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MO 3.3 // Game Bugs


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#821 PACER

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Posted 11 March 2018 - 07:40 AM

Blood rage: On mental, at the drakuv outpost, one Driller won't leave after unloading the Brutes.


In-game speed vs real life speed?   
Malver in Obisidian Sands?   
Strength-Agility-Intellect subfactions?    


#822 PACER

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Posted 11 March 2018 - 09:15 AM

Skirmish: Sea of Isolation(4): Imprecise spawn preview in the client.


In-game speed vs real life speed?   
Malver in Obisidian Sands?   
Strength-Agility-Intellect subfactions?    


#823 PACER

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Posted 11 March 2018 - 10:01 AM

Bug: Brute IFV fires slower when promoted to elite.

ROF 70 -> 80 should have been 80 -> 70 just like Paladin TD's.


In-game speed vs real life speed?   
Malver in Obisidian Sands?   
Strength-Agility-Intellect subfactions?    


#824 SukaHati

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Posted 11 March 2018 - 11:56 AM

In Earthrise mission, I suspect that the Chitzkoi and terror drone do not auto acquire the infiltrator.



#825 Che_Griffin

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Posted 11 March 2018 - 12:33 PM

Playing in windowed mode got around the issue. Thanks for the clue to put me in the right direction. 



#826 J00B

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Posted 11 March 2018 - 03:58 PM

Mission ending bug - After capturing the 4 airfields in Machinehead I could only bild 15 Foxtrots... 1 short of the required 16. Tried switching the jets across airfields, destroyed them all and rebuilt, damaged airfields but it wouldn't let me build the 16th.

 

Spoiler


Edited by J00B, 11 March 2018 - 04:00 PM.


#827 mrvecz

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Posted 11 March 2018 - 04:13 PM

Non Foehn AI is capable of producing a infiltrator type unit in the first 2-4 minutes despite they shouldnt even remotely be capable of doing that



#828 Speeder

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Posted 11 March 2018 - 04:13 PM

And you're absolutely sure that there weren't 2 on the same airpad position?

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#829 CrimsonRaider

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Posted 11 March 2018 - 04:49 PM

Non Foehn AI is capable of producing a infiltrator type unit in the first 2-4 minutes despite they shouldnt even remotely be capable of doing that

If I'm correct, the AI don't care about prerequisites in the case of infiltrators, it is present in the original ra2 too.



#830 mrvecz

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Posted 11 March 2018 - 04:56 PM

 

Non Foehn AI is capable of producing a infiltrator type unit in the first 2-4 minutes despite they shouldnt even remotely be capable of doing that

If I'm correct, the AI don't care about prerequisites in the case of infiltrators, it is present in the original ra2 too.

 

In original, i do remember Soviets being capable of making Apocs tanks without battlelab

 

But i never saw spies running towards my powerplants in the first 3 minutes of the game.


Edited by mrvecz, 11 March 2018 - 04:57 PM.


#831 J00B

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Posted 11 March 2018 - 05:13 PM

And you're absolutely sure that there weren't 2 on the same airpad position?

 

Yes I flew all the groups around the map mulitple times, there was only 15.

 

Even if 2 were on the same position on the airfield wouldn't the objective be fulfilled and the mission advanced since the total would've added up to 16 anyway?


Edited by J00B, 11 March 2018 - 05:15 PM.


#832 Damfoos

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Posted 11 March 2018 - 05:40 PM

A bug found by our senior screenshotmeister gecko, he asked me to relay it:

hey, I feel i need to report this, in case you missed my post. After the chronoshifting units get destroyed instead by Chronoshift.Crushable immune units, they leave unbuildable and impassable tiles.

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Edited by Damfoos, 11 March 2018 - 05:41 PM.


#833 Divine

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Posted 11 March 2018 - 05:49 PM

I've noticed that in the Infantry Only.ini there's this entry:

 

[FAOREP]
TechLevel=11
 
There exists no such thing as FAOREP.

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#834 Kirov_Fury

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Posted 11 March 2018 - 08:06 PM

I have just noticed that Nautiluses in Unthinkable do not use their magnetic field when allied ships are near. Has anyone noticed that ? Is it just me or a story related issue or that effect is removed from Nautiluses ?

#835 VertigoM2

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Posted 11 March 2018 - 08:18 PM

Mission ending bug - After capturing the 4 airfields in Machinehead I could only bild 15 Foxtrots... 1 short of the required 16. Tried switching the jets across airfields, destroyed them all and rebuilt, damaged airfields but it wouldn't let me build the 16th.

 

Spoiler

 

 

And you're absolutely sure that there weren't 2 on the same airpad position?

 

This happened to me once in skirmish a few months ago. I'm pretty sure I sold an airstrip and it still limited me to an odd number when tried to rebuild.



#836 Handepsilon

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Posted 12 March 2018 - 03:54 AM

In Insomnia : You can destroy the Dybbuk Nests buildings with Athena Cannon


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#837 J00B

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Posted 12 March 2018 - 11:16 AM

I finished Machinehead, able to build jets as normal. Encountered a few bugs the second time round.

 

Magnetrons kept getting left behind (instead of rallying with other units) after destroying the initial Chinese tunnel defences. They were always destroyed by the Foehn Soviets. I had to pull them all the way back and let some mind controlled units finish off the hammers.

Spoiler

 

Very minor bug, a few Drillers failed to escape after dropping their troops.

Spoiler



#838 Wayward Winds

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Posted 12 March 2018 - 01:24 PM

 

Very minor bug, a few Drillers failed to escape after dropping their troops.

 

 

I had the same sort of bug on Insomnia a couple of times - AI Voyagers refusing to leave after dropping their troops.  Given the general lack of space for base construction on the initial landing zone, I ended up having to destroy them myself via force firing.



#839 PACER

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Posted 12 March 2018 - 03:41 PM

Minor issue not bug - Flak Trooper IFV seems OP, its firepower matches Aeroblazes, with superior range and splash damage


In-game speed vs real life speed?   
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#840 GuardianGI

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Posted 13 March 2018 - 09:36 PM

KLtLr1w.png
Nice way to crash the game, I say.
Found in "Kill The Messenger"


Don't mind me, I'm just pretty broke nowadays...

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