugs Fix List

  1. Modding Senior Member Dawn of War Senior Member  #1
    Father of Death Croaxleigh's Avatar
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    Alert No-Brainer Bugs Fix List

    Time to continue an age-old tradition here... it's the return of the No-Brainer list! It's being done a little bit differently this time around, though; the original No-Brainer list focused only on bugs, but this time we're doing lists for balance and AI as well. These lists will help to isolate specific areas that any Relic devs or modders who read them may wish to improve upon in their work.

    Here's how this is going to work. This thread will serve as both a list and a respectful discussion area for items that others have mentioned. Any off-topic posts, argumentative posts, or posts that don't directly address a bug will be deleted.

    Posts should follow this format:

    Code:
    * Name of Bug #1: Suggested fix
    * Name of Bug #2: Suggested fix
    When replying to another's post, use the quote function to quote the SPECIFIC BUG that you are discussing; don't quite the whole post.

    Any issues which are fixed in Chaos Rising can be pointed out in the thread as well and will be removed from the master list.

    Note that this thread is for BUGS only. the No-Brainer BALANCE list is HERE, and the No-Brainer AI list is HERE.
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  2. #2
    Member hellic's Avatar
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    Corrosive Devourer: CD does triple the correct AV damage. Reduce AV multiplier on CD to 1.8 levels.
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  3. #3
    1. Stuck units : The occurence of units getting stuck into walls or even one member of a squad getting stuck behind the base ( case : Angelgate ) . I even posted a replay , me playing Knob , where one of my Nob squad members got stuck behind the base and though the squad could move around the map , they could not attack nor cap points . http://forums.relicnews.com/showthread.php?t=241342
    2. Squad Pathing: Another squad problem would be their pathing , one member goes ahead of the others and the rest of the squad mysteriously stays behind . I've mostly seen this at hormagaunts .

  4. #4
    Power Node auto targeting - Units auto prioritize Power Nodes above all else, dealing no damage to them with weapons from "piercing" class and having reduced accuracy. Solution - remove the nodes from auto targeting (make them like the generators)
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  5. #5
    problem: warboss wargears "cybork implants" and "angry bits" incorrectly share damagecounter to make their abilites available for use.
    (using one ability prevents the other from being used even when both where charged)

    solution: separate damagecounters?

  6. #6
    Merciless Witchblade and Bang Bang Hammer AOE special attacks hurt and knockback friendly troops in radius: Remove friendly fire from these weapons.
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  7. #7
    It is a semi bug, but I think it affects balance some so not sure if it fits in here:


    Bug: Effects on retreating units are very inconsistent across races and abilities.

    Relic did remove 90% of the effects on retreating units, but oddly some still remain. Some of those are:
    -Stun and KB from dreads fist of the empror
    -Stun from both Knob and stikkbomnmas
    -KB from warriors (not that sure)
    -KB from plasma devs

    Suggested fix: Make effects on retreating units consistent (either remove all effects on retreat, or have similar effects affect units so that it makes sense... right now it is confusing and imbalanced)


    Bug: Vehicles and walkers can use special attacks while disabled (canifex/vendread charge, fist of the emperor, boomshot etc.)

    Suggested fix: block ability usage while disabled (disable currently is flesh over steel, haywire and orbs of the omnissiah. I also think the thunder hammer does randomly disable vehicles)


    Bug: Some weapons will fire faster than their rate of fire allows under certain circumstances.
    -missile tacs charging a vehicle that is almost out of range. they will start to fire (projectile is fired) but while the animation plays the veh gets out of range. They will charge a bit and will fire again once in range. rinse and repeat.

    -A similar effect can be achieved with a looted pred, althought slightly different (haven't really tested this, just saw a CPU do it).
    basically it goes like this: looted pred fires, you trigger boomshot and move immediately thus canceling the ability. The recharge on the regular shot is reset, enabling about doube the regular fire speed.
    -Similar thing was also reported for ranger with desetup/resetup doubling the fire rate.


    Suggested fix : make weapons go to cooldown properly under these circumstances.
    Last edited by Kam!kazee; 21st Feb 10 at 6:46 PM.

  8. #8
    Member IcyPenguin's Avatar
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    Bug: Warp Spider Exarch Squad Leader - Melee special attack hits his squadmates.
    Solution: Same as the Merciless Witchblade fix.


    Not sure if these count as bugs, but..

    Bug: Warlock's Champion's Robe wargear states that it increases the energy of the Warlock, but it really doesn't. It only provides +100 health.
    Solution: Change the description.

    Bug: Farseer's spirit stones do not say that they can revive allied commanders -- they can.
    Solution: Change the description!
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  9. #9
    Member hellic's Avatar
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    Bug: Vehicles can turn in place while stunned, pushing away any attacking melee squads.

    Solution: Entirely disable vehicle movement while stunned.

  10. #10
    Bug : vehicules can use habilities while stunned (carnifex charge, carnifex spawning rippers, loota tank boomshot...)
    Solution : disable the use of vehicules abilities while stunned (but I'm not sure about disabling the falcon ability to turn on his shield if it was off when stunned)

  11. #11
    Member Fabled's Avatar
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    BUG: Using mind war on an enemy unit with the farseer, frequently gets her stuck in position.
    SOLUTION: Increase range so she doesent have to expose herself to do 200 dmg, that or stop it bugging her.

  12. #12
    Bug:-Animation are jerky and the terrain scaring with the floating corpses

    Solution:-Revamp game engine?

    Bug:-Charge ability and bioplasma attack misfire and gets stuck due to terrain and pathing problems and huge blobs can cancel the ability.

    Solution:-Charge ability ignores everything in its path and charges until clicked location and bioplasma refund energy when cancelled(due to animation mis-synced)
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  13. #13
    Oh, oh I have another no-brainer ! How about fixing the God damn melta bombs?
    Having two squads of ASM in throwing range of a dreadnought? Having the meltas ready? Well how about those two squads getting stuck while the 300 hp dread and it's plasma TM proceed to murder them. What a joy...

    I am not sure about the solution of this one - maybe removing the throwing animation ?

  14. #14
    I know we try to be helpful here at RN and not just bitch and moan, but I'm not sure how fruitful it is to ask for suggested fixes. Are any of us really familiar with the engine that we could offer a fix? I mean, if ASM suddenly refuse to throw a melta bomb, who am I to say whether it's a lag issue or they've just had second thoughts about a life of violence?

    Scout Explosive Blast will not execute: the targeting cursor and range indicators appear, but clicking on a target gives the dreaded *BWWRRNK* noise and the scouts refuse to do their thing. After a couple seconds it may decide to work but at that point my tacs have been filleted by banshees.
    Suggested fix: To prevent weapon jams, allow scouts access to disposable maintenance tools for a nominal nanite cost.

    Lictor Alpha Flesh Hooks bugs out and then will not execute: oh man this has happened a lot recently! I select a target and the Lictor tracks it like he is going to do the ability, but nothing ever happens. After several seconds he just gives up but I still lose the energy and the skill goes on cooldown! I tried to use the skill a couple minutes later and I get the *BWWRRNK* noise much like the scout problem described above. I'm eventually able to use the skill but at that point it is usually too late.
    Suggested fix: Astrolube? Why would flesh hooks jam?

    Zoanthrope Focused Warp Blast bugs out: he does the animation, loses energy, but nothing happens.
    Suggested fix: Group therapy with ASM.

  15. #15
    The shotgun and the flesh hooks - the button cooldown might be out of sync with the "true" ability cooldown - that's my take on it. Fixing this might be trivial with proper tools.

    Some other abilities (like bioplasma... or again - flesh hooks) have problems thanks to their long "casting" animation - as the target goes out of range the ability does not fire, but the cooldown often kicks in. Either increase aimation speed or make some abilities have 2 types of "cast". One - when ability button in used - a certain limited range - visible in the game. Second one - when the target is valid and in range ability starts it's "casting" animation - it gains 2x range to make sure target is hit.

    Note -I'm note suggesting that bioplasma should work like homing missile, but those damned flesh hooks SHOULD work for once!
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  16. #16
    +1 to the activated ability bug as a no brainer must be fixed if you want to take the game seriously bug.

    As a sm player im only familiar with the melta bombs, scout shotgun, and apo's vials but I understand some other races have it too.

    Sure the vials are not so important, but meltas and shotguns sure are...

  17. #17
    Member Malachi's Avatar
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    Same thing happens with Plasma Nades on GUs. They have enough energy, and the button shows no cooldown on the ability, but it won't work.

    This bug should seriously be taken care of ASAP. It can be really game-breaking.
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  18. #18
    I've tried to look for a pattern in the various ability failures, but I'll be damned if I can find one. I can't correlate it with the target backing out of range (I've had FWB fail on a carnifex that was heading directly for my zoan and no it was not a thornback), with interceding obstacles (scout blast failing in clear terrain), or with... anything.

    Grimdark, I've had Focused Warp Blasts fail on zoans that were fresh out of the hive, so I don't think that's the issue.

  19. #19
    I am suprised no one seen this but..Buildings have a tons of bugs..

    Bug one:-Setup up teams sometimes wont fire and muddle inside the building when enemy units move out of LOS or step too near the building.

    Fix:-Set them to stationary when firing

    Bug two:-Temporary invulnerability when exiting at the right moment when counters go off.

    Fix:-Allow damage to units within the proximity of the exiting infantry.

    Bug three:-Units getting stuck after exiting buildings(one model stuck and you have no choice but to let it die or worse ask your ally to kill it for you)

    Fix:-Make way for a clear exit for garrisoned units.

  20. #20
    Another thing.

    Bug1: hormagaunts stuck in terrain - gaunts can jump over terrain while in synapse, but sometimes synapse crature moves away/dies while they are inside terrain (often found on the map Capital Spire).
    Solution1: allow gaunts after pushing "retreat" to jump over terrain.
    Solution2: modify all semi-pasable terrain to impassable untill destroyed.

    Bug2: when using Tyranid Without Number on Quest's Heresy Warriors spawn behind HQ and cannot get out.
    Solution: modify spawn markers/move HQ to allow Warriors passage.
    Last edited by Grimdark; 25th Feb 10 at 11:15 AM.

  21. #21
    Bug: The Warlock commander for Eldar can perform his jump charge move into terrain where he can't get out in any way.
    Solution: When ordered to retreat, limited ability to bypass terrain, maybe allow him to leap.
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    Quote Originally Posted by Troubleshooter
    HQ destruction is akin to punching people in the testicles and then challenging them to a 50 yard dash... you're not going to win the race no matter how light you are on your feet.

  22. #22
    Member ph03nIXx's Avatar
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    @Weyseer

    The Problem about grenades and buildings is not that they become invincible but that the game somehow strongly differenciates between "inside" and "outside". Explosives that go off outside can damage units on the inside, but things goin of inside can't damage shit on the outside.

    If you click into the building while throwing the grens, they will explode "inside", doin no damage even to units that stand right next to the building. If you exit in the right moment, your units will be "outside" will the grenades go off "inside".

    Further proof: If you drop the grens right in front of the entrance instead of into the buildung, the exiting units will be killed (at least for triple GU PG spike)

  23. Dawn of War II Senior Member  #23
    Error Shifter Codex's Avatar
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    i think he's referring to the extra bug that can be exploited: even if thrown at the entrance, for about 0.5 of a second the units are completely invulnerable and will not even get damaged by grenades at the entrance.
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  24. #24
    <EDIT>Ninja-ed by helena

    Thanks for answering helena =)

  25. #25
    Unimportant but still annoying bug (and it should be quite easy to fix):

    Bug:
    When observing and filling certain spots, the observer is on the "red" team (bottom team in lobby). This causes all the point ownership fix as well as the VP counter to show the wrong color. The minimap shows the right ownership.

    Suggested fix:
    Either fix the "red" observers color to be consistent with point ownership, or make observer slots blue team by default (better fix IMO).
    In FFA, all observer slots should be on the very top players team as well.

  26. #26
    Bug:
    Apparently there can only be so many decals on the map at one time... or something. A warboss had the bosspole and virtually every unit his allies possessed within its effective radius. This killed my framerate (please change bosspole signifier thx) and more importantly the warlock warpthrow decal did not appear when used. Even stranger, I used a drop pod and nothing appeared - no crater, no drop pod - but units still got knocked back and my marine squads reinforced! Pretty funny looking.

    Fix:
    I don't know, change the bosspole decal, or give warning decals priority over status decals. (Am I using "decal" correctly? Whatever.)

  27. #27
    Bug:-Rangers Conceal cloaks all units including enemies making your units and your enemy units invisible.

    Fix:-Make Conceal cloak only friendly units.

    Bug:-Brightlance laser becomes invisible when enemy units move out of FOW but still in the range of the brightlances LOS.Meaning you can kill vehicles but the enemy cant see the laser and direction of the laser.I think its a graphical glitch.

    Bug:-Ork turrets fail to fire on certain maps.Suppression doesnt work sometime.This applies to Ork base turrets as well.They fire too slowly or no suppression occurs even after firing so long at the target.

    Bug:-Mekboy with deffgun wont show the healing commander decal even when healing.This makes it hard to tell whether the mekboy is healing the commander or not.

    Fix:-Show the green healing decal and the timer.

    Bug:-Apocs abilities like nades,Full auto cannot be used even the timer has completed recharge.Sometime they are greyed out and you cant click on them after exiting garrisoned buildings.

    Bug:-Maps need some balance.Uneven terrain will cancel certain abilities(like carnifex charge and bioplasma,lictors jump and raverners burrow)This usually happen near stairs or building filled maps like Angel Gate.Raverners can go through(under) buildings and get stuck sometimes.

    Bug:Hormagaunts still get stuck in terrain when retreating

    Bug:Tunnels and webway gates have the same bug when exiting and entering.Sometimes when tunnels are full the units enter the tunnels halfway so essentially getting stuck separated by each other because one models is still in the tunnel but the rest is outside the tunnel.

    Fix:-Streamline tunnels to work more easily.

  28. #28
    Member Malachi's Avatar
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    Bug:-Rangers Conceal cloaks all units including enemies making your units and your enemy units invisible.

    Fix:-Make Conceal cloak only friendly units.
    How exactly is this a bug? o.O

    Bug:-Brightlance laser becomes invisible when enemy units move out of FOW but still in the range of the brightlances LOS.Meaning you can kill vehicles but the enemy cant see the laser and direction of the laser.I think its a graphical glitch.
    Oh, I second that. Never seen it mentioned, but funny thing is those lasers can actually show in replays, while not in the actual game. I had a lot of "WTF?" moments while playing, that were later cleared when watching the replay and actually seeing what was killing my vehicles. This needs fixing. Fast.

  29. #29
    Arbit, you sure thats not a limitation on your end? (gfx cards memory full etc.. )

  30. #30
    Member TDATL's Avatar
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    It happens on more games than just this in the same manner. It involves a unit that is covered by the fog of war that is fireing at a unit from off screen with a beam weapon.

    It is pretty easy to replicate. Just zoom in right on top of a unit and have a unit fire a beam weapon at them from a screen or two away. The only thing your gfx card has to do with it is a higher resolution means more of the battle field is rendered on one screen and that makes it harder to get the situation.

    Supreme Commander has this situation with the Cybran T2 point defence turrets. You will see the little "plink" effect from the hit but the beams won't render.

  31. #31
    How exactly is this a bug? o.O
    You mean it suppose to cloak everything?Your units and the enemy units gets cloak together?.So i cant see them and they can see me.Not a bug?Sluggas rushs in to my Conceal AOE he gets free stealth and kills all units in it.

    And platfrom need to flash when they are firing,like P devs and D-cannons.It gives the position of the platform away so the enemy can see it briefly.
    Last edited by weyseer astarte; 6th Mar 10 at 9:12 PM.

  32. #32
    Member glenn3e's Avatar
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    You can see them cause you have the Rangers nearby...
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  33. #33
    Moonbeam Funk fneep's Avatar
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    Quote Originally Posted by Zerobarat1
    1. Stuck units : The occurence of units getting stuck into walls or even one member of a squad getting stuck behind the base ( case : Angelgate ) . I even posted a replay , me playing Knob , where one of my Nob squad members got stuck behind the base and though the squad could move around the map , they could not attack nor cap points . http://forums.relicnews.com/showthread.php?t=241342
    2. Squad Pathing: Another squad problem would be their pathing , one member goes ahead of the others and the rest of the squad mysteriously stays behind . I've mostly seen this at hormagaunts .
    I very much disagree that a full overhaul of the game's pathfinding and therefore simulation engine is a 'No-Brainer Fix'.

  34. #34
    You can see them cause you have the Rangers nearby...
    Aha...so its suppose to work this way?So everytime i use conceal my rangers have to be right there so i can see the cloaked enemies.So if my rangers fall back..i am screwed...XD

  35. #35
    Member Malachi's Avatar
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    I'm not sure it's supposed to be this way, all this does is stop the "cloaked" enemy units from firing, which can be abused in a bad way.

    The thing is, this is hardly a bug, more like a balance issue, AKA I think it's intended.

  36. Dawn of War II Senior Member  #36
    Error Shifter Codex's Avatar
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    i think it's actually quite smart and tactical. it forces the opponent to take out those rangers fast, or fall back.

  37. #37
    A new set of bugs

    Melee troops floating animation still occurs(the unit appears to be floating off the ground with a freeze jump)This makes the unit unable to attack and must be killed to solved during play.It happens to Warriors,Commander Warlock,Seer Council,WSE,Sluggas and Hormas


    Bug 2:-Fights near edges of the maps can produce some very damm unfair game breaking bugs.Say if a unit get knockback into the borders of the map sometime the whole squad gets glitched out of the game(as if you never build them)They get knockbacked and vanished into the borders of the map.

    Bug in the Last stand

    Mekboy and Captain have some bugs where if using range weapons likfe deffgun and plasma gun they wont fire sometimes(like for a few minutes or so).They way to quick fix this is to let them die and get rez again.No they are not under suppression effects.It can happen at anytime.

    Bug 3

    Shoot them up and Full auto ability fails to fire under suppression but still takes away energy.This one cost me a few games already.


    Bug 4

    Apocs rites knockback the enemy more than once after casting.It works for a few seconds after casting.(Is it suppose to work this way?)The part where it knockback more than once?

  38. #38
    Warboss with Bang Bang Hammer still does friendly fire on his AOE special attack as of 2.2.

  39. #39
    PC doesn't get experience at the rate other commanders in the game get. Also, Sorc melee skill.

  40. Forum Subscriber  #40
    Member Ra owa's Avatar
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    Apothecary Master Crafted Bolter: When equiping the bolter, the apoth stays on melee stance rather than automatically switching to ranged stance. Fix is obviously to make the stance ranged with the bolter.
    Quote Originally Posted by Octopus Rex
    Wow, looks like the Steam servers have been fully relocated to Derpastan

  41. #41
    Guardians change to melee stance when you buy warlock before battle equipment I think.

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