Ultimate Apocalypse is a mod for Dawn of War Soulstorm, which aims to create the most diverse possible unit and faction selection within the confines of the original DOW engine. We strive to create the most engaging and balanced Warhammer 40,000 game that we can, without sacrificing the fun factor. From hordes of Orks to the towering Titans, you can always find a new way to play UA. We invite all of you to join us on our Discord server to keep up with the development of the mod!

Forum Thread
Poll: How does 1.73.6 Function in your opinion? (25 votes)
  Posts  
Bug Report - Version 1.73.6 (Games : Dawn of War : Mods : Ultimate Apocalypse Mod (DOW SS) : Forum : Feedback : Bug Report - Version 1.73.6) Locked
Thread Options 1 2
Oct 15 2014 Anchor

Please state all possible or definite bugs that needs to be fixed in the next version, 1.73.7 or 1.74.

This thread relates to version 1.73.6, 1.73's patch only. All later versions will be posted on other threads.

Please read the FAQ before posting.

Also if you at all combined any older versions of UA mod with 1.73, that is a no - no. Please reinstall with version 1.73 as only mod version to report bugs with.

--------------------------------------------------------|
Requirements:
--------------------------------------------------------|
- Ultimate Apocalypse 1.73 and 1.73.4.
- Dawn of War - Soulstorm
- Tyranids mod 0.52beta - tyranids.gameapollo.com/mirror/Tyranid_Mod_0.5b2_Installer.exe
- UltimateApocalypse_Tyranids (In version 1.73) ---- Tyranids are already compact within the core mod of Ultimate Apocalypse. No need for New Races expansions or campaign.
- Objective Points mod (In version 1.73)

- You DO NOT need Tyranids to run this version. But to get back Tyranids, all you need to do is navigate to your UltimateApocalypse.module file and uncomment out:

//RequiredMod.5 = UltimateApocalypse_Tyranids
//RequiredMod.6 = Tyranids

to

RequiredMod.5 = UltimateApocalypse_Tyranids
RequiredMod.6 = Tyranids

If everything you did up top matches, please state the bugs provided on this thread. :) There will be NO "I am missing Tyranids race" reports. I will simply delete your post if this happens.

Oct 16 2014 Anchor

Imperial Guard Valkyrie strike cant hit conscripts while capturing point,too much vehicle/titan damage from vindicator assasin,random pop and vehicle cap despite using the same rules on the same map with the same armies + comp unfair advantage of excess relic points( 3 baneblades 3 shadowsword titanicus + 2 warhound titan + 1 reaver) also possible with necrons ( 4 trioliths and a ton of monoliths)

Oct 17 2014 Anchor

I want to personally thank john_doe 2011 for a really great bug report. It even includes some bugs that 1.74 doesn't have. :O Way to go man!

Someone wrote: comp unfair advantage of excess relic points( 3 baneblades 3 shadowsword titanicus + 2 warhound titan + 1 reaver) also possible with necrons ( 4 trioliths and a ton of monoliths)

Titan Wars wincondition? Deactivate it if you don't like it. I don't think this is even possible without it? What do you mean by Trioliths?

Someone wrote: sorry but now the abilities of chapter master and imperial commander what are they? over time in the halo shield is no longer self-healing, invest in the chapter master has become useless

In the future there is only balance...

Someone wrote: Poll: 10%
It does not function, and I can run the mod

Why???

Submitting a vote without reporting why is a douche move... I can now assume this patch is 100% functional, despite engine errors... prove me wrong or continue to be ignorant.

Edited by: Lord_Cylarne

sinblood
sinblood Undefined Species
Oct 17 2014 Anchor

-Not new with this update but I noticed it since 1.73.4. Necrons almost never (99.99999% of the time) build deposit slag generators.
-Since new patch it seems Necrons are stuck to tier II.
If anyone can confirm the 2 above...
-I find Necrons economy too fast now. I can rush most factions which is quite bizzare to say the least XD. I exploded my previous requistion record to almost 900 after a little more of 30 minutes :D .

Dunno if the following can be considered a bug report but that's about gameplay
-The previous position of sprint button (1.73.4) is more pratical than the new one imho.

Anyway I'll make a clean install because I feel like AI became dumb. Playing harder/insane is like playing easy.
and when I read things like that...

Kersaw803 wrote: 3 baneblades 3 shadowsword titanicus + 2 warhound titan + 1 reaver) also possible with necrons ( 4 trioliths and a ton of monoliths)


When SM are deploying a Reaver, for example, that's because I give them the time do so. Not that I'm saying I'm very good (I'm sure I'm not) but at harder/insane difficulty, when they deploy one, I already have a sea of relic units (understand Doomsday monolith surrounded by siege monoliths) or/and 3/4 gauss pylons ready to welcome him if it dare showing it's face. Well, this to say I find that AI is not building enough relic/titan units while I'm convinced they got far enough ressources to build many and support it's troops reinforcement when assaulting at same time. This apply to almost every factions , CSM Nids and Necrons (until upgrading to 1.73.6) excepted.
This is the kind of delirium I can get I.imgur.com ...meanwhile my CSM ally did 3 Helldrake. DE ally Dais of destruction and some shadow something and Orks 2 squiggoth and some few waaaagh cry :D.
In front: IG produced nothing, Sista produced nothing, SM some land raiders and probably were producing a storm raven or a warhound until I destroyed the titan production plateform :P , Eldar produced some heavy anti-grav tanks but no titans.

Well, as I'll make a clean install this WE, I'll report if this change anything...

--

Check my profile for some Tyranids retextures (link provided in pics description)

Oct 17 2014 Anchor

sinblood wrote: -Not new with this update but I noticed it since 1.73.4. Necrons almost never (99.99999% of the time) build deposit slag generators.
-Since new patch it seems Necrons are stuck to tier II.
If anyone can confirm the 2 above...


Pretty much. I've seen Siege Monoliths and Restored Monoliths, but nothing heavier. They also never seem to make their Super Weapon any more.

I aslo agree with sinblood, Necron economy seems a little too strong now. You can now actually just build a second monolith from the get-go without even slowing your resource developement at all. This mean that you can just throw out attack scarabs by the bucketload to stall time (or even just harass the shit out of the enemy) and just grind everyone into dust once you reach tier 1 or 2. Esepcially because the Necron lategame haven't really been adjusted. Before it was overpowering, but because their economy sucked, they rarely made it that far. Now it's a cakewalk, which feels really cheap.

I also like the old placement of the RUN!! button. The new one is placed kinda weird IMO.

Apart from that I also, again recently experienced the "Zero Income" bug playing the Sisters of Battle. This time however, it actually went away after about 10 minutes when most of my units had perished. I have no idea why.

Oct 17 2014 Anchor

Thanks UA team and Lord C. for the patch, the stability of this is much improved from 1.73.5....well done!

I may be wrong here, but does the Chaplain (SP) get item upgrades as he levels, or just the levels. It doesn't seem to have any item upgrades, but I couldn't remember if that always was the case.

[edit] - oh...i see now that his upgrades come from various building selections. i guess it is normal then.

Edited by: madhatter70

Oct 17 2014 Anchor

Someone wrote: I also like the old placement of the RUN!! button. The new one is placed kinda weird IMO.

I wonder because you were used to it?

It is right next to the jump button. This also allows less clobbered up abilities for some units. :)

@sinblood: I think you expect too much from the ai when the Necron economy is the heart and soul of the problem. I have played ai countless number of times, and the only ais broken are Necrons and sometimes IG. ...otherwise the ai isn't stupid, it is how they are programmed, to build and build units when not considering to build 20,000,000 titans like you have. Titan Wars wincondition in effect makes it unbalanced, GREATLY with ai, and if you still think ai by then is stupid, then yes I recommend a clean install, because the ai, most of the time, is 79% solid.

Dat Necron ai I just cringe on. D: And indeed I am struggling to figure out how to make titans for ai build sooner. :) But yes thanks for report.

@madhatter: The secondary heroes like the Chaplain, Apothecary, Ethereal, Librarian, and others similar is going under works in progress for 1.74. :)

Edited by: Lord_Cylarne

Oct 18 2014 Anchor

Hello friends of UA:

Greetings for the patch. One thing: When I reinforce the IG units i can't use the ability of the Shield (i can't remember the name of it), when they deploy a cover and launch a smoke grenade. It's important because need cancel the production of the IG units to use this ability. Thanks for your attention.

Oct 18 2014 Anchor

Supreme_Cylarne wrote:

Someone wrote: I also like the old placement of the RUN!! button. The new one is placed kinda weird IMO.

I wonder because you were used to it?

It is right next to the jump button. This also allows less clobbered up abilities for some units. :)


Of course it's because I got used to it. ;)
But it's also because I never liked the placement of the Jump/Teleport button in the first place.
Thankfully the Run hotkey is placed right next to the tab button, so it's not a big issue.

sinblood
sinblood Undefined Species
Oct 18 2014 Anchor

Ok. Installed brand new UA setup (clean uninstall of everything, cleaned system with CCleaner, optimized defrag with auslogic, system reboot, intallation of SS, patched SS to 1.2, tyranid mod 1.52b installed, UA 1.73 installed, applied .76 patch, UA map pack installed, Tyranids enabled for UA, Enabled 2gb> on my brand new SS exe and re-optimized the new spdx9.dll).
1st game = ctd after a dozen of minutes I think lol.

Soulstorm wrote:
18:06:39.07 SOULSTORM started at 2014-10-18 18:06
18:06:39.07 OS NT 6.1, 0MB Physical Memory
18:06:39.07 RUN-OPTIONS
18:06:39.07 WORKING-DIR F:\Program Files (x86)\THQ\Dawn of War - Soulstorm
18:06:39.07 USER Sinblood
18:06:39.07
18:06:41.97 Validator type :
18:06:41.97 XTHREAD: Hyper-Threading Technology Processors are not detected.
18:06:41.97 XTHREAD: Detected 4 core(s) with 4 hardware thread(s)
18:06:41.97 XTHREAD: Main thread now used as XThread 0
18:06:41.97 XTHREAD: Spawned thread on processor 1
18:06:41.97 XTHREAD: Spawned thread on processor 2
18:06:41.97 XTHREAD: Spawned thread on processor 3
18:06:41.97 MATHBOX -- Version=5, Cpu=INTEL Pentium-III:f=6,m=10, Mode=SSE
18:06:41.97 FILESYSTEM -- filepath failure, path does not exist 'Engine\Locale\english\Data'
18:06:41.97 GAME -- Warning: Failed to map folder 'Engine\Locale\english\Data'.
18:06:41.97 GAME -- Warhammer, 1.2.120, Build 120
18:06:41.97 GAME -- Available memory: 12222MB RAM, 18315MB Pagefile
18:06:41.97 State::State - set socket send buffer to 131072
18:06:41.97 State::State - set socket receive buffer to 131072
18:06:41.97 HostState - 192.168.1.65:6112 / 192.168.1.65:6112
18:06:41.97 PeerState - 192.168.1.65:6112 / 192.168.1.65:6112
18:06:41.97 PeerState::ConnectCallbackHost - connecting to host at 255.255.255.255:6112
18:06:41.97 GSTransport::Connect - GT2AddressError
18:06:41.97 SPOOGE - Driver[Dx9 : Hardware TnL] on adapter[0], version[4,32]
18:06:41.97 SPDx9 -- Driver Name = nvd3dum.dll Device = \\.\DISPLAY1 Desc = NVIDIA GeForce GTX 650 Ti
18:06:41.97 SPDx9 -- Driver Vendor = 0x10DE Device = 0x11C6 SubSys = 0x842A1043 Rev = 0x00A1
18:06:41.97 SPDx9 -- Driver Version Product = 0x0009 Version = 0x0012 SubVersion = 0x000D Build = 0x113B (4411)
18:06:41.97 SPDx9 -- Driver GUID = {D7B71E3E-5286-11CF-C862-27A41CC2C435}
18:06:41.97 SPOOGE -- 3988.00MB available texture memory
18:06:41.97 SPOOGE -- 3988.00MB available texture memory
18:06:41.97 GAME -- Beginning FE
18:06:42.00 MOVIE -- Opening movie 'movies:dxp_relic_intro.lua'
18:06:43.82 MOVIE -- Closing movie 'movies:dxp_relic_intro.lua'
18:06:43.82 MOVIE -- Opening movie 'movies:nvidia_logo.lua'
18:06:44.50 MOVIE -- Closing movie 'movies:nvidia_logo.lua'
18:06:44.50 MOVIE -- Opening movie 'movies:dow_intro.lua'
18:06:45.62 MOVIE -- Closing movie 'movies:dow_intro.lua'
18:06:45.62 FE -- Loading front end.
18:06:45.62 FE -- Cursor hidden.
18:06:50.62 MOD -- Initializing Mod ultimateapocalypse, 1.73.6
18:06:50.62 LOCALIZER -- Failed to load file UltimateApocalypse\Locale\english\Apocalypse- Objectives.ucs due to colliding name
18:06:50.62 LOCALIZER -- Failed to load file UltimateApocalypse\Locale\english\Apocalypse- Other.ucs due to colliding name
18:06:50.62 LOCALIZER -- Failed to load file UltimateApocalypse\Locale\english\Apocalypse- Tiers.ucs due to colliding name
18:06:50.62 LOCALIZER -- Failed to load file UltimateApocalypse\Locale\english\Apocalypse- Units.ucs due to colliding name
18:06:50.62 LOCALIZER -- Failed to load file UltimateApocalypse\Locale\english\change_players.ucs due to colliding name
18:06:50.62 LOCALIZER -- Failed to load file UltimateApocalypse\Locale\english\Heroes.ucs due to colliding name
18:06:50.62 LOCALIZER -- Failed to load file UltimateApocalypse\Locale\english\UberPainter.ucs due to colliding name
18:06:50.62 LOCALIZER -- Failed to load file Tyranids\Locale\english\Heroes.ucs due to overlapping range with UltimateApocalypse\Locale\english\Heroes.ucs
18:06:50.62 LOCALIZER -- Failed to load file Tyranids\Locale\english\Tyranids.ucs due to overlapping range with UltimateApocalypse_Tyranids\Locale\english\Tyranids.ucs
18:06:50.62 MOD -- Warning: Failed to load archive 'W40k\W40kDataGOTY.sga'
18:06:50.62 MOD -- Warning: Failed to load archive 'Tyranids\Locale\english\DXP2DataLoc.sga'
18:06:50.62 MOD -- Warning: Failed to load archive 'Tyranids\Locale\english\DXP2DataKeys.sga'
18:06:50.62 MOD -- Warning: Failed to load archive 'Tyranids\DXP2Data.sga'
18:06:50.62 MOD -- Warning: Failed to load archive 'Tyranids\DXP2Data-SharedTextures-Full.sga'
18:06:50.62 MOD -- Warning: Failed to load archive 'Tyranids\Locale\english\DXP2Data-Sound-Speech.sga'
18:06:50.62 MOD -- Warning: Failed to load archive 'Tyranids\DXP2Data-Sound-Full.sga'
18:06:50.62 MOD -- Warning: Failed to load archive 'Tyranids\DXP2Data-Music.sga'
18:06:50.62 MOD -- Warning: Failed to load archive 'Tyranids\DXP2Data-Whm-High.sga'
18:06:50.62 MOD -- Warning: Failed to open folder 'DXP2\Locale\english\Data'.
18:06:50.62 MOD -- Warning: Failed to open folder 'DXP2\Data_Shared_Textures\Full'.
18:06:50.62 MOD -- Warning: Failed to open folder 'DXP2\Data_Sound\Full'.
18:06:50.62 MOD -- Warning: Failed to open folder 'DXP2\Data_Music'.
18:06:50.62 MOD -- Warning: Failed to open folder 'DXP2\Data_Whm\High'.
18:06:50.62 MOD -- Warning: Failed to open folder 'W40k\Locale\english\Data'.
18:06:50.62 MOD -- Warning: Failed to open folder 'W40k\Data_Shared_Textures\Full'.
18:06:50.62 MOD -- Warning: Failed to open folder 'W40k\Data_Sound\Full'.
18:06:50.62 MOD -- Warning: Failed to open folder 'W40k\Data_Whm\High'.
18:06:50.62 MOD -- Warning: Failed to open folder 'Tyranids\Locale\english\Data'.
18:06:50.62 MOD -- Warning: Failed to open folder 'Tyranids\Data_Shared_Textures\Full'.
18:06:50.62 MOD -- Warning: Failed to open folder 'Tyranids\Data_Sound\Full'.
18:06:50.62 MOD -- Warning: Failed to open folder 'Tyranids\Data_Music'.
18:06:50.62 MOD -- Warning: Failed to open folder 'Tyranids\Data_Whm\High'.
18:06:50.62 LOCALIZER -- Requested string ID '18112384' does not exist!
18:06:50.62 LOCALIZER -- Requested string ID '18112384' does not exist!
18:06:50.62 LOCALIZER -- Requested string ID '16019211' does not fit in a valid key range!
18:06:50.62 LOCALIZER -- Requested string ID '16019211' does not fit in a valid key range!
18:06:50.62 SIM -- Attempted to load duplicate blueprint, EBPs\Game\DeepStrike\nightwing_strike.rgd (1025)
18:06:50.62 SIM -- Attempted to load duplicate blueprint, EBPs\Environment\SINGLE_PLAYER_TGD\ELDAR_STRONGHOLD\ELDAR_WEBSAIL.RGD (1864)
18:06:50.62 SIM -- Attempted to load duplicate blueprint, EBPs\Environment\TAU\TAU_ORCA_DROPSHIP.RGD (1985)
18:06:50.62 MOD -- No 'exclusive' flag for game rule 'AIHighSpeed', skipping...
18:06:50.62 MOD -- No 'title' for game rule 'AIHighSpeed', skipping...
18:06:50.62 MOD -- No 'description' for game rule 'AIHighSpeed', skipping...
18:06:50.62 MOD -- No 'win_message' for game rule 'AIHighSpeed', skipping...
18:06:50.62 MOD -- No 'lose_message' for game rule 'AIHighSpeed', skipping...
18:06:50.62 MOD -- No 'exclusive' flag for game rule 'AIMapDB', skipping...
18:06:50.62 MOD -- No 'title' for game rule 'AIMapDB', skipping...
18:06:50.62 MOD -- No 'description' for game rule 'AIMapDB', skipping...
18:06:50.62 MOD -- No 'win_message' for game rule 'AIMapDB', skipping...
18:06:50.62 MOD -- No 'lose_message' for game rule 'AIMapDB', skipping...
18:06:50.62 MOD -- No 'exclusive' flag for game rule 'AISCARSupport', skipping...
18:06:50.62 MOD -- No 'title' for game rule 'AISCARSupport', skipping...
18:06:50.62 MOD -- No 'description' for game rule 'AISCARSupport', skipping...
18:06:50.62 MOD -- No 'win_message' for game rule 'AISCARSupport', skipping...
18:06:50.62 MOD -- No 'lose_message' for game rule 'AISCARSupport', skipping...
18:06:50.62 MOD -- No 'exclusive' flag for game rule 'Fortress', skipping...
18:06:50.62 MOD -- No 'title' for game rule 'Fortress', skipping...
18:06:50.62 MOD -- No 'description' for game rule 'Fortress', skipping...
18:06:50.62 MOD -- No 'win_message' for game rule 'Fortress', skipping...
18:06:50.62 MOD -- No 'lose_message' for game rule 'Fortress', skipping...
18:06:50.62 MOD -- No 'exclusive' flag for game rule 'MassiveBattles', skipping...
18:06:50.62 MOD -- No 'title' for game rule 'MassiveBattles', skipping...
18:06:50.62 MOD -- No 'description' for game rule 'MassiveBattles', skipping...
18:06:50.62 MOD -- No 'win_message' for game rule 'MassiveBattles', skipping...
18:06:50.62 MOD -- No 'lose_message' for game rule 'MassiveBattles', skipping...
18:06:50.62 MOD -- No 'exclusive' flag for game rule 'Tyranids', skipping...
18:06:50.62 MOD -- No 'title' for game rule 'Tyranids', skipping...
18:06:50.62 MOD -- No 'description' for game rule 'Tyranids', skipping...
18:06:50.62 MOD -- No 'win_message' for game rule 'Tyranids', skipping...
18:06:50.62 MOD -- No 'lose_message' for game rule 'Tyranids', skipping...
18:06:53.41 RENDER ANIM -- Art/EBPs/Races/Inquisition_Daemonhunt/Troops/Grey_Knight_Hero: Unable to open file!
18:06:53.41 RENDER ANIM -- Art/EBPs/Races/Daemons/Troops/Daemon_Lord: Unable to open file!
18:06:53.41 GAME -- Using player profile Sinblood
18:06:53.41 AppRegistry::GetValue - Failed to read valueName CDKEY
18:06:53.43 AppRegistry::GetValue - Failed to read valueName CDKEY
18:10:17.75 Skirmish - loading badge 'necron_race/NECRON' for player (0)
18:10:17.75 Skirmish - loading banner 'necron_race/NECRON' for player (0)
18:10:17.75 Skirmish - loading badge 'Dark_Eldar_race/All-SeeingEye' for player (1)
18:10:17.75 Skirmish - loading banner 'Dark_Eldar_race/All-SeeingEye' for player (1)
18:10:17.75 Skirmish - loading badge 'chaos_marine_race/AlphaLegion' for player (2)
18:10:17.75 Skirmish - loading banner 'chaos_marine_race/AlphaLegion' for player (2)
18:10:17.75 Skirmish - loading badge 'guard_race/Cadian101' for player (3)
18:10:17.75 Skirmish - loading banner 'guard_race/Cadian101' for player (3)
18:10:17.75 Skirmish - loading badge 'Sisters_race/ArdentFlame' for player (4)
18:10:17.75 Skirmish - loading banner 'Sisters_race/ArdentFlame' for player (4)
18:10:17.75 Skirmish - loading badge 'space_marine_race/bloodangels' for player (5)
18:10:17.75 Skirmish - loading banner 'space_marine_race/BloodAngels' for player (5)
18:10:18.53 APP -- Game Start
18:10:18.53 GAME -- Ending FE
18:10:18.53 GAME -- Shutdown play
18:10:18.53 GAME -- Beginning skirmish mission '6p_apoc_parmenie' (5 Computers)
18:10:18.53 GFx -- loading file DATA:ART\UI\SWF\LOADINGSCREEN.gfx
18:10:18.53 GFx -- loading file DATA:ART\UI\SWF\LOADINGSCREEN.gfx
18:10:18.53 GFx -- loading file DATA:ART\UI\SWF\FontBody.gfx
18:10:18.53 GAME -- Recording game
18:10:18.53 GAME -- Initializing sync checking...
18:10:18.56 GAME -- Initializing FX Manager...
18:10:18.59 GAME -- Initializing Rendering Systems...
18:10:18.59 GAME -- Initializing NISLets...
18:10:18.65 GAME -- Initializing World Blueprints...
18:10:18.65 GAME -- Initializing Scene Graph...
18:10:18.65 GAME -- Initializing MOD systems...
18:10:20.21 GAME -- Initializing Session...
18:10:20.21 GAME -- Initializing Players...
18:10:20.22 GAME -- Initializing SCAR (Pre-Sim) systems...
18:10:22.02 MOD -- Loading Win Condition(DATA:Scar/WinConditions/_apocalypse_rules.scar)
18:10:22.02 MOD -- Loading Win Condition(DATA:Scar/WinConditions/addon_fortress.scar)
18:10:22.02 MOD -- Loading Win Condition(DATA:Scar/WinConditions/annihilate.scar)
18:10:22.02 MOD -- Loading Win Condition(DATA:Scar/WinConditions/GAMETIMER.SCAR)
18:10:22.02 MOD -- Loading Win Condition(DATA:Scar/WinConditions/Heroes.scar)
18:10:22.02 MOD -- Loading Win Condition(DATA:Scar/WinConditions/restrict_tierv_ai.scar)
18:10:22.02 GAME -- Initializing Team Colour Systems...
18:10:52.96 GAME -- Preloading all models...
18:10:52.96 RENDER ANIM -- 'art/ebps/races/chaos/texture_share/khorne_bezerker_codex_parts': Unable to open file!
18:10:52.96 RENDER ANIM -- 'art/ebps/races/chaos/texture_share/hh_chaos_nightlords_parts': Unable to open file!
18:10:52.96 RENDER ANIM -- 'art/ebps/races/sisters/texture_share/walls': Unable to open file!
18:10:52.96 RENDER ANIM -- Art/EBPs/Races/Necrons/Troops/Doomsday_Arc: Unable to open file!
18:10:52.96 RENDER ANIM -- Art/EBPs/Races/Imperial_Guard/Troops/vulture_autocannon_codex: Unable to open file!
18:11:22.92 GAME -- Applying Team Colours...
18:11:23.65 GAME -- Initializing UI...
18:11:23.65 GAME -- Initializing LUA...
18:11:23.69 GAME -- Initializing SCAR (Post SIM)...
18:12:03.65 GAME -- Precaching Events...
18:12:03.65 RENDER ANIM -- 'art/ebps/races/craftworld/texture_share/shurikens': Unable to open file!
18:12:03.65 GAME -- Initializing Sim-Vis Handlers...
18:12:04.58 GAME -- Initializing music...
18:12:05.98 GAME -- Initializing AI...
18:12:05.99 GAME -- Initializing SCAR...
18:12:06.21 GAME -- Preparing Sim-Vis...
18:12:06.21 SIM -- Setting SyncErrorChecking level to Low
18:12:06.21 GAME -- Local player (Sinblood, 0) finished loading (8d0b46fe) (108 seconds)
18:12:10.51 GAME -- Starting mission...
18:12:41.09 GAME -- SimulationController::Pause 0
18:13:45.86 GAME -- SimulationController::Pause 1

Nothing bad tough I launched game again, made exact same game and everything goes fine to the end.
Setup was the same of a game I played yesterday (but without titan wars this time ;) ).
AI acted the exact same way (what I called dumb since new patch) but SoB were slightly more combative...I believe.
So, I was planing yesterday to post those 2 replay files (Parmenie apocalized) but changed my mind and thought it would be better to double check after making the new install setup of UA.
So now that i think I have done things in the right order:

Mediafire.com
I hope you'll find time to check them because they are showing best what I think is a problem than I will ever be able to describe with my poor english.

-On one replay (the one called 'duuh' I believe XD ), I play as I use to play . Easy win for my side.
-On the other replay I focused exclusively on my economy and let my allies do all the job. Chaos and DE pawned them high.
-On the other side: inexistent IG, resolve less SoB and much much much less combative SM than when using .75 patch.
AI adversary were acting that way those 3 times I'm describing (2 replays + today with a new UA setup). Reproducing same conflict with same belligerent. What I'm pointing is that it seems AI is actually acting nice on player side but is dumb as an opponent 0_o.
On some other maps I did same experience with diferent factions. For example Me as Tau with/SM/EL vs Orks/CSM/DE then played same map but this time me as CSM with Orks/DE vs Tau/SM/EL. Once again on my side things played nice but on the opposite... I must say that I'm playing Tau only since .75 so, I'm pretty bad with them and should have met some trouble. It didn't happened :(

Thinking of the way I'm playing UA since some time, maybe I should join the beta team (as Necrons/Nids player for example) don't you think? XD

Supreme_Cylarne wrote:

Someone wrote: I also like the old placement of the RUN!! button. The new one is placed kinda weird IMO.

@sinblood: I think you expect too much from the ai when the Necron economy is the heart and soul of the problem. I have played ai countless number of times, and the only ais broken are Necrons and sometimes IG. ...otherwise the ai isn't stupid, it is how they are programmed, to build and build units when not considering to build 20,000,000 titans like you have. Titan Wars wincondition in effect makes it unbalanced, GREATLY with ai, and if you still think ai by then is stupid, then yes I recommend a clean install, because the ai, most of the time, is 79% solid.

Dat Necron ai I just cringe on. D: And indeed I am struggling to figure out how to make titans for ai build sooner. :) But yes thanks for report.


No Supreme Lord (congrats for your promotion :D ;) ). I was pointing the problem with necrons because this was the latest game I played with .76 before posting here yesterday. Things aren't as bad as I described when I play with other factions but heart of (what I consider a) problem remain when it comes about the use of Titans and assimilated units. For example I talked about my innexperience with Tau. While activelly participating to conflict with normal troops and even if I'm not very comfortable yet dealing with their economy, I still was the only one deploying Mako titans.

Edit: about run button, the fact that it is next to jump button is actually part of what I think to be less convenient than before, because if by mistake you hit run button while you want in fact hit jump, the jump button is temporarily disabled by run cooldown Overall, I find the previous one faster to reach too :D

Edited by: sinblood

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Check my profile for some Tyranids retextures (link provided in pics description)

Oct 18 2014 Anchor

sinblood wrote: What I'm pointing is that it seems AI is actually acting nice on player side but is dumb as an opponent 0_o.

Were you using shared resources or something similar? Since AI settings relate mostly to resource penalties or bonus, shared resources may allow you to boost your allies to fight harder.

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Apparently people don't like me :(
Is it because i was tainted by Chaos? Cause I already born that way...

sinblood
sinblood Undefined Species
Oct 18 2014 Anchor

Afaik this option is ticked by default so it as always been there. No I don't share resources with my allies BUT they do help me at least once per game. When I start to produce titans most of the time...and usually I talk to my screen saying : "don't pay attention to me , keep your f*****g resources for yourself, I know what I'm doing" XD lol
But anyway as I play harder/insane, they got more income than me so, even if they share resources that's not a problem.

Edit: Tough I will disable it, just to see. Maybe it will makes things a little bit harder for me. Maybe.

Edited by: sinblood

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Check my profile for some Tyranids retextures (link provided in pics description)

Oct 18 2014 Anchor


Someone wrote: I'm sorry, I still have not solved the problem with the Necron in LAN, I also added warning.log in the previous topic (1.73.4) the case has been analyzed?

Just you man. I even tested it with Jordan Lane, NDHWAR T HWAR and all my friends in UA match and there are no problems with Necrons or Necron ai. (Except the Necron ai sucks balls).

@sinblood: I don't know of your issue about the opponents being poorer or anything, as I checked the AI panel and... the teams should be even. However I do get reports that Chaos and Imperial Guard ALONG with the obvious dumb nut Necron AI are somewhat (except Necrons, they very) lacking compared to other races AI. Maybe that is one issue?

AI and balance are the two things lacking in UA currently. And this is a very tough subject to every game on Earth known.


I also cannot access your replay. I'm using a 1.74 version at the moment.

Edited by: Lord_Cylarne

sinblood
sinblood Undefined Species
Oct 20 2014 Anchor

Disabled ressources sharing. Didn't really change anything about difficulty.. As expected. Since some times I was suspecting Necrons AI to slow my own economy anyway XD

Howerver I checked again the various game optimizations available and I saw that Iforgot something since my reinstall and from what I've just experienced, potentially makes things going back to something normal. Ticking the compatibility mod of exe to Windows XP SP2 with Win7 :P Just loading skirmish and I already was at 2.6 GO of memory usage ^^
Checked my processor usage with inbuilt win7 resources monitor tool and it stays around 50% when previously it was around 35/40% on same map (High Pateform! What a surprise!). Bad side is that it seems I lost some performance :(

Checked Take and Hold win condition for a change. This time SoB made Archangel (!) and IG did some Baneblades(Champagne!) , SM warhound and land raiders, Tau spammed Greater Knarlocs and did some relic tanks. Everyone in front was very combative even if took some time before things get really tough for my side . Nec, CSM (warhound and land raiders), Orks (made a Stompa!)DE fell into lethargy in middle of battle but no AI crash. So Tau AI fix is functional because usually when reaching 30/40 minutes of game their AI was crashing no matter what.

Aftermach result were pretty balanced (except for DE because as I said before, they stopped their raids for no reason)
I.imgur.com

Too bad things were stopped by take and hold countdown because it's been a long while I had a such hard time crossing the map and getting to the entrance of opponents base I.imgur.com
I just do hope that it didn't happend (only) because of 'Take and Hold'. Need to try again wiyhout that one selected. Maybe I'll see a Gargant as when Orks start producing Stompas, Gargant follow not long after :D

Edited by: sinblood

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Check my profile for some Tyranids retextures (link provided in pics description)

Oct 20 2014 Anchor

sinblood wrote: Disabled ressources sharing. Didn't really change anything about difficulty.. As expected. Since some times I was suspecting Necrons AI to slow my own economy anyway XD

I only asked that because AI's are supposed to be equal independently of the team they are playing in and since you were the only difference between one team and the other. Obviously you could have just had the allies with more ofensive tactics and the enemies with less ofensive tactics. I notice that in vanilla and obviously mods for DoW (and expansions) sometimes the AI simply stops not because it crashed totally but because it had an objective and did not complete it. A friend of mine once made an AI eventually die out because he took a specific strategic point and the AI kept trying to take it and trying probably until no more resources were available and it just stopped doing something useful. There are other objectives the AI has besides capturing the closest points which can eventually make it hit a stop. It is not an AI fatal error and yet it cannot acomplish it in that situation and so tries and tries until there are no more tries.
Unit recruitment is based on probabilities. The higher the tier the more likely good units are recruited but depending on the way the AI is setup it might still recruit low quality troops. You could in theory have a game where the AI recruited only the best units in each tier, still the probability would so low that it never happens.

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Apparently people don't like me :(
Is it because i was tainted by Chaos? Cause I already born that way...

sinblood
sinblood Undefined Species
Oct 20 2014 Anchor

Very interesting. Thanks!
So that's probably what was wrong with what I described about DE because they captured a point, many units where gluing around, built some structures and then stayed stuck until the end.

Playing again High Pateform with same teams and no take and hold atm and sadely Tau AI crashed (real crash with message on screen) after a little more than 30 minutes :\ I suspect them not to be a fair-play AI because it crash when losing XD Other factions are doing well so far.

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Check my profile for some Tyranids retextures (link provided in pics description)

Oct 23 2014 Anchor

So the 1.73.7 patch is indeed done. I'm testing it now, so full of balance changes and of course 2 small major fixes. :) We will also incorporate a new unit within the mod. :)

Necron AI? Much better now. I found a relative error within the NEcron race tactics, that, was definitely fixed! The Necron AI should now perform better in 1.73.7. :D

Oct 23 2014 Anchor

Wrong Description: IG's turret upgrade says it replaces heavy bolters with Punisher Cannons but it uprages the turret with Missiles.

Oct 23 2014 Anchor

The polls will be removed... it doesn't help.

People are voting 1.73.6 does not function and nobody states "why?"

Oct 24 2014 Anchor

Destroyer lord shield fx is strange. Can you check it?

Oct 24 2014 Anchor

Hey guys
I don't know if this qualify s to be in this forum? but it was the closest active one i could find, if you cant answer this could you pass me onto someone/some people who can =) i really need help.
I'm Kinda new to modding but managed to install UA, however i really would like to get the bonus maps, Patch and fan add-ons. i sure its probably really simple, but when i try to install them, i open the with 7-zip, however it doesn't open? so i tryed opening it with the internet explorer downloads tab. but that gives me two options, open or save. i have saved it but it isn't the folder, its just a hyperlink to the internet tab and the instructions say to extract the contents of a folder. i have checked tutorials and YouTube but cant figure it out.
can anyone help??
P.S please keep in mind i am really new when it comes to modding(people call me a noob) so bare with me =)
Any help would be massively appreciated
Thanks

Oct 26 2014 Anchor

I still am having a problem with my character models disappearing and then cause the game to crash. What is up?

Oct 26 2014 Anchor

I've got AI Critical Error at 11minute when I played as Necrons today:

AI -- *ALERT: [string "Races/eldar_race/Tactics/EldarInfrantryTacti..."]:48: attemp to index global 'squad' (a nil value)
SCAR -- Could not execute role: AI Think
GAME -- SimulationController::Pause 0
Oct 26 2014 Anchor

A possible bug? that I have found while playing 1.73.6 is this:

Playing as Space marines, I have all structures built(minus Nuke) and can build 3 Land Raiders and then get a message box saying that I need to "build x amount of Ork banners". Even though I have more than enough resources to build more Land Raiders or even Titans. As of right now, I have not seen an affect on building vehicles from the first vehicle building.

I could also be extreme dumb and have missed something somewhere too. Plus, everything was installed and updated properly. Mod works great other than what I have stated above.

Oct 27 2014 Anchor

@john_doe_2011
Thanks, I didnt know that for sure. That makes a big difference.

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