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THE BUG HUNT - for Beta 4.5


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#181 Nazgûl

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Posted 19 September 2007 - 09:31 AM

Yeah I will make sure all units have proper speed. Lag can make your units seem terribly slow though :p But I agree on Aragorn =)

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#182 Lord of the Rings Junkie

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Posted 20 September 2007 - 02:01 AM

Um, should Aragorn and MoS be this far apart while swinging at each other?

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#183 Nazgûl

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Posted 20 September 2007 - 02:28 PM

Not really... I've adjusted that a long time ago, but I beleive that not all unit use the same macro. Thanks *noted*

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#184 Lord of the Rings Junkie

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Posted 21 September 2007 - 03:38 AM

I don't really know if this is a bug or not...

Today I tried to play as Mordor against brutal elves. Needless to say I got swamped with heroes, but that's not the problem. I train a nazzie, and 5 seconds after it takes to the air it has been killed by ONE battalion of un-upgraded Lorien archers. No time to even react. Train, mount fell, dead (repeat 8 times.) Then I flipped the coin, playing as Elves against brutal Mordor. The AI nazzies don't go down as fast as mine did even with three battalions of Mirkwood archers fully upgraded with silverthorne arrows and my eagle attacking it. Other than price and build time reductions, what kind of buffs does a brutal army get?

Can't remember the exact map name ATM, but I believe it's something like 'high pass'?

Edited by Lord of the Rings Junkie, 21 September 2007 - 03:42 AM.

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#185 Uldimaras

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Posted 21 September 2007 - 04:12 AM

Brutal AI got bonus damage and armor modifiers, human players don't therefore AI's units will always inflict more damage from the same unit.

#186 Sûlherokhh

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Posted 21 September 2007 - 05:48 AM

Brutal AI has only 1 single advantage: Half Buildcost for everything. :dry:

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#187 Lord of the Rings Junkie

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Posted 21 September 2007 - 01:41 PM

So what I described shouldn't have happened? Honestly, my fells were USELESS. They didn't even have a chance to get the battalion that was shooting at them.
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#188 Nazgûl

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Posted 21 September 2007 - 02:07 PM

Don't worry, I will playtest the balance til my eyes bleed right before release of 4.5 =)

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#189 Medicleous

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Posted 26 September 2007 - 01:10 AM

I found a glitch with the Rohan stable. It's the guy shoeing the horse, his waist is all stretched and attached to the building, looks kinda wierd... :D

#190 Nazgûl

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Posted 26 September 2007 - 01:42 AM

Looooong gone :D

It won't be in Beta 4.5 =)

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#191 Nazgûl

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Posted 26 September 2007 - 05:38 PM

*moved all talk about Beta Testing into SEE Team Members thread HERE!*

Edited by Nazgûl, 26 September 2007 - 05:40 PM.

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#192 Guest_Guest_someone_*_*

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Posted 28 September 2007 - 11:19 PM

Whenever I summon Drogoth, the game says MISSING:FortressupgradeFireDrake or something, and it takes like 10 seconds later he appears level 10.

#193 Medicleous

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Posted 29 September 2007 - 05:11 AM

Yesterday I tried out the Elves faction. Sometimes when I summon Gwaihir he doesn't appear for several minutes. I could hear him arrive but couldn't see/use him.

The same thing happened with the entmoot, I had 3 ents lined up but when the second was summoned he didn't appear for several minutes. During that time I could not use the entmoot. Eventually the ent Ash appeared and production continued.

#194 Sûlherokhh

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Posted 29 September 2007 - 05:22 AM

In both cases the production building is busy doing stuff.
1. Eagle: Only appears at the end of the line, meaning as soon as nothing else is being built in the fortress, no upgrades, no porters and no heroes.
2. Ent: after the first ent is produced, he takes a short while before actually leaving the entmoot. When he does, the next ent starts production.

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#195 Bob_the_Balrog

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Posted 01 October 2007 - 09:46 PM

Whenever I go on a map, when I select my fort's hero list it shows all of them from all the nine all the way to the witch king, but on Minas Morgul, it shows a few, as I buy them, I notice that the Witch King is the 8th nazgul on the list, then another one comes after that. Hoping that that could be fixed.
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#196 zachdaddy_3000

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Posted 01 October 2007 - 11:03 PM

Naz and team have said they've fixed all fortress maps for 4.5, so no problems, man! :xd:
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#197 Mercyy

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Posted 02 October 2007 - 04:21 PM

@ Medicleous:
The Endproblem sounds like you had no free CPs.
Perhaps that was the Problem
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#198 Sûlherokhh

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Posted 02 October 2007 - 04:47 PM

That could be a cause. Once your CP's are all filled up by your units, any production of units stops that would cause the limit to be exceeded.

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#199 Mordor Slayer

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Posted 08 October 2007 - 08:25 AM

Bug posted on other forum:

I was playing the evendim map last night and went over to get the ring from that little island in the middle. But my character wouldn't get back in the boat once they had the ring. I'm sure this is a bug EA caused as I have had it happen ever since I got the game when it was first released. Any chance this could be fixed in one of the future upgrades? Obviously too late for 4.5. And on that same map I was playing against 8 factions and when some of them were defeated their ships remained still in the water and never moved or attacked whuch was kind of a pain because they would block the exit of the boat houses and my ships would get stuck on them. Strange I thought.


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#200 whitewolfmxc

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Posted 09 October 2007 - 02:17 AM

1) Hey don't know if this has been mentioned , its a glitch the original game already has , its when your playing those fortress maps like isangard etc , no matter how many multiple X2 OR 3 etc pop cap you set at the begining of the game , in game it will stop at 1000 no matter or many pop cap buildings you built it just stops there even you set the pop cap to be X 8.

So can you guys fix that ? its so annoying you get restrained like that

2) Also i dont get it why the command point are so non logical , i mean you see the command points as "pop caps" so why isnt a bunchof gondor swordsmen lets say it has 20 men , has a command point of 20 ? and a catapult uses let says 4 men so the command point of 4.............. would you guys change this ?

Edited by whitewolfmxc, 09 October 2007 - 02:20 AM.





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