Jump to content


Photo

MO3.0 Support // BUGS


  • This topic is locked This topic is locked
485 replies to this topic

#241 Seth

Seth
  • Members
  • 133 posts

Posted 29 December 2013 - 06:21 PM

The AI also seems to have a minor problem with building his defenses properly...

*Pic*

Look where this sentry is, and where is his base.... I know the AI can violate some rules, but such thing never happened in vanilla.

It happened to me since 2.0.

On a map of 4 players(kinda large) The AI (soviet) started to build defenses near ny base.

And not just a sentry, but Tesla Coils, Flaks and Bubkers*that garrisoned) too.



#242 Speeder

Speeder

    #ControlMOre

  • Hosted
  • 9,003 posts
  • Location:Czechia
  • Projects:Mental Omega
  •  Mental Omega Creator

Posted 30 December 2013 - 09:12 AM

Yeah it did happen in the original, even more stupid stuff happens.


mainbanner.jpg
bt_left.pngbt_fb.pngbt_yt.pngbt_tw.pngbt_md.pngbt_right.png
115776.png


#243 lovalmidas

lovalmidas

    Yunru Kanegawa. Go figure. Go mental.

  • Project Team
  • 1,192 posts
  • Location:Singapore
  • Projects:Mental Omega Almost Perfect Yunru's Revenge Version 3.0
  •  Why am I not in the Centurion?

Posted 30 December 2013 - 10:35 PM

The AI builds it's base and spawns buildings too. You never seen 2 Radars on that base?


Do you remember where the 2nd radar is located? Because in all my attempts so far, the AI does not build its own base other than wherethey are scripted. :O

30m70ag.png

 

Mental Omega on the web:
fbbutton.png ytbutton.png mdbutton.png dsbutton.png
IRC: #menthosogma (Rizon)

 


#244 Graion Dilach

Graion Dilach

    Supérior Caliburwielder

  • Project Team
  • 2,187 posts
  • Location:Iszkaszentgyörgy, Hungary
  • Projects:Infinty Engine modding, OpenHV, Attacque Supérior (sometimes)
  •  That guy you keep hearing the stories about.

Posted 31 December 2013 - 12:27 AM

To the north, near the Tesla Reactor. Doubt it helps anyway. I've sent you a screen alreayd to prove something's off. :p Just kill the AI back to T1 when the Nuke Silo would've been built, and it's certain that the rebuilding will end up a bonkers somewhere.


kuuHd4s.png6pDXsCS.png
n0J1wqE.pngIX8pBXZ.png

AS Discord server: https://discord.gg/7aM7Hm2

ComradeCrimson: AS is the product of Hungarian acid
ComradeCrimson: And magical hussars
Dutchygamer: and Weird Al.


#245 Psionic Psychic

Psionic Psychic

    yod vav resh

  • Members
  • 123 posts
  • Location:Philippines
  • Projects:Life
  •  Epsilon Scientist

Posted 31 December 2013 - 01:46 PM

Hello again! I think I found a bug.

 

In the Allied Mission "Hammer to Fall", when you manage to destroy the kennel at the base where is the Stallion is held captive and the dogs did not come out, the dogs are only "invisible". But when they detect something, they get out even if the kennel is destroyed.

 

Specifically,  the thing that I am trying to say is that "Destroying the kennel in the outpost where the Stallion is held captive before the dogs came out won't really remove the dogs"

 

Is it a bug? Intentional? Map Trigger?

 

That's all.


Edited by Psionic Psychic, 01 January 2014 - 10:17 AM.

ZAdGcaJ.jpg


#246 fff

fff
  • Members
  • 116 posts

Posted 31 December 2013 - 07:51 PM

On the website there remains several outdated information about the factions.

Guardian G.I  $ 400 In game they cost $ 300

 

Flak Trooper  $ 150 in game they cost $ 160



#247 Seth

Seth
  • Members
  • 133 posts

Posted 31 December 2013 - 11:21 PM

I have found that Yunru is immune to radiation, that was annoying.

Was the chinese one, idk about the Desolator.



#248 mevitar

mevitar

    REEEEEEEEEEEEE

  • Hosted
  • 1,971 posts
  • Location:your imagination
  • Projects:Doom Desire
  •  (◉ _ ◉)

Posted 31 December 2013 - 11:42 PM

Her immunity is mentioned on the website.
ded signature

(◉ ᗝ ◉)

#249 Psionic Psychic

Psionic Psychic

    yod vav resh

  • Members
  • 123 posts
  • Location:Philippines
  • Projects:Life
  •  Epsilon Scientist

Posted 01 January 2014 - 10:18 AM

Hello again! I think I found a bug.

 

In the Allied Mission "Hammer to Fall", when you manage to destroy the kennel at the base where is the Stallion is held captive and the dogs did not come out, the dogs are only "invisible". But when they detect something, they get out even if the kennel is destroyed.

 

Specifically,  the thing that I am trying to say is that "Destroying the kennel in the outpost where the Stallion is held captive before the dogs came out won't really remove the dogs"

 

Is it a bug? Intentional? Map Trigger?

 

That's all.

Um, I have not yet received any responses. Please reply dev about this bug.


ZAdGcaJ.jpg


#250 mevitar

mevitar

    REEEEEEEEEEEEE

  • Hosted
  • 1,971 posts
  • Location:your imagination
  • Projects:Doom Desire
  •  (◉ _ ◉)

Posted 01 January 2014 - 01:07 PM

It's done via map trigger. I always pick a path that doesn't cause the dogs to spawn, and i never got them to pop up from a destroyed kennel. I played that mission just before the release, and they definitely don't spawn if done that way.

Edited by mevitar, 01 January 2014 - 01:12 PM.

ded signature

(◉ ᗝ ◉)

#251 Speeder

Speeder

    #ControlMOre

  • Hosted
  • 9,003 posts
  • Location:Czechia
  • Projects:Mental Omega
  •  Mental Omega Creator

Posted 01 January 2014 - 01:44 PM

That bug might happen, I think I've seen it reported already.


mainbanner.jpg
bt_left.pngbt_fb.pngbt_yt.pngbt_tw.pngbt_md.pngbt_right.png
115776.png


#252 Psionic Psychic

Psionic Psychic

    yod vav resh

  • Members
  • 123 posts
  • Location:Philippines
  • Projects:Life
  •  Epsilon Scientist

Posted 01 January 2014 - 01:47 PM

It's done via map trigger. I always pick a path that doesn't cause the dogs to spawn, and i never got them to pop up from a destroyed kennel. I played that mission just before the release, and they definitely don't spawn if done that way.

Oh. Thanks for the quick reply. But it is a bit far from from logic that dogs will just spawn from nowhere.


ZAdGcaJ.jpg


#253 X1Destroy

X1Destroy

    title available

  • Members
  • 660 posts
  • Location:Holy Terra

Posted 01 January 2014 - 06:13 PM

Tech cannon bunker have wrong firing muzzle position.

Mercury IFV projectile firing position is also somewhat weird.


Edited by X1Destroy, 01 January 2014 - 06:15 PM.

"Protecting the land of the Free."
efXH1rz.png
 


#254 Divine

Divine

    NGL, I was kinda drunk when I registered with this name.

  • Members
  • 1,182 posts
  • Location:Hungary

Posted 01 January 2014 - 06:53 PM

I'm not sure if it's a bug or intentional, but the Cyborg Prototype (soviet stolen tech) can not attack walls. It's pretty stupid, considering that it has a nuke cannon.


Some unofficial stuff I made for Mental Omega
 
Sidebar icons for normally not buildable stuff: Yuri Prime, Space CommandoAllied Jackal (obsolete)Gravitron
Skirmish Map: (2) Commietopia
 
Feedback and showcase thread

#255 bsnighteye

bsnighteye
  • Members
  • 5 posts

Posted 02 January 2014 - 11:41 AM

Sometimes AI refuses to build main Tech Centers on maps where starting points are relatively small islands. (f.e. - Arctic Circle)



#256 Jargalhurts

Jargalhurts

    Mental Face

  • Project Team
  • 328 posts
  • Location:Silent Hill
  • Projects:Nothing worth showing off.
  •  Actually Yngwie of House Malmsteen.

Posted 02 January 2014 - 02:14 PM

This isn't really a bug. But an inconsistency on the MO website. There are a number of mistakes of the Allied Tech Tree and the Soviet Tech Tree sections:

 

The Allied Tech Tree points that the Strategy Center is unlocked from the Tech Center, while the Allied Structures section and the mod itself clearly shows the Strategy Center is unlocked by building the Airforce Command HQ. Also the Tech Tree section indicates that the Sonar Pulse ability is unlocked from only building the Tech Center; while in-game, a Naval Shipyard is also required.

 

The Soviet Tech Tree also shows that the EMP Mines and the Instant Shelter ability is made available from the Radar Tower. While the mod itself has the EMP Mines and Instant Shelter unlocked by building the Soviet Lab.

 

I also suggest removing Strategy Centers as faction-exclusive structures from the Allied Information section. Even though it gives different support powers for each faction, the essential building is the same and it's only stacking up useless cameos this way.

 

I also have this question that was bothering me for a while. If you have a Tech Ore Refinery and you lost your own Refinery, would that mean you won't be able to build Miners? Even though it seems silly to do so, it should be worked around to avoid that issue from anyone that might encounter it in the future, just in case. :)


Edited by Jargalhurts, 02 January 2014 - 02:14 PM.

Actually Yngwie of Haus Malmsteen, feefty eenches of pure Svwedish beef.


#257 Speeder

Speeder

    #ControlMOre

  • Hosted
  • 9,003 posts
  • Location:Czechia
  • Projects:Mental Omega
  •  Mental Omega Creator

Posted 02 January 2014 - 02:16 PM

EMP Mines and Instant Shelter require Radar.


mainbanner.jpg
bt_left.pngbt_fb.pngbt_yt.pngbt_tw.pngbt_md.pngbt_right.png
115776.png


#258 Jargalhurts

Jargalhurts

    Mental Face

  • Project Team
  • 328 posts
  • Location:Silent Hill
  • Projects:Nothing worth showing off.
  •  Actually Yngwie of House Malmsteen.

Posted 02 January 2014 - 02:17 PM

EMP Mines and Instant Shelter require Radar.

Then I suppose the Soviet Structure section says otherwise.


Actually Yngwie of Haus Malmsteen, feefty eenches of pure Svwedish beef.


#259 Psionic Psychic

Psionic Psychic

    yod vav resh

  • Members
  • 123 posts
  • Location:Philippines
  • Projects:Life
  •  Epsilon Scientist

Posted 03 January 2014 - 07:32 AM

Bug:

 

I was playing in LAN and a weird thought came to my mind. I changed my username to "Open" so when I enter other players' games, they will thought that "Yehay! I can now play LAN without any human opponents!". To test if it is ok to use that username, I made a new game. But I noticed something. The tab wherein you can see the other players who are also playing the game is FULLY EMPTY. Here is a pic.

 

 

Attached Thumbnails

  • Bug MO 3.PNG

ZAdGcaJ.jpg


#260 X1Destroy

X1Destroy

    title available

  • Members
  • 660 posts
  • Location:Holy Terra

Posted 03 January 2014 - 07:58 AM

AI never builds radar or battle lab when using position 3 and 1, on Combat Zone 2-4 map. Tested on Mental and Normal difficulty.

The area is just too small for the AI.


Edited by X1Destroy, 03 January 2014 - 08:53 AM.

"Protecting the land of the Free."
efXH1rz.png
 





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users