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THE BUG HUNT - for Beta 4.6!


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#121 Nazgûl

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Posted 15 November 2007 - 06:33 PM

I second that... Walk anims are actually available for just about all units in the game, but not used...

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#122 pf7612

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Posted 16 November 2007 - 12:15 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.


Alright I'm sorry, calm down. I didn't know that AI was not supported, geez. And I was not under any circumstances suggesting that "this shortcoming was just to piss ME off". The thought never crossed my mind. I know Other things are MUCH more important than fortress maps and their capabilities. I also never said you can, should or will do everything at once. What should I have been paying attention to by the way?

This is the suggestions/bug reports/problems thread, is it not? I'm just trying to give some constructive criticism to help improve this already excellent mod. I think it was a bit of an over-reaction on your part.

I am truly sorry if I offended you that badly, really I am.
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#123 Sûlherokhh

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Posted 16 November 2007 - 01:05 AM

Hehe, thank you. I basically got that message allright, just the way you intended to convey it. But the form you expressed it in really hurt my eyes and i couldn't really be 100% sure your weren't venting your frustration on my aching back. :closedeyes:

Nice to meet someone capable of reflecting on his own doings. I've encountered too many people lacking in that department. Polite communication is a virtue on forums, especially between people that don't know each other well.

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#124 av8r

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Posted 16 November 2007 - 01:13 AM

Hehe, thank you. I basically got that message allright, just the way you intended to convey it. But the form you expressed it in really hurt my eyes and i couldn't really be 100% sure your weren't venting your frustration on my aching back. :p

Nice to meet someone capable of reflecting on his own doings. I've encountered too many people lacking in that department. Polite communication is a virtue on forums, especially between people that don't know each other well.

Well, that and I want you to buy me a nice mug of German beer when I come on vacation out there! LOL just kidding... :closedeyes:

So that I dont repeat the same info on too many threads, is the "Crash To Desktop" thread the one for posting on regarding the Unable To Play Saved Games error?

Thanks
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#125 Sûlherokhh

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Posted 16 November 2007 - 02:06 AM

Yes.

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#126 Captain07860

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Posted 16 November 2007 - 05:36 PM

forlindon - map
isen vs gobs
warg riders
warg riders trample doesn't seem to do any damage. I trampled gob archers three times and they got up. I then had to kill them by sword. Is this a bug or have warg riders been nerfed?

#127 zachdaddy_3000

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Posted 16 November 2007 - 08:28 PM

About the walking anims, would it be possible to use them (cuz I really wanna see 'em) when you switch to defensive stance?
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#128 Sûlherokhh

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Posted 16 November 2007 - 10:25 PM

forlindon - map
isen vs gobs
warg riders
warg riders trample doesn't seem to do any damage. I trampled gob archers three times and they got up. I then had to kill them by sword. Is this a bug or have warg riders been nerfed?


No bug. They have also inreased damage vs. Cavalry (melee, not trample obviously).

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#129 Gothmog14

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Posted 17 November 2007 - 02:33 AM

Map: Halifierin (sp) II
Faction: Moria
Units: A lot
Bug: - Treasure Trove tooltip for Level 2 upgrade reads "Allows Forged Blades to be purchased"
- Poison Blades cannot be purchased. There is no tooltip for it at all.
- Warg Riders use Isenguard Banner.

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#130 Sûlherokhh

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Posted 17 November 2007 - 02:46 AM

TT-upgrade strings adjusted. The Isen-banner for Riders is not limited to maps. Currently Moria Riders use the isen banner until we have replaced him with a fitting model.

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#131 av8r

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Posted 17 November 2007 - 04:51 PM

SEE mod 4.5
Elves vs Moria AI
Belfalas (BFME1)
1. All ships that are built at captured shipyards will not move or fire. Transport ships can be boarded but not move after that; they just circle in place when you try to move them; the cursor is a red "X" when you select the ship to move to other water location. They can come under attack. Edit: Built bombardment ship which can be moved but in small increments.
2. Arwen can fight while capturing an Inn while mounted. Don't know if thats normal or not...

Edited by av8r, 17 November 2007 - 04:55 PM.

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#132 Soviet

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Posted 17 November 2007 - 05:27 PM

Map: Southern Ithilien (BFME 1)
Faction: MOTW
Units: Rohirrim
Bug: Rohirrim do not trample isengard units. I tried it on all the different types and they simple slow down and engage like they do with buildings. I think I encountered the same thing one time while facing goblins.
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#133 Guest_Guest_*

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Posted 18 November 2007 - 10:58 AM

Faction Dwarves:

-When adding a tower to the Dwarven Fortress the building animation (crumbling rocks) is really slow.

Faction Moria:

-Wild Wargs -> Pack leader has a nice moving animation but the other wargs slide across the map. (messed up animation) I saw someone mentioning like this in previous posts my apologies if it's the same thing i'm addressing here.

I'm not sure of this one below is a bug or not but here it goes...

Faction Mordor:

-Mumakil (basic one) caught fire which is pretty neat but then I tried to extinguish the fire and notting happend. (it's a unit I figured so the extinguish command doesn't work on them) Is it normal the Mumakill catches fire?

Faction Elves:

-The Elven cavalry unit (Rivendell Lancer I think) didn't really retreat when told them to do so. Instead they attacked surrounding enemies first. (maby a pathfinding problem or a mere coincidence)


Keep up the good work cause this is one hell of a mod!

Grtz.

Eisenhouwer

#134 Guest_Pierre'70_*

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Posted 18 November 2007 - 11:02 AM

Map: Lebennin II (BFMEI)
Isengard v medium Dwarves

and

Nurn II (BFMEI)
Elves v medium Moria


on both maps the medium AI was extremely passive, far more so than easy AI. On the Lebennin map, the Dwarves only built Dale units - after an hour's play they had not built a Dwarven barracks.

In summary - medium AI easier than easy AI?!

#135 Sûlherokhh

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Posted 18 November 2007 - 02:02 PM

-Wild Wargs -> Pack leader has a nice moving animation but the other wargs slide across the map. (messed up animation) I saw someone mentioning like this in previous posts my apologies if it's the same thing i'm addressing here.

I think i mentioned somewhere right below that bug that i've fixed it. So don't worry. :p

I'm not sure of this one below is a bug or not but here it goes...

Faction Mordor:

-Mumakil (basic one) caught fire which is pretty neat but then I tried to extinguish the fire and notting happend. (it's a unit I figured so the extinguish command doesn't work on them) Is it normal the Mumakill catches fire?

:good: I think it is pointed out on the last official update that this special feature was reintroduced from the bfme1 campaign (good campaign, mission ithilien, the one with the approaching haradrim army and the rangers). And how on hell would you be able to extinguish fire on a moving tower? :xcahik_:

Faction Elves:

-The Elven cavalry unit (Rivendell Lancer I think) didn't really retreat when told them to do so. Instead they attacked surrounding enemies first. (maby a pathfinding problem or a mere coincidence)

You can't just move infantry/cavalry out of melee. Contact with the enemy slows you down. If cavalry can't pick up enough speed, they are also unable to trample.

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#136 Eisenhouwer

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Posted 18 November 2007 - 03:02 PM

Faction Men:

-Gondor Heroic Statue
-> Description says it always stacks so I tested it but after building 10 the next ones I'v build didn't have any effect.
-> Description says it will increase the command point limit by 25. (only the first 5 will do so)
-> The description doesn't tell it reduces the cost of Gondor Soldiers to a maximum of 50% cheaper. (10 satues)


-Rohan Heroic Statue
-> Description says reduces the price of Heroes by 5% for each statue. (up to 5) Tested this and the 1st gives 5% the 2nd gives 10% the 3rd gives 12% the 4th gives 14% and the 5th gives 15% so you only get 15% instead of 25% as the description states.

-Increasing the command point limit is capped at +75 maximum (5 Gondor & 5 Rohan Statues won't increase it to +150 as I would think they would do after reading their descriptions)

-The pidgeon sound was already mentioned.

I'm almost sure some of these things mentioned aren't bugs at all but are still work in progress but I wanted
to write them down because you never know.

Grtz.

Eisenhouwer

Edited by Eisenhouwer, 18 November 2007 - 03:03 PM.


#137 Sûlherokhh

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Posted 18 November 2007 - 03:20 PM

The Bonuses actually do change, depending on how many you have already got. But i thought it might be a bit much text to put in and read. The first few will always have the written effect though.

And while the statue leaderships stack, they only stack with OTHER bonuses not with the exact same one (the statue's).

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#138 av8r

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Posted 19 November 2007 - 01:06 AM

While playing SEE v.4.5 at "Anfalas II (BFME 1)" as Elves, I built all of the Elven heroes and saved game and exited.

Restarted this saved game and all heroes except eagles, hobbits, Legolas and Thranduil were invisible.

Created Treebeard and he was visible, however when I saved, exited and restarted the game, Treebeard and Legolas were now invisible as well.

I could control them but didnt try using them in attacking, etc.

Attached are a few screen caps of it.

1.jpg

2.jpg

edit: just noticed something, too. In the 2nd pic I only see one eagle shadow (normal?)

Edited by av8r, 19 November 2007 - 01:34 AM.

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#139 av8r

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Posted 19 November 2007 - 01:17 AM

SEE v4.5

Tournament Hills

(4 v. 4) I was Elves playing alongside AI Men (2), and AI Dwarves versus AI Moria (2), AI Mordor, and AI Isengard.

1. Spelling typo in my Eregion Forge (It reads "Silverthorn /n")

2. I built approx. 20 Mallorns but CP limit never went above 500 (normal?). CP factor in skirmish rules was set to 1X prior to playing.

Edited by av8r, 19 November 2007 - 01:18 AM.

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#140 Thorongil45

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Posted 19 November 2007 - 08:10 AM

custom map : the bloody gap (8 play)
mordor vs 7 evil faction players
unit: captain jackson
bug; jackson can't capture tech buildings like other heros and he doesn't heal either.
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