All of the thanks to goes to Carnius for a great mod, I am thankful that you are kind enough to make this for me and the rest of the CNC community, without caring about any kind of pay or reimbersment. I and, I believe the rest of the CNC community really just want to say, THANKS CARNIUS! and thank you for coming to TEF.

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TE bug list (Groups : Tiberium Essence Fans : Forum : General Banter : TE bug list) Locked
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Starfox100
Starfox100 "Inferno Phoenix" field Commander
May 29 2012 Anchor

For those that already found bugs in the game. You can report them down here, they will be sent to Carnius later if we found most of them.

To start with... this.
Screenshot.xfire.com
Screenshot.xfire.com

MK.2 is capable to be transported what should not be possible. and with that it looks damn funny xD

May 29 2012 Anchor

The stelwarts are already taken care of... anyway

The AI can order their Cyborg Commando to Attack Air with their Super Charged attack...

Or that the Mind Drones continue to attack when already Manipulating a Unit.

Or that there is a visual bug with the Explorer Outpost when deploying.

As well as a visual bug with teh titan leaving the factory.

There are also some bugs when fighting stealthed units, targeting bug I think.

May 29 2012 Anchor

I have found 2 bugs...
1. If you put a hover vehicle above water and turn back to ground mode, it goes underwater.
2. I don't know if this is a bug but, nod turret hubs can only place one turret. I don't know if carnius put this in the mod or it's a bug.
Hope this help's!

May 29 2012 Anchor

I see "drilling mecahism" on militant squad.

--

Brotherhood, Unity, Peace.

May 29 2012 Anchor

I found a bug with the scrin growth accelerator - i couldn't place it anywhere in the middle or other part of the tib field.

May 29 2012 Anchor

The hubs only placing one turret is intentional in Carnius's part, though hes open to change it back to the 3 turret system I think.

May 29 2012 Anchor

- Mammoth Tank´s threads just disappear when it´s moving.
- Graphical bug when Shock Troopers attack.

GooberTrooper
GooberTrooper Nod Global Operations Commander
May 29 2012 Anchor

You can zoom in to far, meaning "through" the ground on Dueling Islands so the camera will glitch up.

--

"War is timeless, and so are we."~ Forgotten Tick Tank

May 29 2012 Anchor

* Wolverines will never fit on Trasports, right? :p
* More Graphical gliches when:
- Orca Bombers are using the Carpet Bomb
- Seekers attack

May 29 2012 Anchor

Sometimes my Units and defensive turrets (GDI) suddenly stop attacking some of the NOD units.
However the NOD units continue attacking my units. I can't target them cause the cursor just stays green and doesn't seem to recognice the enemy units either.
I can still crush the other units with tanks and after a while my troops spontaneously resume attacking the NOD units...

Edited by: divadleiht

Starfox100
Starfox100 "Inferno Phoenix" field Commander
May 29 2012 Anchor

divadleiht wrote: Sometimes my Units and defensive turrets (GDI) suddenly stop attacking some of the NOD units.
However the NOD units continue attacking my units. I can't target them cause the cursor just stays green and doesn't seem to recognice the enemy units either.
I can still crush the other units with tanks and after a while my troops spontaneously resume attacking the NOD units...


same to me with the MK.2 but its because Nod units can get a stealth upgrade i think the problem sits there.

--

User Posted Image
May the fox be with you...

May 29 2012 Anchor

Nod turrets has been reduced to one in purpose, its not actually bug. That one turret is as strong as original 3. I like the way you can build your defence, turret in front of the wall hub behind the wall, its unique and makes nod more interesting, but I hate when you get front of your base spammed with turrets in vanilla cnc3, specially when you play vs AI its turrets everywhere. This solution looks better, works almost the same, and more important is it doesnt break original campaign. Well mostly, SAM is without hub, there was no reason to keep it that way when you build SAM inside your base anyway and. Also you get more space inside your base for units or something else. I hope it will work well for you too.

Other bugs are unfortunate, some of them are real surprise for me. Like the MKII and carryall, I thought that is no longer possible. No matter now, I will take care of it too.

May 29 2012 Anchor

Well I actually prefer the CnC3 Hub base defense system, as it does has its own advantages.

Its one of the more unique and more original ideas that EA came up with.

For the problem of turret spam, just buff and increase the cost of the defenses so they work in more tight spaces as effectively as the other types.

TheFinnishGuy
TheFinnishGuy Orca Pilot
May 29 2012 Anchor

Dont know if its on purpose, but when infantry die, their bodies just vanish after some time, they used to sink into the ground before. This wasnt as noticeable as they just instantly dissapearing.

May 29 2012 Anchor

Hi thank u for awsome release. Here is my list so far and i hope this will help u to fix them and achieve zero bug.

T.E. 1.5beta bug/glitch list,and some suggestion :P

GDI

1) Power Plant - advanced turbine upgrade should require tech center.(logically u get better upgrade by a tech building)
2) Sonic Emitter(defense) - description spell error, 'streight'.

3) Infantry - no weapon muzzleflash when firing.
4) Engineer - does not have 'Autoinjectors' upgrade icon on their image.
5) Medic squad - have 'tools' icon when you click on them.
6) Zone Commando - theres a weapon muzzleflash glitch when firing, some muzzleflash also appears on the body. The Orbital strike ability should not completely destroy building.(for balance)

7) Condor - description spell error - 'infatry'.
8 ) Orca Carryall - it look weird when carrying Mammoth MkII (this could be the biggest bug in the beta). Strato booster upgrade description still mention 'firehawk'.

9) Titan & Mammoth tank - They tend to fire before turning/facing to their target,especially when the target is behind them.( it also happen in previous version actually)

10) Autoinjectors upgrade (at armory) - it still says 'power packs' in description.
11) Reactive Armor upgrade - unit's description says 'research at Armory', research should be at Command Post instead.


NOD

1) Militant rifle squad - no weapon muzzleflash when firing. Theres a 'scorpion tank dig in ability'.
2) Militant rocket squad - no firing sound.
3) Cyborg commando - for the firing sound i prefer the previous version.

4) Shredder Turret - description spelling error - remote 'controled' turret.(and i still prefer 3 turret system)
5) Stealth generator - make the ball spinning when cloaking, and stop spinning when offline/ not cloaking.
6) Secret shrine building - image in build tab is still old version.

7) Attack bike - no firing sound.

8 ) Banshee - Tiberium Fuel description when the unit is selected, 'left click to begin researching'

9) Laser capacitor upgrade - description , for 'shadows' supposed to be 'shadow squad'.


SCRIN

1) Power plant - advanced power upgrade should require tech assembler, or something similar.(logically u get better upgrade by a tech building)

2) Corrupter - Theres a chance the attack did not do any animation and damage.

Edited by: toph16

May 29 2012 Anchor

riflemen or militants on Tiberium + 1 epic unit = visceroids + epic unit = experience + epic unit = heroic epic unit = Scrin is screwed

Hijackers can "hijack" my own tanks

Cyborg commando stealth upgrade is FREE

Carnius wrote: Nod turrets has been reduced to one in purpose, its not actually bug.


Nod defenses in missions still have 3 turrets

Edited by: White_Hand

May 29 2012 Anchor

Someone wrote: The Orbital strike ability should not completely destroy building.(for balance)


No.

Some bugs/problems I see:

GDI:

1. Jumpjet Troopers still have aiming problems against vertain heights, however it got worse in this version.
2. Zone Commando machinegun is too weak. Movement animation need to be accelerated, and firing animation needs to be revised.
3. GDI AA Towers sometimes do not work properly.

Nod:

1. Invincible Black Hand Trooper glitch appears often in this BETA.
2. Nod Rocket Squads when under a Stealth Generator cause targeting issues with various units.

Scrin:

1. Buzzer Hive is a bit too strong, needs a slight HP or armor reduction.

Everyone else in here has pretty much posted what I have seen.

May 29 2012 Anchor

Its a good thing this is a beta and not a final..... :P

May 29 2012 Anchor

I don't know if it's the same with the other transport units, but the Nightwind has this bug that, when you order a unit to enter but then cancel, it will remain on the ground for a while, then take off again and it won't be able to carry anything ever - units can't enter it. The Nightwind becomes useless.

Edited by: Pyrodaimon

May 29 2012 Anchor

Yeap, it actually happens in other mods too, and its not totally fixable, so not much can be done.

May 30 2012 Anchor

Corrupter cannot force attack empty civilian structures and bridges
Reaver cannot force attack ground
Disintegrator's first upgrade icon is a buzzer hive. I remember that this bug exists in 1.4
Zone commander's targeting laser is hard to see
New units are not locked in missions. I can get both old commando and zone commando in Stuttgart

May 30 2012 Anchor

Someone wrote: 6) Secret shrine building - image in build tab is still old version.


Yea, it's pretty obvious, so is both Nod and GDI refinery build icon who do not reflect the actual building.

May 30 2012 Anchor

Heh, should be easy to do some icons, just do print screen, and GIMP or Photoshop will do the rest.

May 30 2012 Anchor

Sometimes Nod's radar gives a total black mini map (ex: in Tiberium Wasteland map).

The walls flying map looks totally white, no matter how I change the settings.

I don't know if this intentional or not but construction yard doesn't have the minimum power. This slow down the build order because the player forced to build a power plant first.

--

Brotherhood, Unity, Peace.

May 30 2012 Anchor

Avatar which sits on Nightwind like hes riding a horse was joyfull enough,but that MKII must be really something. I thought that Condor will have repair drones and that he will repair both ground and air units from air.Not some "Orca Rig" that changes into battlebase upon landing.Also I am not very fond of Orca this and Orca that.Never thought that Condor will be transport. Also the price for transporting any type of infantry is 1200 and for any type of vehicle its 1500. Is that fair? The new GDI icons and units quotes for Wolwerine and MLRS. Its just that I am having hard times to get used to them.That untransportable EMP vehicle has only its very narrow-ranged ability,with such small aoe? Orbital bombardment takes too long, NOD commando needs just to right click and its done in moment. I am for compromise of 2 nodes of NOD turrets.Sam site is alright. Why NOD need Cyborg Hijacker made from Awakened which has been seen in other mods? Secret shrine should be renamed on something like "Cyborg assembler,factory,production plant".And,yes change the icon. In your map Dueling islands Classic I were unable to place Growth accelerator anywhere.Contaminators? Shooting civilians is nice but those visceroids seems not to do anything(random moving,attacking),I also didnt see any wild tib. fiends. Fiends seems to have small range, when putting e.g. Black hand in Mastodon or Humvee it looks like it burns from within.Hijacker quotes are horrible,they tear my ears apart.No change or upgrade for Scrin AA? I dont like the devastator attack animation,where is his deadly beam from images? Icon and unt size of Ravager gunship confuses me with Devastator.The beam of Reaver could be bigger.Many things has been removed,many added,many changed. I miss the reinforcements from Dropship command,Assault mothership,some support powers.But in the end we must all admit that for BETA this is one incredible piece of art.

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