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MO 3.3 // Game Bugs


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#221 Damfoos

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Posted 26 January 2017 - 08:51 AM

Did some tests vs. AI, this Quetzal got its new drone (the previous 5 were all killed before they could rank up) to Elite rank after killing a second Shipyard. The drone also got some cash for it, all because it haven't "returned" inside the craft when the meteors have landed. Otherwise I wouldn't get anything from it. Going to do some tests with increased XP value of shipyards, to see if any share of all this experience actually transfers to Quetzals or not.

Spoiler


Edited by Damfoos, 26 January 2017 - 08:51 AM.


#222 p0rnk1ng

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Posted 26 January 2017 - 04:18 PM

just wondering if this is supposed to happen but while playing unholy Alliance, I put a chimera core next to my soviet field bureau with stationed drakov prison vehicles and the auto infantry healing ability stopped working

#223 Handepsilon

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Posted 26 January 2017 - 06:10 PM

I think that the auto infantry healing is considered an attack, and the cloaking probably prevented it from automatically expose itself


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#224 guilty44

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Posted 26 January 2017 - 11:35 PM

do you have gamemd.exe file in your directory? If you're using XWIS copy, that file doesn't exist

 

Where would I find it?



#225 Handepsilon

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Posted 26 January 2017 - 11:45 PM

In your game's directory, naturally, should be in the same folder as your MentalOmegaClient.exe

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#226 Kirrim

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Posted 27 January 2017 - 06:57 AM

I don't know where to post this, so, yeah.

 

The Factions page claims that the Tigr Truck is able to carry 4 infantry, but in-game can only carry 3.



#227 Nevermore2790

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Posted 27 January 2017 - 12:21 PM

In Tech Share, it seems that MCVs trained there can't build specific country buildings. This also makes them can't build Tier 3 Stuff. I experienced this when I lost my captured Soviet Construction Yard, and I trained one so I can have a Soviet Base. Once I deployed it, there's no Soviet Tech Center (I already built every requirement). It seems that this mode only affects STARTING MCVs only??



#228 Handepsilon

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Posted 27 January 2017 - 01:13 PM

Were you Soviet when you did so? (Though since this is Tech Share that would be a bug either way)

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#229 Nevermore2790

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Posted 27 January 2017 - 01:40 PM

Were you Soviet when you did so? (Though since this is Tech Share that would be a bug either way)

I am Foehn when it happened.


Edited by Nevermore2790, 27 January 2017 - 01:41 PM.


#230 Handepsilon

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Posted 27 January 2017 - 02:59 PM

It's probably the reason. The MCV you captured probably had some recorded data in the game regarding the special buildings it can create, but any new MCV you create doesn't have that data, which kind of confuses the game.


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#231 Tyhednus

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Posted 27 January 2017 - 06:08 PM

The cranes in the Gardener do not repair the Tsurugi.

#232 codyfun123

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Posted 03 February 2017 - 07:42 PM

I think that the auto infantry healing is considered an attack, and the cloaking probably prevented it from automatically expose itself

No, what happens is that the healing is applied via animation. The animation can't play when it's cloaked.

 

 

I was playing Bounty Hunt, and one of my allies was eliminated, and the Supply Bunkers were destroyed. Unless it's unfixable due to garrison quirks, they should probably be set to return to neutral like derricks.



#233 Hkhr

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Posted 03 February 2017 - 09:39 PM

Soviet Mission 17 : Juggernaut Act two 

Yuri 's Dreadnoughts are invulnerable 



#234 Handepsilon

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Posted 04 February 2017 - 11:20 AM

Soviet Mission 17 : Juggernaut Act two 

Yuri 's Dreadnoughts are invulnerable 

I don't think they're supposed to be attackable. They don't hit your embassy anyways and only hit the shore buildings (including your bank)


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#235 NovaPlat

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Posted 05 February 2017 - 01:27 AM

Here is one, seems no one has talked about it yet. 

Wings of Coronia Alanqa Skystation is unable to target tanks lifted by Zorbfloater, while almost all other AA units are able to do so, including Soviet Grumble



#236 Speeder

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Posted 05 February 2017 - 01:37 AM

Because Alanqa Skystation takes down enemy aircraft by manipulating the air around them, ie. denying them the ability to fly, what good would manipulating the air against ground vehicles do?


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#237 cirra18

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Posted 05 February 2017 - 06:21 AM

First off, I just want to say this mod is amazing. New units, factions, game modes... a great addition to my already-favorite C&C game.
That being said, I am curious about how capturing buildings works. Every time I send an engineer to capture an enemy building, it just shows a little plunger detonator, meaning of course that the engineer will just damage the building instead of steal it. I've also read that three engineers will capture the structure, but even that didn't seem to work. Am I missing something? Do engineers no longer capture stuctures? Am I not using the correct setting on something? Or is this a bug? Any info would be greatly appreciated :) Thanks!

#238 cirra18

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Posted 05 February 2017 - 06:22 AM

(Ignore this, accidentally submitted previous message twice. XP)

Edited by cirra18, 05 February 2017 - 06:25 AM.


#239 0freeicecream

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Posted 05 February 2017 - 06:59 AM

It says it takes 3 engineers, that's because of how the capture rules work.  In order to capture a structure, it needs to be at low health (red), before your engineers will cap it, otherwise they will just do a large amount of damage on it.  If you send engineers one by one, you'll probably fail the cap since players and AI will try to repair it (sometimes I've even blown up buildings when I tried to engi rush).



#240 Handepsilon

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Posted 05 February 2017 - 09:50 AM

It takes 3 at once to capture a building and keep it at low health. 4 is required if you want to capture and restore it to its' former glory

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