BotRot "Ore crate" is never used in Mental Omega, so all that could be is a single remaining ore cell that spreads, but this would have been noticed by now if it was in one of the maps. Which map is that picture from? Also, while I've seen the Ore Refineries in Oil Control/Bounty Hunt issue before, that was fixed in 3.3.2 or even earlier. Are you sure you're not running an old build or have old INI files in the mod directories?
MO 3.3 // Game Bugs
#682
Posted 17 September 2017 - 12:12 PM
BotRot "Ore crate" is never used in Mental Omega, so all that could be is a single remaining ore cell that spreads, but this would have been noticed by now if it was in one of the maps. Which map is that picture from? Also, while I've seen the Ore Refineries in Oil Control/Bounty Hunt issue before, that was fixed in 3.3.2 or even earlier. Are you sure you're not running an old build or have old INI files in the mod directories?
The map that picture is in is Requiem, 6 player map in Bounty Hunt. Checked again, indeed there is a small ore patch to the southwest portion of the map.
As for any old stuff, I've properly updated the game manually, so I'm sure that I'm running the latest build. Might as well check again though.
#683
Posted 17 September 2017 - 12:40 PM
Check if you have any Rulesmo.ini (normally you shouldn't) in the game directory
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#684
Posted 17 September 2017 - 01:14 PM
Check if you have any Rulesmo.ini (normally you shouldn't) in the game directory
I don't see any file like that in my game directory, so no problems there.
But I did see the problem though, and it's solved. Turns out having 2 different versions of Mental Omega (latest one and 3.0) in the same computer wasn't a good move on my part.
#686
Posted 17 September 2017 - 07:11 PM
It's kinda difficult starting up one and thinking you're in the other though. They've got completely different launchers and UIs, and in-game graphics in some cases, like Kappas. (And I've kept 3.0 as well. Operates from a completely different folder to 3.3, and with a separate and properly marked shortcut. I like having it for comparison purposes. It hasn't caused any problems with 3.3 so far.)
#687
Posted 17 September 2017 - 11:13 PM
#688
Posted 18 September 2017 - 11:42 AM
Well, glad it was cleared, but let us know again if you still see bugs with the correct files.
#689
Posted 18 September 2017 - 01:31 PM
If MADMAN deploys then got frozen by Chrono Legionnaire, the MADMAN doesn't disappear upon its' explosion. If you release the MADMAN, it will be unable to move or deploy, effectively rendering it disabled while denying the owner to build another MADMAN until the broken one is destroyed.
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#690
Posted 18 September 2017 - 01:31 PM
If MADMAN deploys then got frozen by Chrono Legionnaire, the MADMAN doesn't disappear upon its' explosion. If you release the MADMAN, it will be unable to move or deploy, effectively rendering it disabled while denying the owner to build another MADMAN until the broken one is destroyed.
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#691
Posted 18 September 2017 - 05:33 PM
IDK if this is discussed before, but Lionheart bombing run seems to be bugged (or whatever definition you can give). Whenever you target an enemy unit for an attack during their bombing run, Lionhearts will drop another bomb but will not proceed to that target
#692
Posted 23 September 2017 - 05:23 PM
I have been experiencing a glitch in these two campaign missions: Bleed Red and Stone Cold Crazy. Both glitches are similar in the fact that they make completing the objective very hard or downright impossible.
In Bleed Red. Even after I clear the Allied outposts using the taskforce given to you in the right side of the map, I still do not get the pre-made base, but when I watched the developers playthrough, the pre-made base gets to be controlled by the you after you clear all Allied buildings on both bridges on the right side of the map. Because I never gained control over the base, I was forced to continue the mission without it, and I got utterly steamrolled because all enemies attack you after you destroy their last base. This happened to me on both Normal and Mental mode, and as a result I have not completed this mission yet.
For reference, here is how I attacked using the taskforce given on the right side of the map (The taskforce that is not Boris'):
1. I destroy the pill box and turret, then sacrifice one dog on the bridge to provoke the enemy into blowing it up.
2. While waiting for the engineer, the other taskforce (Boris' taskforce) on the left side of the map destroys the enemy outpost there
3. Going back to the right side of the map, I repair the bridge, the attack the enemy installment. After destroying all the teal colored enemies by the bridge, the game says the right bridge is secured
4. Then I attack the Allied outpost through the back door (avoiding the two pill boxes in the entrance guarding the gate), by busting through the wall with rhino tanks and proceeding to destroy everything inside the base. (including the two pill boxes in the supposed entrance with tesla troopers shooting it over a wall)
5. According to the developer playthrough, I am supposed to get the pre-made base after destroying all buildings, but I dont for some reason.
In Stone Cold Crazy, after I destroy the 4th or 6th Kamaz truck, no kamaz trucks ever come again for some reason. I can't specifically retrace what I did by I was expanding my control over the map by capturing enemy buildings. By the time I finally noticed no trucks ever come was when I was preparing to take over the enemy base with the satellite hack center in it.
I hope you take a look at these two maps
Edited by DrunkinMaster, 23 September 2017 - 05:26 PM.
#693
Posted 24 September 2017 - 12:33 AM
Did you get Left Bridge is secure message? + Did you go beyond the bridge on the left side? The outpost before the bridge is just half of it.
Btw, no the base in front of the Soviet base is not the part of it
Edited by Handepsilon, 24 September 2017 - 12:37 AM.
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#694
Posted 24 September 2017 - 02:43 AM
On Bleed Red :
Did you get Left Bridge is secure message? + Did you go beyond the bridge on the left side? The outpost before the bridge is just half of it.
Btw, no the base in front of the Soviet base is not the part of it
Yeah I did after, but there was no message. There was never the "Left Bridge is secure" message throughout my entire playthrough, so I never got the soviet base.
Edited by DrunkinMaster, 24 September 2017 - 02:43 AM.
#695
Posted 24 September 2017 - 10:28 AM
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#696
Posted 28 September 2017 - 06:36 PM
Rules bug:
The following units can be constructed at t3, even without the production structure from their specific factions:
In-game speed vs real life speed? →
Malver in Obisidian Sands? →
Strength-Agility-Intellect subfactions? →
#697
Posted 28 September 2017 - 06:39 PM
Wait, that's not intentional..? I thought the labs will have the blueprints so I thought it's normal.
#698
Posted 28 September 2017 - 08:06 PM
Wait, that's not intentional..? I thought the labs will have the blueprints so I thought it's normal.
If that's normal, we should also have access to other units, which we don't.
You can't build any t3 unit in this way.
In-game speed vs real life speed? →
Malver in Obisidian Sands? →
Strength-Agility-Intellect subfactions? →
#699
Posted 28 September 2017 - 08:08 PM
#700
Posted 29 September 2017 - 03:13 AM
Rules bug:
The following units can be constructed at t3, even without the production structure from their specific factions:
speeder
marauder
armadillo
shadow tank
psi elite
mortar quad
sweeper
irritator
roadrunner
That is, if you have a psi-plugged pandora hub and a foehn war factory, you'll have access to marauders.
Oh that was Prerequisite.Override logic. Not entirely sure if it's intentional or not, but the line did only includes Psychplug (for example) for Marauder etc.
It was probably intended so you can still build Tier 2 if you have PsiCorps tech engi-stolen from another player for example
Edited by Handepsilon, 29 September 2017 - 03:15 AM.
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