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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Jun 3 2012, 12:47pm Anchor

^ I think it was intentionally done, besides Scrin is supposed to be more advanced than the humans. It makes sense, thou that is just me lol maybe it is a bug? Anyway i kinda like it(Just imagine the radar comes from huge unseen alien spacecraft in space somewhere unknown providing sight):P

Edited by: Fox2503

Jun 3 2012, 12:52pm Anchor

nod chemical missile doesnt do much damage, so why not make it clear garrisons with that tiberian gas? its strong vs infantry anyway! ;D
and if you walk with the nod cyborg hijacker into the enemy ai base, he will start to sell his buildings desperately! hauhahua very funny to see! he thinks he's an engineer or something hehe
ahh and, the phantom cant be selected with "Q" hotkey, makes you forget that have that unit! ;)

Edited by: arthur_balen

Jun 3 2012, 1:02pm Anchor

Yeah i kinda agree on you about that, i kinda wish the damage was increased slightly without making it too strong thou.

Also I think the Cobra artillery is too cheap for the destruction it causes, 2200 is too low compared to example the other artillery Juggernaut. What if you increased the price to  2500 - 2700 or somewhere there? and perhaps up the build time? hmm i wouldn't mind it thou if you nerfed its damage. Thought it makes sense that plasma artillery would decimate almost anything in seconds.

Edited by: Fox2503

GoldenArbiter
GoldenArbiter Proud servant of Kane
Jun 3 2012, 2:30pm Anchor
Fox2503 wrote:Also I think the Cobra artillery is too cheap for the destruction it causes, 2200 is too low compared to example the other artillery Juggernaut. What if you increased the price to  2500 - 2700 or somewhere there? and perhaps up the build time? hmm i wouldn't mind it thou if you nerfed its damage. Thought it makes sense that plasma artillery would decimate almost anything in seconds.

I kind of agree cost wise.  Stealth arty? yah sure it has next to no health, but still...

--

"Before enlightenment: Chop wood, fetch water. After enlightenment: Chop wood, fetch water." -zen proverb

Jun 3 2012, 4:35pm Anchor

Game Breaking Glitch:

Stalwarts can sometimes glitch out to where their model turn into Disintigrators and cannot be touched. The game thinks they are still at the portal where you trained them, and when they are shooting, the shots are coming from where they were trained, and not by the Disintigrator form they take. So if they across the map from your base, the shots will come from there. Plus it lags real bad the farther they are on the map where the are shooting.

Also AI, mainly Scrin, are able to teleport their Engineers into the building they want, resulting in instant capture from anywhere on the map.

Edited by: Valherran

Jun 3 2012, 10:24pm Anchor

I've mentioned some bugs or issues already under the general comments section on the mods mainpage; just realised its the wrong place.
Issues I've found are:
1. Sniper Teams scanner sweep ability greyed out and unusable even when scanner packs upgrade is researched.
2. GDI Firehawks not gaining and veterancy at all in campaign missions after killing many enemy aircraft.
3. Orca Carryall has Stratobooster upgrade icon in top left hand corner of unit info/picture popup but no ability button to activate it, not that it needs that ability anyway.
4. NOD SAM turrets hubs not killing the other turrets when it is destroyed in campaign mode if you take out the hub only.
5. NOD Infantry stealth issue, already mentioned a number of times in the forum already.
6. Mutant Outpost or whatever its now called being uncapturable by an engineer in GDI campaign mission where you law siege to Temple Prime.
7. NOD vehicles seemed dead set on only running over my infantry in that same mission if they were able to do so, I.E. only shot at them as they tried to run them over rather than shooting at them from max range, not sure whether this is intentionally done or not.
8. Ordering an infantry unit to load onto a Condor transport and then cancelling the order before they entered the transport caused the transport to become completely unable to pickup a new infantry unit.
9. Not sure if this is intentional or not but cannot repair new support battlebase with the building repair control like you could with old battlebase in previous mod versions.
10. Falcons in water transit mode would sink beneath the surface if it was switched back to land mode but would not be destroyed or in any way unusable any longer, this has already been mentioned earlier in this forum too.

I think that's all I've found so far, will post again if I find anything else that seems to be a bug or issue.

Jun 3 2012, 11:43pm Anchor

SCRINS)
-> Manta: Ion Storm glitch that allows them to performed ​​endless IStoms
-> Meteor Strike: very very weak for the 3000$
-> Assimilator: discription says that hi is stealthed, but his not :)
-> Ravage Gunship: is too slow when pickup a unit for transport
-> Pacifier: have a description error on the unit
-> Desintegrators: Tiberium Integration image is wrong on the description of the unit (shows tiberium hive)
-> Shock Trooper: dont show in the description of the unit that was enhanced with the Tiberium Integration when upgraded
-> Anihilator:  no more conversion beam, I thought it matched with the unit ;/
-> Plasma Missile Batery: Anti-Air Defence, should shoot some Anti-Air ammo, like the same as the seeker(AA) or the Shock Trooper (AA), but instead, it shoots some kind of Spores (thats a Anti-Infantry Weapon - from what I understand).
-> Ichor Spore Pod: released by the Corrupter, can be selected with the "Q" hotkey

Hope this helps! xD

Edited by: arthur_balen

Jun 4 2012, 2:15am Anchor

Hi,Carnius, have you tried again about Cyborg commando Half death ? we miss this option so much, it was really wonderful and realistic !

Jun 4 2012, 5:15am Anchor
TXcommander wrote:Hi,Carnius, have you tried again about Cyborg commando Half death ? we miss this option so much, it was really wonderful and realistic !

Wasnt that glitched and buggy? 
@Carnius 

Balance issues. At least they appear to me like balance issues.  
The disruptor beam is short. Since that unit is more of a support unit and is helpless vs air units, maybe its beam should go further out so that it can hit multiple structures.

Harpies,when spammed(AI loves to spam these), are quite effective vs buildings,infantry and air units. I dont think they should be effective vs buildings or their health should be nerfed.. However,I do think that more testing should be done on this because many things were not straight when I encountered Harpy spam.I was playing as GDI and built many Hover MLRSs and as MLRSs are kinda weak now,they were ineffective. 

One last thing,for the love of logic, changing all lightning based weapon effects(Storm colum,manta,lightning spike) to something more SCI-FI would be cool. I cant imagine somehow alien technology enhancing electricity and  doing damage to metal.
Perhaps you will think about this for another time.

Jun 4 2012, 10:21am Anchor

@Nazara: The Disrupter always had a short-ish range, if it had longer range, this unit would be OP.

Jun 4 2012, 6:54pm Anchor

I decided to organize everything in a single post, I hope this will be useful!

NOD)
-> Phantom: cant be selected with "Q" hotkey (makes you forget that have that unit)
-> Subterranean Strike: the apc its invincible, making fanatics veryyy strong. If the apc could be destroyed before the fanatics come out, it would be fairer
-> Chemical Missile: weak against everything except infantry, then why not to make it clear garrisons? :D
-> Outpost: theres a "evacuate all" option.
-> Cyborg Hijacker: if you walk him into the enemy AI base, the AI will start to sell his buildings desperately! and can hijack own units
-> Harpy: to avoid harpy spam, raise the price a bit, might work. our decrease it health and attack damage on buildings

GDI)
*Note: as GDI are experts on counter attack the technology of adversaries, as shown in the desruptor new ability: "Clear Sky", why not improve this idea deploying to other units that ability? I would suggestion, put the Clear Sky, in the Surveyor (since he only detects stealth), in the Orca (with the Pulse Scan ability) and Orca Rig (with a same ability as the Orca).
-> Disruptor: The Clear Garrison dont work properly, and his shot seems to not be as devastating as before (imo)
-> Medic: tools icon, and it would be possible to get them to follow the hurted units?
-> Sniper: Pulse Scan bug, and in the armory the Scanners Packs has no reference to Snipers
-> Harvester: Sub-Calibre Rounds, would be nice
-> Mobile Emp Cannon: has to be most practical
-> Orca: Shockwave Missiles ability should came with the Shockwave Warhead, maybe hehe
-> Orca Bomber: veterancy not working properly with the Smarts Bombs
-> Condor: make it more like an aerial bunker, please? :D
-> Power Packs(in Armory): in the description of the units refers to Autoinjector
-> Zone Trooper Drop Pods: very cheep (ex: sharpshooter team 3250$, and Zone Troopers coming from the space 3000$)
-> Armory: some descriptions of the Armory dont fit properly, like the scanners and the power packs(dont make reference to jetpack infantry).
-> Goliath: emp minefield are too bright, and they have the nod logo
-> Commando: Ion Cannon could have some polishing
-> RailGun: feel like it could get even more beautiful :D

MISC)
*some new tiberian environments prevent building, this could cause problems to the game.
*would be possible to make that the wreckage of the falling ships cause damage to the ground units? that would be great!

Edited by: arthur_balen

Smallchange
Smallchange GDI, 101st Airborn Division, Firehawk Pilot
Jun 5 2012, 11:22pm Anchor

Scrin

Pacifier can take aircraft, but won't automatically do it like it will with everything else, you have to do it manually.

Jun 5 2012, 11:25pm Anchor

Oh poop, I was about to report that too. D:

I don't think they are ment to control aircraft...

Heres one

Soo....  is the FX supposed to go to the right and not to the front...? :O

Edited by: CM32

Jun 6 2012, 4:25am Anchor

ANNOUNCEMENT:

If someone finds bugs for the latest beta, they should post them in the new thread.

Just saying this ahead of time. lol

Edited by: Valherran

Jun 7 2012, 1:31am Anchor

Ghost stalker "farts" before blowing a building

Jun 8 2012, 7:27am Anchor

Some more bugs or issues:

1. Sniper Teams getting benefit of Advanced Infantry Armour but not listed as one of the units affected by the upgrade in the Armoury screen.
2. Scrin Rift Generator becomes untargetable by units once its health drops below about 30% (from orange to red is where it happens I think), and it is also unselectable with the cursor as well when it reaches that point.
3. Final GDI mission to destroy the Control Node two powers are not listed despite all enabling buildings being built; they are the Advanced Pilot Training and the Terraforming Missile.
4. Not sure if its a bug or not but in that same mission NOD only ever launched their Chemical Missile if I built a barracks, but not if I didn't build a barracks before destroying the Chemical Weapons plant or whatever its called which enables the power.
5. Again not sure if its a bug or not but Superweapons are not being revealed through the Fog of War when they are built. Considering that they have been increased in destructive power quite a bit from previous versions (I.E. a direct hit by an Ion Cannon on a Rift Generator will kill it in this version whereas previously it would not) it would be nice to be able to see them through the FoW so as to be able to neutralise them before they can be used, especially in campaign mode where the Radar Scan power is disabled by default.
6. Noticed sometimes that the NOD Cobra stealth artillery are firing whilst moving even though they are supposed to stop moving and set up before firing like the Juggernaut.
7. Even though they were undetected by the AI the AI seemed to know exactly where I moved some Sniper Teams in numerous games and ran them over every time I tried to use them to scout out defences undetected. I stress the fact that they were not detected by any stealth detecting units or buildings so I do not know how the AI knew exactly where they were every time. Very frustrating because no human player would see through their stealth without some sort of detector to find them.

Same story as before, if I find something else I'll post it here for you.

Smallchange
Smallchange GDI, 101st Airborn Division, Firehawk Pilot
Jun 8 2012, 4:52pm Anchor
Cobber wrote:
7. Even though they were undetected by the AI the AI seemed to know exactly where I moved some Sniper Teams in numerous games and ran them over every time I tried to use them to scout out defences undetected. I stress the fact that they were not detected by any stealth detecting units or buildings so I do not know how the AI knew exactly where they were every time. Very frustrating because no human player would see through their stealth without some sort of detector to find them.

Yes, i have had this happen to me on multiple occasions, with other stealth units as well though :P (S-Tank, Vertigo)

GoldenArbiter
GoldenArbiter Proud servant of Kane
Jun 9 2012, 2:23am Anchor

The AI doesn't register stealth... They ignore it completely and only follow limited 'you can't shoot this because it's invisible' stuff.

--

"Before enlightenment: Chop wood, fetch water. After enlightenment: Chop wood, fetch water." -zen proverb

Jun 9 2012, 9:07am Anchor

This is an issue from the Core Game, right now there is nothing that can be done.

GoldenArbiter
GoldenArbiter Proud servant of Kane
Jun 13 2012, 7:09am Anchor

That is what I tried to say, but my 2 am brain couldn't make it happen :P

--

"Before enlightenment: Chop wood, fetch water. After enlightenment: Chop wood, fetch water." -zen proverb

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