Blood rage: On mental, at the drakuv outpost, one Driller won't leave after unloading the Brutes.
MO 3.3 // Game Bugs
#824
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
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
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.
Edited by J00B, 11 March 2018 - 04:00 PM.
#827
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
#829
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
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
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
Posted 11 March 2018 - 05:40 PM
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.
Edited by Damfoos, 11 March 2018 - 05:41 PM.
#833
Posted 11 March 2018 - 05:49 PM
I've noticed that in the Infantry Only.ini there's this entry:
Sidebar icons for normally not buildable stuff: Yuri Prime, Space Commando, Allied Jackal (obsolete), Gravitron
Skirmish Map: (2) Commietopia
Feedback and showcase thread
#834
Posted 11 March 2018 - 08:06 PM
#835
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
Posted 12 March 2018 - 03:54 AM
In Insomnia : You can destroy the Dybbuk Nests buildings with Athena Cannon
I like gnomes
Visit us in Totem Arts site
(Firestorm is still SoonTM)
#837
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.
Very minor bug, a few Drillers failed to escape after dropping their troops.
#838
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.
#840
Posted 13 March 2018 - 09:36 PM
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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