MO 3.3 // Game Bugs
#1141
Posted 15 April 2019 - 02:34 AM
#1142
Posted 15 April 2019 - 09:21 AM
I don't think that's fixable, unless EVA can announce structure being lost somehow (deployed Sweepers are structures, technically)
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#1143
Posted 21 April 2019 - 08:25 PM
I realized sometimes AI destroying civilian buildings instead garrison building. Its sometimes can be annoying. (Sorry if this talked before.)
#1144
Posted 22 April 2019 - 01:20 AM
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#1145
Posted 24 April 2019 - 04:33 PM
I want a report another thing. Hijacker has die voice in files but I think that files is bugged. I cannot hear any voice when Hijacker dies. Or am I the only one have this problem?
Another think. I don't know this is a bug but AI is killing everytime my Spies, Hijackers and the other disguise infantry even they disguised right. AI send Dybbuk-Evolvers and Invaders on my disguised infantry. (I think AI hunting all your infantry anyways.)
Sometimes Malver can be visible for AI's even they don't have a scan thing. And this is annoying sometimes.
Edited by Opus Custom Tank, 24 April 2019 - 05:10 PM.
#1146
Posted 24 April 2019 - 05:16 PM
I want a report another thing. Hijacker has die voice in files but I think that files is bugged. I cannot hear any voice when Hijacker dies. Or am I the only one have this problem?
Another think. I don't know this is a bug but AI is killing everytime my Spies, Hijackers and the other disguise infantry even they disguised right. AI send Dybbuk-Evolvers and Invaders on my disguised infantry. (I think AI hunting all your infantry anyways.)
Sometimes Malver can be visible for AI's even they don't have a scan thing. And this is annoying sometimes.
If your spy units (excpet Foehn) are disguised and just hang around not doing their job for a long while, the enemy ai will get wise to your trick, and just kill them, even without using the anti spy units.
I've had foehn use the devourer cloud on my spies while i was looking elsewhere, and had to recruit more.
I believe its just to ensure the player doesn't lolligag with them. Don't worry about it, just be quicker with the spies bud.
#1147
Posted 25 April 2019 - 12:03 PM
Edited by Handepsilon, 25 April 2019 - 12:03 PM.
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#1148
Posted 25 April 2019 - 11:48 PM
Same with aircraft being built, where the AI sends anti-air units like Rocketeers, Norio, Invaders, and suchlike to attack my undefended aircraft. Annoying, but I'm guessing that has to do with the lack of the player's own infantry about.
#1149
Posted 26 April 2019 - 07:02 AM
I think the AI has taskforces that scout for infantry despite being disguised or not. Maybe "normal" forces, like base guard, anti-tank forces etc. aren't programmed to recognize disguised units, while specific anti-infantry killing forces are.
(I edited the aimo.ini file, and I can't remember what was the original, but the epsilon has 5 scorpion and 5 gattling tank which goes right after my spies first, if I have. I guess the detector unit squad was the original one.)
Maybe that's the same in the case of landed aircrafts. The base attack is the trigger to produce and send them to your airfield to kill the jets.
#1150
Posted 09 May 2019 - 05:25 AM
I want a report another thing. Hijacker has die voice in files but I think that files is bugged. I cannot hear any voice when Hijacker dies. Or am I the only one have this problem?
Another think. I don't know this is a bug but AI is killing everytime my Spies, Hijackers and the other disguise infantry even they disguised right. AI send Dybbuk-Evolvers and Invaders on my disguised infantry. (I think AI hunting all your infantry anyways.)
Sometimes Malver can be visible for AI's even they don't have a scan thing. And this is annoying sometimes.
The AI will send any units to kill your spies if their spy detector units in their team tried to kill them. I remember that their rocketeers abort their mission to kill my spies when I killed all their incoming dogs.
I believed your stealthed units getting attacked because the bug of stealthed detector which sometimes will let you see stealthed units at a certain place that your stealth detector units dies previously.
#1151
Posted 17 May 2019 - 01:38 PM
Thats just how Gear Change works, it applies an EMP weapon to all your Factories and Stalin's Fists.
3.3.1
* fixed; activating Gear Change when Stalin's Fist is deployed should no longer trigger an EVA report
and how to explain this?
Edited by Malver170, 17 May 2019 - 01:42 PM.
#1152
Posted 17 May 2019 - 05:26 PM
3.3.1Thats just how Gear Change works, it applies an EMP weapon to all your Factories and Stalin's Fists.
* fixed; activating Gear Change when Stalin's Fist is deployed should no longer trigger an EVA report
and how to explain this?
idk
something broke?
there is also a possibility that there was actually something shooting it too
Everyone seems to be arguing over how Yunru came into such a position of power,
yet nobody is willing to explain how Rahn's weapon is able to teleport a pair of shorts.
#1153
Posted 23 May 2019 - 12:49 PM
The Animation that plays when you have units behind tall structures seems to have one frame that is white instead of being red like the rest.
~ Getting cringe reactions when you see a RAINBOW means you have issues. ~
"This World is an Illussion,Exile" -High Templar Dominus
#1155
Posted 02 June 2019 - 07:05 AM
Soviet sentry gun do not give bounty when be destroyed.
#1156
Posted 13 June 2019 - 02:55 PM
"Also it would be cool if the AI doesn't get to build an MCV without the required building (Field Bereau, Radar Spire, etc)
Its very frustrating when your playing the revolution challenge with mental ai boost, about to finish off the Chinese MCV via a chronosphere+prism tank attack until you notice Russia and the Latins are SOMEHOW able to construct an MCV without a field bureau -____-
I'm not sure if it is intentional for the "mental ai boost" option, but even without a field bereau (or the other persesquite buildings) the AI can still build an MCV"
#1157
Posted 13 June 2019 - 03:32 PM
The only requirement we can give the AI to rebuild MCVs properly is 'when AI no longer has a Construction Yard', that's why it ignores the Field Bureau/T2 prerequisite. Otherwise it would just keep building additional ones and causing some serious issues. It's similar to the case with AI using spies without a lab.
#1158
Posted 15 June 2019 - 02:14 AM
#1159
Posted 20 June 2019 - 06:45 PM
Today I've experienced a strange bug: I had a lot of Zephyr Artillery vehicles, so I've decided to use ZephyRobot. The enemy position was more elevated than mine, so when I've fired my shots, all of them went into the wrong target (20 or 30 cells away from the target). Probably it is a problem caused by the elevation. Thanks.
#1160
Posted 21 June 2019 - 01:04 AM
Boidmachine has it much worse.
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