Stormrage
Dec 15, 2008, 08:55 AM
Post the bugs you`ve found and help us make a better, cleaner mod :)
|
View Full Version : Tyranid Hunters - DEBUG thread Stormrage Dec 15, 2008, 08:55 AM Post the bugs you`ve found and help us make a better, cleaner mod :) jlvfr Dec 16, 2008, 10:34 AM A few points I've noticed, plus some suggestions: -Barbarian names:”the friendly cherokee...” -Tried to see the encyclopedia entry for “Imperium”, got “missing entry in scenarios\wh40k\pediaicons”:_LARGE” - Heavy bolter: shield cost/defensive cost for IG 40/4, SM 30/4. I think it's a bit unbalanced. SMs should have a stronger defense (5?) but cost a lot more than the IG. Maybe drop the IG to 30 and raise the SM to 40-45. -I have no name in game messages from advisors. Messages for me arrive as “[blank], the city of XXXX is on fire”. Suggestion: almost all of the civs currently in 40k, apart from the Tau and Eldar, are dictatorships of some kind. As such, I think that all should be able to use up to 4 military units in city to raise happiness. Stormrage Dec 16, 2008, 10:49 AM I didn`t have the barbs turned on :wallbash: Same here for the Imperium.. Didn`t have much time to test these days. Up to 4 units for happiness sounds good to me. Gentlemen? Virote_Considon Dec 16, 2008, 12:34 PM Oh, one other thing I forgot (which thankfully no-one has yet picked up on), which is that units with Stealth Attack can't yet (properly) stealth attack - this was done on purpose, so that it can be done in one foul swoop, as opposed to bit by bit (where forgetting to do this at some point may not be so easy to detect) A few points I've noticed, plus some suggestions: -Barbarian names:”the friendly cherokee...” Yeah, barbarian names haven't been done yet; for a start, I don't yet know who the barbarians are! :) -Tried to see the encyclopedia entry for “Imperium”, got “missing entry in scenarios\wh40k\pediaicons”:_LARGE” I'm on it :thumbsup: - Heavy bolter: shield cost/defensive cost for IG 40/4, SM 30/4. I think it's a bit unbalanced. SMs should have a stronger defense (5?) but cost a lot more than the IG. Maybe drop the IG to 30 and raise the SM to 40-45. Don't worry about the costs too much, as they were just roughly made based on the stats. I fully agree with what you're saying, though! -I have no name in game messages from advisors. Messages for me arrive as “[blank], the city of XXXX is on fire”. I don't know what to say about this, as I only touched what the science adviser says about techs :hmm: Suggestion: almost all of the civs currently in 40k, apart from the Tau and Eldar, are dictatorships of some kind. As such, I think that all should be able to use up to 4 military units in city to raise happiness. Since there seems some kind of consensus with this, I'll implement that now! Thanks for the testing, guys! :) EDIT: I've given Orks and Chaos (who did have higher military police than the others) 5 MP instead of 4. What does everyone think of this? (To balance it out, perhaps later they can get some wonders which have the added side effect of making citizens in every city unhappy?) jlvfr Dec 16, 2008, 01:32 PM Yeah, barbarian names haven't been done yet; for a start, I don't yet know who the barbarians are! :) Local aboriginal populations taken over on landing. Need a suitable word to describe these (am not english-speaking national :undecide: ) EDIT: I've given Orks and Chaos (who did have higher military police than the others) 5 MP instead of 4. What does everyone think of this? (To balance it out, perhaps later they can get some wonders which have the added side effect of making citizens in every city unhappy?) Sort of "Skull-throne-must-have-new-skulls" or "Mad Doc Clinix"? Don't forget that imperial planets are under a law system that, amongst other things, considers hostages as acomplices or the criminals... humans have the Arbites, the IG, the Inquisition and the Church (and emperor knows what else) all putting them down... so you could maybe put less MPs in the imperium, but use more city improvements to keep them happy/quiet... mrtn Dec 16, 2008, 03:00 PM Yeah, barbarian names haven't been done yet; for a start, I don't yet know who the barbarians are! :)May I suggest the Squats, just to tickle any oldies around? Though tyranids or necrons are maybe more realistic alternatives... Edit: Actually I think necrons would be the best choice, I can't see how a necron civ would work in the game, it's not as if they have any industry... Virote_Considon Dec 16, 2008, 03:21 PM I'd prefer a Squats civ :mischief: Stormrage Dec 16, 2008, 04:32 PM Well, the ancient Governator unit could be used as a Necron.. How bout we just use some Orks as barbarians? They are everywhere and they fight amongst themselves all the time, and we have teh unitz.. Ultramarine Dec 16, 2008, 06:29 PM *Should the Ultramarines be able to build Thunderhawk right at the start or should that come with flight tech? *No resources???? *I'd like to see Necron Barbs, seems best way to put them in the game. jlvfr Dec 17, 2008, 03:59 AM *No resources???? Read the notes... Virote_Considon Dec 17, 2008, 06:58 AM *Should the Ultramarines be able to build Thunderhawk right at the start or should that come with flight tech? That's an error... I'll correct that when I get home. Stormrage Dec 19, 2008, 10:36 AM Well, my Smurfs just took a beating from the Orks... again. I need to learn how to play pre-alpha games :lol: Bug report - the Domestic Advisor (F1) has purple-pink font? Virote_Considon Dec 19, 2008, 11:09 AM I think that's a problem with your end - I haven't changed neither the fonts nor the advisor screens. Stormrage Dec 19, 2008, 11:20 AM Anyone knows what it might be? Its just one the Domestic Advisor.. Virote_Considon Dec 19, 2008, 11:30 AM Does it still occur if you reload the game? Ultramarine Dec 19, 2008, 07:41 PM Well, my Smurfs just took a beating from the Orks... again. I need to learn how to play pre-alpha games :lol: Bug report - the Domestic Advisor (F1) has purple-pink font? Are you playing in debug mode?:rolleyes: aaglo Dec 22, 2008, 05:01 PM Or: are you playing with a widescreen monitor? I've had some similar issues with some mods - the fonts are pink. rwan5 Jan 11, 2009, 08:33 PM game crashes abt 30-50 turns into game due to: 1) missing mongolian horse archer2 (temp fixed by making own file) 2) missing zombiegun file 3) is it me or do sms still seem to be a bit underpowered probably shld strengthen there stats and up production costs. Virote_Considon Jan 12, 2009, 10:16 AM Could you post a couple of screenshots for 1) and 2)? LizardmenRule! May 21, 2009, 08:58 AM May I suggest the Squats, just to tickle any oldies around? Though tyranids or necrons are maybe more realistic alternatives... Edit: Actually I think necrons would be the best choice, I can't see how a necron civ would work in the game, it's not as if they have any industry... i havent seen squats before, but i presume they are like dwarves, in which case aaglo made a dwarf with a rifle for hikaro IIRC... Navy Dawg made a hydralisk that looks like a ravener, and the Alien unit could be used as a general tyranid looking through the new rulebook, the fluff about the necrons suggests they are much more organised than one might think: "...a tomb world restored to full operation will have many hundreds of necron lords, each dedicated to a particular role. some are builders and shapers, responsible for the endless swarms of tomb spyders and scarabs that maintain the tombcomplex. others are programmed to unearth and awaken buried starships, defend the tomb world from interlopers or scour nearby planets for mineral resources..." there is also fluff about the lords retaining their personalities and memories, which suggests to me that they are "human" enough to be a playable faction not to mention i have a few necron models that i plan to make units out of. after i figure out how to make certain things glow... on to bugs: - i've found some spelling mistakes, but thats not a huge problem, and easily fixed - the conscript isnt using the lasgun attack i made for it. intentional? not really a bug, but i think that instead of the traitor, the LatD should get the chaos cultist as its starting unit. i think it fits in there better than the chaos marines to be honest. that way it'll be a conscript equivalent, making the traitor the guardsman equivalent at infantry, and move the mutant to tactics and the big mutant can replace the 'elite traitor'. elite traitor doesnt sound very good to me anyway. the only problem with this that i see is that most of the units at tactics are defensive units, like the heavy bolter squad and marine. can the mutant be a defensive unit, or at least have its defensive bolstered a little? Virote_Considon May 21, 2009, 10:03 AM i havent seen squats before, but i presume they are like dwarves, in which case aaglo made a dwarf with a rifle for hikaro IIRC... I would like to fit the Squats in somewhere... It would also make more sense to have Squat barbarians than Tyranids - I mean, what sort of Tyranid would grant another faction technology? :crazyeye: Navy Dawg made a hydralisk that looks like a ravener, and the Alien unit could be used as a general tyranid These suggestions will most definitely be taken into consideration! looking through the new rulebook, the fluff about the necrons suggests they are much more organised than one might think: "...a tomb world restored to full operation will have many hundreds of necron lords, each dedicated to a particular role. some are builders and shapers, responsible for the endless swarms of tomb spyders and scarabs that maintain the tombcomplex. others are programmed to unearth and awaken buried starships, defend the tomb world from interlopers or scour nearby planets for mineral resources..." there is also fluff about the lords retaining their personalities and memories, which suggests to me that they are "human" enough to be a playable faction not to mention i have a few necron models that i plan to make units out of. after i figure out how to make certain things glow... Well, if you can make Necron units, then there's nothing stopping them being added! on to bugs: - i've found some spelling mistakes, but thats not a huge problem, and easily fixed Could you point them out? :) - the conscript isnt using the lasgun attack i made for it. intentional? Not intentional. I just used the units from the links in the first post of the units thread. not really a bug, but i think that instead of the traitor, the LatD should get the chaos cultist as its starting unit. i think it fits in there better than the chaos marines to be honest. that way it'll be a conscript equivalent, making the traitor the guardsman equivalent at infantry, and move the mutant to tactics and the big mutant can replace the 'elite traitor'. elite traitor doesnt sound very good to me anyway. the only problem with this that i see is that most of the units at tactics are defensive units, like the heavy bolter squad and marine. can the mutant be a defensive unit, or at least have its defensive bolstered a little? I'll think about it. And I don't see why it should be a defensive unit, I mean, one of the best features about this game are the differences in units! :) LizardmenRule! May 21, 2009, 10:31 AM I would like to fit the Squats in somewhere... It would also make more sense to have Squat barbarians than Tyranids - I mean, what sort of Tyranid would grant another faction technology? :crazyeye: Also, a Tyranid infestion gets stronger and stronger, rather than weaker and weaker as the playable factions grow. since the squats (i presume) have died out, this would represent this fairly well i would imagine. Could you point them out? :) Ok, here they are - Devistator should Devastator for both Heavy Bolter and Missile - Assult should be Assault for Marine and Barge - Stormboyz, Stormierboyz, Kommandoz, Flash Gitz and Skarboyz should be in the singular rather than plural, so drop the 'z' - Grott should be Grot - Ork Dreadnought is now called Deff Dread, so i suggest a change - Wyrdboy is now spelt Weirdboy - Infil Traitors should be singular - Traitor Armor should be Armour cos i'm an aussie ;) - Rougue Psyker should be Rogue Psyker Not intentional. I just used the units from the links in the first post of the units thread. Didn't think so :) And I don't see why it should be a defensive unit, I mean, one of the best features about this game are the differences in units! :) True, i just thought it would just make them under powered defense wise if they didnt have a defense-orientated unit Quinzy May 24, 2009, 10:03 AM The Big Mutie could have a good defensive bombard, and be armed with a heavy weapon of some sort. Asp-Sorcerer Feb 28, 2010, 06:20 AM At some time while playing, the game threw me out with an error: FILE NOT FOUND Art\Units\Mongolian Horse Archer 2\Mongolian Horse Archer 2.INI I tried copying the M horse archer file and placeing a 2 in the folder name and in the ini but didnt work, I cheked the units lst in the editor, and it didnt have The Archer there at all, even though the folder is in the units section, any sugestions? I started off quite well and I dont wana restart. Another bug of the forum is that you have to post 30 threads and stick around for thirty days in order to pick your own Avatar, At least they dont ask you to spend some 40 years in a Desert:mad: Virote_Considon Feb 28, 2010, 07:13 AM Thanks. I'll correct it in the minute. You shouldn't have to start a new game :) EDIT: This should do the trick. (http://www.divshare.com/download/10614951-862) Asp-Sorcerer Feb 28, 2010, 10:45 AM Works now=) there is one more thing, Ive corected it, there was a similar problem with a "ZombieGun.ini", I found it and changed it to "zombieRun", that was more likely, and the error disapeared. and one more question, ive downloaded a "40kImprovements.XLS" file, where do I place it? Virote_Considon Feb 28, 2010, 12:34 PM I'll have a look at the zombie file... The 40kImprovements.XLS file is just a spreadsheet used to help design the improvements and wonders in the game. It can't affect the mod in any way, so it doesn't matter where you put it. Asp-Sorcerer Feb 28, 2010, 02:48 PM OK, this time the game throws out saing there is no art\units\Zombie\"Zombie.ini" file, its there, but the file name is just "Zombie", if you add ".ini" the game continious properly. Thanks on the Improvements tip=) Asp-Sorcerer Feb 28, 2010, 03:38 PM Right, I thought I fixed it but now it threw me out saing, Load error, file not found, art\units\Zombie\Zombie.INI I replaced it from the extraxted files, i think it wasnt there now, but even though its there now and the ini part is in the text it still comes up with the same error. Virote_Considon Feb 28, 2010, 03:47 PM I'm not sure what the problem is here; looking in the zip for the Lost and the Damned update, I can see the Zombie.INI file... I'll have a test later. Asp-Sorcerer Feb 28, 2010, 05:24 PM It works now, remember I said that as soon as I added the .ini to the zombie ini file name, it started working, well, now i deleted the .ini part of the name leaving it "Zombie" and tested it and the game continioued, though earlier it would not run without the .ini part includer in the name of the zombie ini file odd huh?:confused: Can it be that my PC is playing tricks??? Im Ckiking ass, At war with the ultras, they lost their first city:cool: there is one gap that leads from my territory to theirs on foot, and that is blocked by one of my cities, that means I got only one direct front line to worry about:D The game is awesome, everything is cool, say, why dont you give the Rinos and Landraiders the upload abilaty, like the battle barge, so they can carry slower footsoldiers into battle. Virote_Considon Mar 01, 2010, 03:49 AM Because sadly, the AI can't use that ability, so it would be too big an advantage for the human player. Asp-Sorcerer Mar 01, 2010, 09:05 AM All right, two more bugs, first, the Havoc Lascanon unit doesnt have the bombard abilaty, even though in its description it sais, bombardement 8, next is that even though the cities grow they dont support more military. OK!!! Another BUG!!! When the game time runs out after 540turns this pops out and throws you out: Load Error, no entry or something: text\Pediaicons\#LHURT_RACE_Black_Legion, and if you add that and copy and paste some of the similar looking stuff in the appropriate place in the Pediaicons text file it goes #SHAPP_RACE_ULTRAMARINES, looks like you forgot to put those for all the Wh40k races=( ....... I adder The SHAPP_RACE stuff into the Pediaicons text for all the races, and now the game continious beyond the game limit, that was an all together 12 and something hours of play, I enjoyed every minute, Il look out for oyher bugs...... |
vBulletin® v3.8.2, Copyright ©2000-2012, Jelsoft Enterprises Ltd.