This mod is about strategy, resource management and map control. It has the following features: - Unique weapon system that forces you to adapt to your enemy tactics. - The unique gameplay for each of 9 races. Playing the Inquisition is very different, than playing orks. - The cost and squad/support caps of all units now depend on their power so a squad of terminators will be much more expensive than the squad of tactical marines. But it may be much more effective... - Low tiers are now has extremely important, because you will need a strong economics to step into tier2 or tier3. - A lot of new models, some of those were made especially for this mod. The mod is still in beta and has some placeholders (like chaos Hellbrute or tau Riptide). Stay tuned for new patches and releases.

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Bug report (Games : Dawn of War : Mods : Galaxy in Fire RELOADED : Forum : Bugs : Bug report) Locked
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Aug 30 2014 Anchor

Hello,

W40kG team and me have reported all the problems we can find in this great mod. I suppose some of them are already known, but anyway, I put evrything here and other people could add some more that we have forgotten.

General
- unit with different special weapon don't move suficiently to shoot with all the weapons. Such as the Devil Dog that fire with its heavy bolter istead to approach and fire with its melta.
- First outpost upgrade don't appear before T2 (insteand of being dark)
- Planes sometime stop shooting. Such as the Helldrake.
- Some weapons cannot shoot on planes, or on unit that are up (a monolith on the top of a building). Such as Lascan. If it's normal, please precise it on the weapon descritpion.
- Some units don't have death animation. Such as the Great Unclean or the Swooping Hawks.

Tau:

- Bug on the lord with the Snare trap (animation broken)
- Riptide bug (on working, isn't it ?)

Space Marines:
- What is the difference between "Rally" and "Tactical retreat" skill. In the explanation, there is none.
- Melta bomb only appear too on tactical squad.

Chaos:
- It's impossible to create a Great Daemon if a Terminators squad is on the field. However, it's possible to create the Daemon first and then the Terminators.
- Lord of Change: the reloading bar for his warp area power don't seem to work, and the animation stop when using the warp bolt.
- Keeper of secrets - Deceive skill - animation break
- Deamon squad size: impossible to reinforce a daemon squad (normal, such as Dark Crusade ?)
- Mark of Khorne: animation bug
- Bloodletters: sometimes animation is broken
- Blood Crusher: the 2 unit arrive one on ther other, and move strangely. Why not make only one, but stronger like two to make it easier ?
- Seer Concile upgrades don't seem to work

Eldars:
- Fire bug for lots of units (like in General). Guardians don't seem to shoot anymore when they are with an Exarch (or maybe the Exarch has a longer range ?).
- Swooping Hawks don't fly.
- The Autarch with wings has no moving animation.
- Banshees shoot in the sky (like if they were firing on an aircraft) whan then run after a unit.
- Cobra is a super heavy vehicle, but on the field it's smaller than a wave serpent. Could it be made bigger ?

Inquisition:
- Black Shield (Deathwatch) move like having jump pack.
- Melta or Flammers upgrades on Seraphines don't appear (but I think they even have it, beacause then you can destroy building).
- Acolyte: when launching a melta bomb, animation broken

Nécrons:
- No fire animation on the Night scythe.
- Impossible to create Canopek spider.
- Attack bug on the Deceiver
- Necron player seem to lose even if he still have a (true) monolith.


And in bonus, some more Suggestions !

Old suggestions:
- Adds news SM units from BA, DA, SW chapters, and Terminator armor for commander
- Adds a Chaos undivided mark: increased moral damage done by squad's weapons, or adds a tactical retrait skill (like SM skill), or small bonus (damage, life)

New suggestions:
- New models for Plague bearers and keeper of secrets
- New effect for Melta Bomb (like FoK/PoK)
- Add explosion effect when Great Unclean One die
- New ground effect for Night Spinner (more apparent), because we don't really understand when a unit is beaten by this tank. Maybe create some colour circle, like when moral is broken, to show that tis unit move slowly because of a Night Spinner ?
- An independant character (such as priest) could join Conscripts

Even with those problems, we consider that your mod is balanced for multiplayer games.
That's the mos important thing for us (after Lion's come back, of course).
So, thank you very much again !

Ungoliant and W40kG team(Fr)

Edited by: Ungolyant

Sep 10 2014 Anchor

Sorry for the late answer, I totally forgot to check the forum here.

Ungolyant wrote:
- unit with different special weapon don't move suficiently to shoot with all the weapons. Such as the Devil Dog that fire with its heavy bolter istead to approach and fire with its melta.

Yeah, it's a known problem, if your right-click on the enemy, it will only move to shoot the longest ranged weapon. However, I discreased attack range for hellhound and eldar guardians, so then your order them to attack-move, they will come closer to shoot all their weapons. Please report of other units that need this adjustment.

Ungolyant wrote:
- First outpost upgrade don't appear before T2 (insteand of being dark)


Fixed

Ungolyant wrote:
- Some weapons cannot shoot on planes, or on unit that are up (a monolith on the top of a building). Such as Lascan. If it's normal, please precise it on the weapon descritpion.


It is already mentioned by AA in the description inside the parentheses along with effectiveness numbers (yeah, those wierd numbers divided by slashes are weapon's effectiveness against armour types).

Ungolyant wrote:
- Bug on the lord with the Snare trap (animation broken)


We will have a proper tau Commander model with all weapons system and all needed animations in the future.

Ungolyant wrote:
- Riptide bug (on working, isn't it ?)


Yeah, it is a bad placeholder (it's just a huge crisis suit).

Ungolyant wrote:
- What is the difference between "Rally" and "Tactical retreat" skill. In the explanation, there is none.


Rally restores morale and tactical retreat drains it all, so a squad can move faster (in DoW broken squad recieve about 30% speed bonus) and get out of enemy.

Ungolyant wrote:
- Melta bomb only appear too on tactical squad.


Scouts and terminators don't have 'em, but assauls squads, devastators, sternguard and vanguard veterans do.

Ungolyant wrote:
- It's impossible to create a Great Daemon if a Terminators squad is on the field. However, it's possible to create the Daemon first and then the Terminators.


It is possible, checked that myself.

Ungolyant wrote:
- Lord of Change: the reloading bar for his warp area power don't seem to work, and the animation stop when using the warp bolt.


Which taskbar do you use? I have no such problems on 16:9 taskbar.

Ungolyant wrote:
- Keeper of secrets - Deceive skill - animation break


Removed an animation. Maybe someday we will have a good KoS model...

Ungolyant wrote:
- Deamon squad size: impossible to reinforce a daemon squad (normal, such as Dark Crusade ?)


It is a feature, not a bug. Daemons are very good for their price, so you can delete your squad and buy a new one.

Ungolyant wrote:
- Mark of Khorne: animation bug


Which unit have this bug? Many have the mark of khorne.

Ungolyant wrote:
- Blood Crusher: the 2 unit arrive one on ther other, and move strangely. Why not make only one, but stronger like two to make it easier ?


I though about them being affected by the daemons size research. I made them turn instantly, so their movement should be better.

Ungolyant wrote:
- Seer Concile upgrades don't seem to work


They work, but currently don't have visual representations.

- Swooping Hawks don't fly.
Allowed them to jump. They showed ineffective as air units so i get them back to the ground.

- Cobra is a super heavy vehicle, but on the field it's smaller than a wave serpent. Could it be made bigger ?
It is already too big for certain maps. If it will be like baneblade, it won't be so maneurable as an eldar vehicle should be.

- Black Shield (Deathwatch) move like having jump pack.
Yeah, already know about that bug. Will try to fix it soon.

- Melta or Flammers upgrades on Seraphines don't appear (but I think they even have it, beacause then you can destroy building).
They are in queue for the modeler.

- Acolyte: when launching a melta bomb, animation broken
The model is a placeholder and will be replaced.

- Impossible to create Canopek spider.
Already fixed that.

- Attack bug on the Deceiver
What kind of bug is this?

- Necron player seem to lose even if he still have a (true) monolith.
Thats wierd. I know about a bug that necrons can have an indestructable monolith (If you buy a restored monolith and don't have enough support cap you will lose your stationary monolith, but don't get the restored one. In this case the necron player still have 4 pillars where the monolith was, but he cannot be destroyed). Which wincondition are you using?

- Adds news SM units from BA, DA, SW chapters, and Terminator armor for commander
I will probably make tier3 chapter researches that will even replace standard units (death company for BA replace vanguards) or add new ones (bikes for white scars).

- Adds a Chaos undivided mark: increased moral damage done by squad's weapons, or adds a tactical retrait skill (like SM skill), or small bonus (damage, life).
Morale damage already in progress. CSM won't recieve the Tactical Retreat skill, because they don't have ATSKNF.

Thanks for your reply a lot. If you have some people playing the mod, could you please post some replays or even play with me, so I can see how people play the mod.

Sep 10 2014 Anchor

Ungolyant wrote: - Lord of Change: the reloading bar for his warp area power don't seem to work, and the animation stop when using the warp bolt.

Warboss-rus wrote: Which taskbar do you use? I have no such problems on 16:9 taskbar.


We all play in 4:3, on 16:9 icons are distorted

Ungolyant wrote:
- Mark of Khorne: animation bug


Warboss-rus wrote: Which unit have this bug? Many have the mark of khorne.


I have only seen that on the Khorne Berserker.

Warboss-rus wrote:
I will probably make tier3 chapter researches that will even replace standard units (death company for BA replace vanguards) or add new ones (bikes for white scars).


Can wait to see that ! :)

Warboss-rus wrote:
Morale damage already in progress. CSM won't recieve the Tactical Retreat skill, because they don't have ATSKNF.

Ok, Moral damage will be the Chaos undivided mark effect ?

Warboss-rus wrote:
Thanks for your reply a lot. If you have some people playing the mod, could you please post some replays or even play with me, so I can see how people play the mod.


Thank to you ;)
I will organize some games, and post replays.

Sep 11 2014 Anchor

Yarael wrote:
- Lord of Change: the reloading bar for his warp area power don't seem to work, and the animation stop when using the warp bolt.
We all play in 4:3, on 16:9 icons are distorted


Tested on both 16:9 and 4:3 taskbars and it works fine for me (except the recharge bars on 16:9 are a little bit lower than they should be, but work just fine). Maybe you are using FoK taskbar, which I rarely test (thats why it's not recommended in installer).

Yarael wrote:
- Mark of Khorne: animation bug
I have only seen that on the Khorne Berserker.


Temprorarily fixed it by changing an animation. Still no effect through (needs OE changes, maybe later).

Yarael wrote:
Ok, Moral damage will be the Chaos undivided mark effect ?


It will be CSMs default effect that you will lose after upgrading a mark. I don't think it will be good idea to make player pay for that.

Yarael wrote:
I will organize some games, and post replays.


Thanks for your reply, can't wait to see those games.

Sep 13 2014 Anchor

Hello Warboss,

Just two another small animation bug:

- Bloodletter, sometimes in melee, animation is break
- Meganobz, animation is break when using grenade

I post some replay in multiplayer forum ;)

Sep 13 2014 Anchor

Hello,
Thank you for answering.

About the bugs you don't have on the game (monolith ...), we will check it again to be sure and telle you as soon as possible.
About the bugs we have to be more precise on (fire range ...), we will also make an account and tell you.
About the suggestions (SM Chapters), i recognize that a T3 specialisation would be a good idea. And for CSM, why not do the same : a T1(or 2 or 3) specialization, with a choose beetween Chaos God benefits (the 4 gods, daemons) and the Lost and the Damned (such as Codex).

We currently have no battle report (I forgot to save some), but we'll try to play and to give you. How can we procede to upload replays ?
I'd like to play with/against you but I can't for personnal time reasons. It would possible for me in 6 weeks. Or maybe if other people can.

In any case, thank you again !

[Edit : I haven't seen that Yaraël has started posted replays. He'll do it for me ;)]

Some more bug :

General
No death effects on several units : Helldrake, Geat Unclean ...

Orks
- the burna boyz nobz has a bug when whooting : the projectile goes back !
- about Big Truck : no description for Flakk Gunz, and bug when firing with it (drivers moves strangely)

Eldar
- Guardians don't move to the proper ranger to use their melta/flamers when they are equipped with. Also, archon don't use his ability "destructor" (?) when he is upgraded with

Necrons
- No shooting effect on Night Scythe

Edited by: Ungolyant

Oct 5 2014 Anchor

Hello Warboss,
I have an issue with the WraithGuard model.
I tried to reinstalled/uninstalled the mod, reinstalled/uninstalled the game without success.
When I delete the wraith_guard_d2.whe file in data folder (art\ebps\races\eldar), model works again. Any Idea ?


Edited by: Yarael

Oct 10 2014 Anchor

Same problem as he mentionned.

I've also noticed some more bugs :
- warp gate make noise to oten. When you have several of them in your base, close together, it's horrible.
- autarch final animation kill don't seem to work on Inquisitor (when autarch kill him, the Inquisitor don't die but stay up)

Oct 12 2014 Anchor

Wraithguard bug is fixed. Mek leader (burna boyz and lootaz) will be fixed soon.

Ungolyant wrote: - Guardians don't move to the proper ranger to use their melta/flamers when they are equipped with. Also, archon don't use his ability "destructor" (?) when he is upgraded with

Stormguardians move to correct range then Attackmove. And I can't edit default attackrange. Archon don't have destructor, warlocks does, and they use it as a heavy flamer (you can't see the effect however, it is to be done).

Ungolyant wrote:
- warp gate make noise to oten. When you have several of them in your base, close together, it's horrible.

Just don't enable shroud on all of them and they won't make those noises.

Ungolyant wrote:
- autarch final animation kill don't seem to work on Inquisitor (when autarch kill him, the Inquisitor don't die but stay up)


It is the inquisitor problem, not autarch, I'll see if I can fix it.

Oct 12 2014 Anchor

Hello Warboss, thank for your answer.
Just 3 other small bugs:

- Strange SMC fire

- Strange animation when banshee shoot and move

- Sometimes, Bloodletter have a bug in combat (animation is broken)

Edited by: Yarael

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