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THE BUG HUNT - for Beta 4.6!


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#101 av8r

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Posted 11 November 2007 - 11:00 PM

Every time i try to load a save, after the loading gets to 97% it sits for a while, then returns to the loading screen before the main menu, then displays an error ("cannot load C:/My computer...Save/...") and then goes to a black screen with the pointer moveable on it.



Same here and a few variations of that crash as well.

I hope someone comes up with a fix.

I can open and play saved games on the old bfme2 so it seems this has to do with the new mod.

HELP PLEASE!! :rolleyes:
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#102 Nazgûl

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Posted 12 November 2007 - 01:02 AM

Regarding SAVED GAME crashes - we know, so keep those reports in Support forums where there's an entire topic for that alone: HERE! :rolleyes:

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#103 av8r

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Posted 12 November 2007 - 01:52 AM

Crud! Sorry about that; I only read the post I was replying to and forgot to note which forum it was in. Sorry about that.
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#104 dragontamer

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Posted 13 November 2007 - 05:07 AM

Ettenmoors
Mordor
Wall catapult
Building the wall catapult revealed a large area of the map for about 10 seconds, then it was back to normal.

Something similiar happened when I was the Dwarves in Ettenmoors. I didn't know it was the catapult or not.

Ettenmoors
Dwarves vs MOTW
Fortress expansions
The AI didn't add any fortress expansions or upgrades. It was however building a wall on the side, but didn't really stop my frontal attack.

I'm going to watch the AI play against itself. Do you think that's good way of finding bugs?

#105 dragontamer

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Posted 13 November 2007 - 07:19 AM

Tournament Hills
One of every faction.
Brutal AI

Saruman used speechcraft with no allies around in an enemy base = death.

Silverthorn tooltip error at the forge. "reads silverthorn /n and fire arrows."

Isengard Crebain summoned and stayed out of the action in the bottom corner of the map.

Dwarves used Barrage on Gollum just as Frodo killed him. No other units around.

Shelob using her stinger on Isengard Fellbeast to no effect. She used tunnel, but went to the opposite side of the map, and had to cross an enemy fortress. = Death.

Weapon song fx remains after warriors are killed.

Gollum the ringstealer spawns immediately in the area where he died, to be killed by the same units again.

Funny one - Bilbo came out of the fortress, went back in, then came out again.

Fire drake using Inferno in base. Damaging the fortress expansions being built. The build was faster than damage though. (I'm all for the drake redo into sentries for reasons like that.)

Wild goblin poison arrows made Sam stop running for a second, made his escape very lagged. (Just his run, not the game.)

Shelob does not show Lurtz's cripple attack.

Shelob's Terror power sound effect played several times despite not being activated.

When the Elves took the ring, they entered the fortress, an evil rally call fx was played and the voice of Sauron played, and Galadriel was not an option at the Fortress.

On the plus side, Elves and Goblins did use base floors, wall armour moat/spikes, and maxed their fortress expansions. I think some factions try to revive their heroes too often, and fortress upgrades are overlooked.

The goblin fortress replaced its giant sentry when it was killed.

Elves used Flood on fortress, as did Mordor with rain of fire.

Love the mod. Hope to help make it the best one out there with everyone.

Edited by dragontamer, 13 November 2007 - 07:20 AM.


#106 Guest_B26_*

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Posted 13 November 2007 - 07:34 AM

Map: Tournament Hills
Units: Gorgoroth archers + siege towers
Bug: When more than one group of archers has entered the siege towers; the siege towers are unable to move. Evacuate has no effect, and the orcs remain in their tower.

#107 Sûlherokhh

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Posted 13 November 2007 - 11:12 AM

I'm going to watch the AI play against itself. Do you think that's good way of finding bugs?

Yes! Indeed this way i test out most things. :dry:


...
Saruman used speechcraft with no allies around in an enemy base = death.
...
Dwarves used Barrage on Gollum just as Frodo killed him. No other units around.
...
Shelob using her stinger on Isengard Fellbeast to no effect. She used tunnel, but went to the opposite side of the map, and had to cross an enemy fortress. = Death.
...
Shelob's Terror power sound effect played several times despite not being activated.
...
Isengard Crebain summoned and stayed out of the action in the bottom corner of the map.
...

EA didn't give us modders the opportunity to actually modify the AI-modules, so we are limited in their use. I made the best of what was available. Sometimes it doesn't make sense, but most of the time it does. Also, if there is more than a single AI-module in the object, they sometimes conflict, starting and aborting until one option is clearly favored. Don't see a way around that, unless you want me to remove all but one AI-power.

Silverthorn tooltip error at the forge. "reads silverthorn /n and fire arrows."

You can build fire arrows for ElvenWarriors, and they need this Technology. No bug.


Gollum the ringstealer spawns immediately in the area where he died, to be killed by the same units again.

The spawn points are entirely up to the map involved.


Funny one - Bilbo came out of the fortress, went back in, then came out again.

The AI remembered that someone had been hurt and needed to go to the fortress, so he did. (see above for AI modules)


When the Elves took the ring, they entered the fortress, an evil rally call fx was played and the voice of Sauron played, and Galadriel was not an option at the Fortress.

If you are talking about the ElvenAI Fortress CommandSet:
The button for the RingHero stays invisible, but if the Ring is in the fortress, it is usable. The RingHero gets built, so don't worry.

I think some factions try to revive their heroes too often, and fortress upgrades are overlooked.

That's not faction related. Try playing on the tournament map, using ONLY ONE FACTION for all AI player positions, fighting against each other. You will see different buildorders.


When more than one group of archers has entered the siege towers; the siege towers are unable to move. Evacuate has no effect, and the orcs remain in their tower.

Dammit. I knew i forgot to fix this. :cool2: Sorry, it still suffers from my halfhearted attempt of making the AI's Tower 'grab' archers. :p

Edited by Sûlherokhh, 13 November 2007 - 11:16 AM.

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#108 dragontamer

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Posted 13 November 2007 - 11:35 PM

Ok. Good to know. Certainly don't remove all but one AI power. I think we can all live with the chance the AI lucks out with the powers.

If I could draw your attention back to the silverthorn tooltip though. I was just noting the type. "/n". Should just read silverthorn and fire arrows, no?

And I figured Shelob's terror scream was a bug not unlike Bard's falcon.

#109 Sûlherokhh

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Posted 14 November 2007 - 01:26 AM

Yeah, right. Now i understand. /n was supposed to be \n to cause a linebreak. :)

And no, Shelob's terror is caused by the AI trying to use the power but aborting all the time. Unlike the falcon, which a) was set to a volume much too high and b) wasn't dying along with King Brand because objects (heroes) with a respawn body don't really die, and so the falcon didn't.

Edited by Sûlherokhh, 14 November 2007 - 01:32 AM.

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#110 dragontamer

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Posted 14 November 2007 - 04:09 AM

Buckland
Dwarves vs Mordor
Mouth of Sauron powers
Used both Doubt and Dissent on a wall that was being built.

Buckland
MOTW
Build Template
A wall hub was built right beside a farm in the bottom left corner. The wall could not be built because the farm was in the way. The AI built a second fortress in the top left, and built a wall ok. As did Mordor in the top right. The template seems to build a gap in the middle of the wall, but it will still purchase gates.

--This one sounds familiar but I haven't seen it in this thread.
Rhun II
Brutal AI-All factions
Rohirrim do not attack with bows. They just stood there while the elves beat on them. (Possibly Galadriel's Lady of Light, but they were not showing terror.)

#111 Mercyy

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Posted 14 November 2007 - 11:12 AM

one EA Bug:
You can live with a Skull Totem ( the one of the goblinking) and no other building :)
I think that's every map (I had testet it on Fords of Isen and Lorien; elves vs goblins:P )
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#112 Harad King

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Posted 14 November 2007 - 09:48 PM

Map - I think all maps
Faction - Dwarves
Bug - I don't think this bug is caused by the mod I think its the original game the battle wagon's attack animation dosen't work properly when I make the battle wagon attack a unit or a building it will go attack it and it will only stand in front of them it will do damage them I don't know if someone else has this bug
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#113 Sûlherokhh

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Posted 14 November 2007 - 09:50 PM

I have. Thanks for reminding me to fix it.

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#114 pf7612

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Posted 15 November 2007 - 01:29 AM

Ok, for beta 4.5, very nice, but I have a couple of issues.

I know that you're big on the defensive point of view and are "anti-rush" and all (which I like and is good) but on fortress maps, the AI sits and waits the ENTIRE game. So far about like 3-4 hours of waiting for an assault (using Gandalf on Shadowfax as our worm to their fish) assaults still will not come.

I like the idea of them building up a large force and sending them all at once, but come on, Fully upgraded hordes upon hordes of units and seige equipment just sitting around is not what I had in mind.

Oh and some archers (particularly rangers) still run around all over. And they're not in aggresive stance.

Plus Mumaks Walking through a gate half its own size, then running ON the walls trampling my archers.
What?
All of this was taking place at Helm's Deep, but these things should be applied to all fortress maps.
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#115 Sûlherokhh

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Posted 15 November 2007 - 01:35 AM

Maybe you haven't been paying attention. Fortress Maps are not yet supported. The only thing i have done to them is make them not crash and not limit your buildable units. Period. SkirmishAI support will be done when, well, when i find the time. Other things are much more important than being able to play on a few of the maps. I can't do everything at once so stop suggesting that this shortcoming of fortress maps was just to piss YOU off.

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#116 Satomi

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Posted 15 November 2007 - 03:34 AM

I played a game then immediately killed myself just to watch the AI duke it out on very hard setting.(please don't laugh at me, I don't do it often.) Anyway, the AI played just fine. 2 Isengard against defending MOTW. I really should try the Mumak on the wall thing though, that sounds like a lot of fun.

Also, I have a bug.
Place: can't remember, maybe Shire
Teams: Morder vs. MOTW
Bug: Floating dead archers
Story:I used Morder's Lone tower and it died and the archers slowly drifted to the ground & beyond. Same as mallorn trees.

#117 Guest_Guest_*

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Posted 15 November 2007 - 10:24 AM

On the map ROHAN I built a BOROMIR hero, got him to level 8 or 9 and he got killed. He kept fighting due to his ability that makes him fight a while even when he's supposed to be dead... but he never died. He was standing in a fully upgraded mordor fort with all of the towers firing at him, but he just kept on going trough the base killing everything without every dying.

#118 av8r

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Posted 15 November 2007 - 12:56 PM

On the map ROHAN I built a BOROMIR hero, got him to level 8 or 9 and he got killed. He kept fighting due to his ability that makes him fight a while even when he's supposed to be dead... but he never died. He was standing in a fully upgraded mordor fort with all of the towers firing at him, but he just kept on going trough the base killing everything without every dying.

My boromir never died either, couldnt control him. Heck, thats just an added bonus! I needed any help I could get! :thumbsupsmiley:
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#119 Captain07860

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Posted 15 November 2007 - 06:14 PM

Don't know if this is a bug. If not, should it go somewhere else?

Most Maps
Isen vs All
Warg sentry (defensive structure wargs)
Bug: those wargs are really really slow. You can dance around them. Are they supposed to be that slow?

#120 Sûlherokhh

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Posted 15 November 2007 - 06:30 PM

When they are attacking, they are fast. But upon idling around or returning to their post (because they exceeded their chained range), they stroll. But i'll look into making this a bit more effective yet retain the strolling anim when no enemy is near. If i work it out, i'll do the same for Creep Trolls and Warg. I just hate the fact they are permanently running around while they have so cool walking animations.

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