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MO 3.3 // Game Bugs


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#361 Lasombra

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Posted 06 March 2017 - 08:54 AM

The lower left Chinese base in Heartwork has a hostile Qilin tank standing near the screen border and doing absolutely nothing, even when it is attacked.

 

I guess it was incorrectly placed beyond the playable map boundaries.



#362 GuardianGI

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Posted 07 March 2017 - 06:23 PM

After some stupid things done in Unholy Alliance... :p

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#363 Divine

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Posted 07 March 2017 - 07:33 PM

After some stupid things done in Unholy Alliance... :p

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What is that? Its edges are too round to be map shroud. And the red circles indicate the presence of an Iron Guard. Did the damage absorbtion anim bug out?
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#364 Admiral_Pit

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Posted 07 March 2017 - 07:43 PM

 

After some stupid things done in Unholy Alliance... :p

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What is that? Its edges are too round to be map shroud. And the red circles indicate the presence of an Iron Guard. Did the damage absorbtion anim bug out?

 

 

 

That's obviously Megalodon shield + Iron Curtain effect flashing.  IIRC, the Curtain flash effect happens when taking damage, and it happens when one's near a shielded Megalodon, or even when near an Eradicator (or Irradiated vehicles) to a lesser extent.  You'll notice the flash being that rapid also at the end of the Great Tempest's impact.


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#365 SukaHati

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Posted 08 March 2017 - 04:56 AM

 

 

After some stupid things done in Unholy Alliance... :p

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What is that? Its edges are too round to be map shroud. And the red circles indicate the presence of an Iron Guard. Did the damage absorbtion anim bug out?

 

 

 

That's obviously Megalodon shield + Iron Curtain effect flashing.  IIRC, the Curtain flash effect happens when taking damage, and it happens when one's near a shielded Megalodon, or even when near an Eradicator (or Irradiated vehicles) to a lesser extent.  You'll notice the flash being that rapid also at the end of the Great Tempest's impact.

 

 

RIP my frame when ai used forced shield when hit by the Great Tempest.



#366 HTD

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Posted 08 March 2017 - 05:26 AM

In Firewalking, capturing the Allied base gives access to Cavaliers and Harriers instead of Bulldogs and Stormchildren.



#367 Handepsilon

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Posted 08 March 2017 - 08:35 AM

In Firewalking, capturing the Allied base gives access to Cavaliers and Harriers instead of Bulldogs and Stormchild

Also the case in Skirmish, seems that MBT is fixed for factions if not properly set up in the map

 

Allied - Cavalier

Soviet - Rhino

Epsilon - Lasher

Foehn - Bison


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#368 Speeder

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Posted 08 March 2017 - 04:27 PM

It can't be fixed. If you capture another faction's factory, one of those 4 will be all you get. 


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#369 GuardianGI

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Posted 08 March 2017 - 07:27 PM

Btw... Is Mad Monster not fixed yet?
Since it's almost impossible to tear down bases with tons of hammer defenses lying around with just T1 tanks and without the help of the Apocalyse (Assault/Atomic/Automatic) Tanks...

Edited by GuardianGI, 08 March 2017 - 07:28 PM.

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#370 HTD

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Posted 09 March 2017 - 10:28 AM

Are the RA1 buildings supposed to be capturable? They don't seem to do anything but consume power.



#371 Handepsilon

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Posted 09 March 2017 - 10:33 AM

Are the RA1 buildings supposed to be capturable? They don't seem to do anything but consume power.

 

Except the radar and power plant, they really don't seem to do anything.

 

iirc you can use the old refinery as Chrono Miner waypoint, but that's it

 

 

 

Btw... Is Mad Monster not fixed yet?
Since it's almost impossible to tear down bases with tons of hammer defenses lying around with just T1 tanks and without the help of the Apocalyse (Assault/Atomic/Automatic) Tanks...

 

iirc Speeder said the Apocs are not supposed to be under our control. It's a bit tedious though...


Edited by Handepsilon, 09 March 2017 - 10:34 AM.

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#372 HTD

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Posted 09 March 2017 - 03:49 PM

In Endurance Challenge, the enemy Last Bastion base can apparently build Buratinos. Even when compared with the weird shit that every challenge has, this one seems out-of-place.



#373 Dawbra

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Posted 09 March 2017 - 04:21 PM

I Mad Monster co op i remeber that barrack and other RA1 buldings works normally but meaby that was fixed.
I give buldings to my co op mate and take barack from ra1 and they works, but it was on 3.0.



#374 PACER

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Posted 09 March 2017 - 09:07 PM

In skirmish mode, 
 

Shadow Tanks can be used to block roads. Although units will engage it when blocked on land, they will just get stuck on a bridge.

 

Deployed Colossus can attack landed aircrafts. 

 
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#375 GuardianGI

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Posted 09 March 2017 - 09:14 PM

Not sure if it's a bug or not, but in the Purgatory Challenge, is the Mind Control Impulses supposed to bypass Foehn Signal Inhibitors?


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#376 Speeder

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Posted 09 March 2017 - 10:17 PM

No, it'll be fixed.


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#377 NovaPlat

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Posted 10 March 2017 - 05:34 AM

Friendly cloaked units would be forced to reveal when they are near a Zorbfloater or within the circle created by Fin or Alize. I don't know if there are more things that would force cloaked units to reveal but these two are there since 3.3.0



#378 Handepsilon

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Posted 10 March 2017 - 07:26 AM

Tarchia cannon targeting recticles forces stuff to unstealth as well iirc


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#379 X1Destroy

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Posted 10 March 2017 - 06:47 PM

The AA base defense of  Foehn doesn't seems to auto attack enemy Basilisks in the Ascension Challenge unless you click and give order to attack. Not sure if it's just the map.


Edited by X1Destroy, 10 March 2017 - 06:48 PM.

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#380 HTD

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Posted 11 March 2017 - 05:06 AM

So I looked at the rulesmo.ini file and discovered the hidden costs of Rashidi and Yuri (as he appears in Purgatory Challenge) to be 100 and 1200 respectively. Not sure if this is a bug or not, but it is too low and definitely weird (especially considering that the hidden costs of the other campaign-exclusive heroes Reznov and Krukov are both set to be 1500).


Edited by HTD, 11 March 2017 - 05:07 AM.





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