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This news article is being set up as an ad hoc forum for people to post bugs and feeback for the land beta.

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If you find a bug, please be as thorough as possible when describing it (ie: list units involved, what commands issued, even what sound effect may have been playing, etc). This "forum" space is NOT a place for people to tell me how awesome I am or how...less awesome I am. If all you have to say is "neato" or "you suck," please post that in the comments section of the actual download

I am not going to reply to every post so if I don't reply to yours, don't email me asking if I've seen your post... Just because I don't reply, doesn't mean I haven't taken it into consideration.

Any posts about merging with other mods will be deleted.

Any posts that do not provide criticism or a bug related issue, will be deleted.

Any posts about adding things from Halo Wars will be deleted or, at best, ignored...

Any posts asking how to install or play the mod will be deleted. Post these in the download's comment area.

Thank you in advance to everyone who bug hunts for me and provides constructive criticism! Let's make this mod one of the best out there!

Comments  (0 - 50 of 104)
Drakkenor
Drakkenor

i had an error with the icons, im going to try to download it again and see if that helps.

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the_Farseer Author
the_Farseer

Didnt have the right FoC patches most likely. Let me lnow how it goes.

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.Corey.
.Corey.

-Remove Scorpion from drop animation when being airlifted in a few frames earlier (would make it flow a little better if you can manage it)

-This may have just been lag issues on my end, however the Warthog and Mongoose seemed a tad too slow (compared tracking battle cam to me driving across Sandtrap.

-Tech upgrades would probably be better suited to being in the tech research queue. I've always felt it being in the unit queue interrupted the flow of battle, but even moreso in a Halo mod.

-Halo map name doesn't show up as Halo, still shows up as Corellian Countdown or whatever it is.

I'll be looking for more (and should have another model for you soon), but I do have to say very promising so far, I think you're really capturing that "Halo feel," especially with the menu.

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the_Farseer Author
the_Farseer

Good points. The tech upgrade thing has always seemed lame to me too...i just never thought to change it. Lol. Easy fix though. The map name will also change when i compile all maps into a meg file. I didnt see the point in doing that for a single map though. I want them in a meg file so they show up in the main list of maps, rather than the custom maps list.

The mongoose and worthogs have acceleration delays. Maybe they just hadnt gotten to full speed yet? Others have also mentioned this in pm though. Ill see about changing it.

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.Corey.
.Corey.

It's not acceleration. I compared them going all the way across the map with me driving on Sandtrap, they were slower at every point. As far as the map names go, you can easily change them in the menu of the map editor when you make them (that's how all of TR's were done). I'm not sure that having a meg put them into the actual map list, either.

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the_Farseer Author
the_Farseer

Yeah, I discovered that having a custom MEG file actually crashes the game :/ lame. Anyway, I get errors when I try to rename my maps in the map editor. I don't know why. I know that the stock map names are controlled in the text files though.

Mongoose and Warthog sped up for you. Will be in next patch.

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NeighborlyNinja
NeighborlyNinja

Thank you! I was really disappointed when my hog drivers drove like grandmas. With warthogs, speed and maneuverability is the name of the game.

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Gorgoth
Gorgoth

Something I forgot to point out earlier was that I found It a bit silly when a Pelican drops off your Hornet when you call it in. Shouldn't this be replaced with the hornet flying into the territory and then that becomes the unit. If it's not too hard ofcource.

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the_Farseer Author
the_Farseer

Correct. All air units will fly in and only use the pelicans while in space. Just havent made the animations yet. But that is the plan.

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joey5452
joey5452

i found a problem with the old star wars hero's ;)

i came across darth vader and my infantry just wasnt able to kill him he kept healing himself with massive amounts around the time he went red

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the_Farseer Author
the_Farseer

Well he's ******* DARTH VADER. He eats marines for breakfast! lol. In seriousness though, just dissable heroes in the skirmish setup menu. I really should have said that in the readme file... lol

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Hutin
Hutin

I actually was pushing towards the covenant base and I found ben kenobi and darth vader having a duel :P

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Lockdown224
Lockdown224

For me everything worked great but i think u shoud add a bit more abilites on the tropps and SPARTANS.O and in the full version will their be space?

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the_Farseer Author
the_Farseer

What abilities would you suggest? And to what units should I apply them? The more specific, the better.

Yes, space beta is the next release.

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xdlmao
xdlmao

you could give them just regular take cover the marines in all the halo games do it all the time. suicide bombing for grunts and please make the hunters more expensive or give the unsc something to beat the **** out of them because when i play the covenant spam me with them. maybe give the unsc elephants to counter some of the impossible covenant units

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Vithar-133
Vithar-133

Concentrated fire from the Marines helps.

Aslo, vehicles help as well.

Also, the take cover ability for the marines would be fairly awesome, and a rather useful ability.

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xdlmao
xdlmao

yes it does but it usually takes 6-8 squads of marines to take one down, not only is that expensive but it takes up your landing points fairly fast

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james340
james340

That was easily the most impressive land beta I've ever tried, excellent work!

My own critiques would be that the curser could be a little troublesome at times, as I wasn't entirely sure where I was clicking, not sure it's centred on the 'tip' of the icon.

Also I found the build pads a little hard to locate, as there wasn't a land icon on the screen (though I could see where they were on the little battle map).

These things may be just my computer, but I just want to check. On the whole though, excellent UI, well balanced, and a lot of fun! Look forward to the next release

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the_Farseer Author
the_Farseer

I've never had any issues with the cursors. Anyone else having problems?

Turn on shadows...even just basic shadows. It sounds like you have them turned off? They need to be on to see the build pads.

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jaceace84
jaceace84

I had the cursor problem when ordering attack targets it kept moving my troops to that location instead. I think this is because the pointer actually selects slightly to the right of is tip.

Also I didnt see any spartans they not in yet?

The ODST troopers need to be hot dropped in not with the pelecan I think u already said u where going to do this but were'nt they going to av a rocket launcher or two in the squad too?

I found the covernant dropships wiped out every enemy around but the pelecans were lucky to get a zealot.

Any chance the warthogs could have a sideseat gunner & more armor?

Oh how about a loading progress graphic on the map loading screen so we no its working & not froze?

loved this had loadsa fun tks.

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EliteHalo
EliteHalo

hi,i had a problem with the icons with the covenant on skirmish.

example : i try to create a single unit but there's no icon,how do i create them ???

and what patch do i need ???

please respond,i want to play !

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the_Farseer Author
the_Farseer

Um...I can't help you here. All icons are fine for me and most others. Though I've heard that a low-end graphics card can cause issues with an icon file that is over 16mb... What card are you using?

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Trinto94
Trinto94

okay, first off, well done farseer! that was an amazing experience! it actually felt like Halo 1,2,3 mixed with the good parts of Halo Wars( I know you dont like halo wars, but I loved it, so it IS a compliment). I did, howevver find some things that appear to be bugs.

1. The UNSC could only advance to tech 4(vanilla game might have been this way, or may have been intentional, idk)
2. The Covenant can only advance to tech 3( again, may have been intentional, idk)
3. Though there are upgrades for the scarab, you cannot build the scarab.(may have something to do with the above bug)
4. As mentioned by many people before, you can still build heroes from the vanilla game.(though they seem weaker, with, of course, the exception of darth vader)
5. the shade turrets(normal and fuel rod, especially the latter) are WAY overpowered against scorpions, hornets and warthogs. this is me estimating from my experience of playing halo 3 and reach.
6. you may want to limit the AAA Wraith's ability to fire on ground units. In halo 3, they could only fire on ground units w/ the little plasma turret, and it really PWNS with it against...well, everything in this mod.
i think thats it, hope it helps! i will continue playing and looking for more.
again, great job! this is anextremely fun mod. i am glad you decided to release the land beta.

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HammBoyTheDestroyer
HammBoyTheDestroyer

Just so you know, the reason you can't build the Scarab is that there is no Scarab.

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Vithar-133
Vithar-133

Both sides are only able to tech up to level three. It was the same way in vanilla. Never understood why, though.

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the_Farseer Author
the_Farseer

1) This is the same in the OG game.
2) Same
3) Scarab doesn't exist yet, haven't removed upgrades.
4) Just disable heroes from the skirmish menu before you start a game...
5) Everyone is saying this. Will adjust stats.
6) Check again. The AAA Wraith most certainly can fire at ground targets. And it does in fact PWN against everything.

Thank you for the feedback :)

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xdlmao
xdlmao

well then how about giving the unsc some ting to counter like i said elephant for aa wraiths and spartans for the hunters, seems fair enough with those changes. (also only one mongoose but two ghosts, i know your going for cannon but i don't remember when a spirit carried 2 ghosts at once)

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floodvadame117
floodvadame117

not sure if you ever checked on halopedian but if you do it clearly states that both the spirit and the phantom can carry two light vehicles at once and up to 30 passangers (or 33 30 + 3 gunners for phantom) so everything is correct

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AhzekAhriman
AhzekAhriman

Obviously you never played halo combat evolved because theres plenty of times when spirit carries to ghosts at once

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NeighborlyNinja
NeighborlyNinja

I think the AA wraith is well balanced in that it takes up so much population. With only a unit cap of 9, you can only have three and no units to support them.

Although I really wish the population cap was a few points higher. Massive grunt assault anyone?

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Nova_Stihl
Nova_Stihl

the aa wraiths actually did fire on ground targets in halo 3 :)
sorry if i side tracked or went against the top instructions. if i have, please delete.

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Trinto94
Trinto94

oh okay, just thought it was wierd being able to upgrade scarab, w/o making a scarab. i guess that would be why.
and on the AAA Wraiths: i didnt know they could in halo 3. maybe i just havent played it enough.

and i found one more. i believe you said in the descriptions of the SpecOps Sangheili that you could see the distortions caused by the camo if you had heat distortions ON. well, i did, and(with the exception of the sword-wielding leader, whose sword is still visible) the only indication they are there is when you drag the mouse across the screen to select units.

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the_Farseer Author
the_Farseer

Does your graphics card support the heat shaders? It may not. The shader is custom and i believe was compiled in DX10.

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Trinto94
Trinto94

it should, I know it doesn't run two of the things in advanced settings, because whenever i try to move their meter, it just goes back to 0. but i have heat shaders checkmarked, and the game accepts it. and i am pretty sure I have seen heat waves in space. i could be wrong about this though

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Trinto94
Trinto94

and also, both the UNSC's and the Covenant's communications arrays have the same model and skin as the UNSC airpad, albeit smaller versions. this may be intentional, or you just havent modeled models for them yet or what.

and another one: whenever mongooses drive behind warthogs, they speed up, then are forced to stop when they hit the warthog in front of them. maybe speed up the warthog a little

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the_Farseer Author
the_Farseer

Comms array only appears when playing on Star Wars maps because those maps haven't been edited so the Comms Array marker still exists. The beta was intended to be played on the Halo map but I thought only having one map was lame...so I kept the Star Wars ones in too.

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Gonztah
Gonztah

The AI seems to just spam hunters and maybe a few zealots AND NOTHING else. Also the Mongoose seemed a bit slow to me. Maybe improve the accuarcy of the human AT turret (Gauss turret) And the Shade turrets seem a bit overpowered when compared to their human counterparts (As said earlier espescially the Covenant AT turret can slaughter pretty much anything you throw at it in one shot) Thats pretty much everything I can think of now. Great land beta though! Keep it up!

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the_Farseer Author
the_Farseer

They build all units. Wouldn't you build a lot of your power units though? The AI builds tanks, Ghosts, the lot. Never had a problem with it.

The turret stats are being changed though as just about everyone thinks they are op.

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Rivel_Knight
Rivel_Knight

Hey just remember, in the whole Halo univers the covanant don't make it easy on the UNSC and the UNSC is luck to make it out alive in most of the covanant encounters. Farseer is just adding the realisam.

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HammBoyTheDestroyer
HammBoyTheDestroyer

This wasn't really a bug, but a thought it was a bit funny that Scorpion upgrades were unlocked at tech 2 while the Scorpion itself was unlocked at tech 3. Considering that's all I have to say, I am very well pleased with your work!

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the_Farseer Author
the_Farseer

Lol. Good point. That is a bug, FYI. It isn't a glitch per se but it still falls into the "bug" category. Thanks.

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Guardian14
Guardian14

The game crashes my computer either when I try to start the game or at the end of a skirmish battle. Also the menus are a little hard to read, could you tint them so that you can't see the menu behind it, the see through thing was rather annoying and made it hard to see what I was selecting. Also all the icons were really messed up and I had trouble seeing what I was buying as well as the build pads being invisible.

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the_Farseer Author
the_Farseer

Install error. Or just a bad (low-end) graphics card. The mod should not crash your game. My guess is that your computer just isn't powerful enough to run the mod properly.

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Guardian14
Guardian14

ug, too bad cuz what did work was amazing

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Gonztah
Gonztah

Oh yeah and I found some typos (Unit description etc.) ;) but nothing major still a kool beta!

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the_Farseer Author
the_Farseer

List them as you find them please.

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OsoDEADLY
OsoDEADLY

You can hold your mouse away from the research structure (far away) and it will still select it. And for most maps the build[ads are there just not visible,.

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the_Farseer Author
the_Farseer

The building error is already fixed and will be in the next release. As for the other, you must turn on shadows to see them.

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Vithar-133
Vithar-133

As a suggestion, I know it is possible to increase the land skirmish pop cap past 9 (or ten for that matter). Just not sure how. I think I'll check up on that sometime today maybe. Other than that, can't think of anything.

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Vithar-133
Vithar-133

Scratch that. It is possible to increase land skirmish pop cap.

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the_Farseer Author
the_Farseer

It is but I'm not going to do that. Halo isn't about massive, apocalyptic, Lord of the Rings-style battles. I, personally get tired of every video game and movie trying to emulate that as well. What's wrong with a small, strategic battle?

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Vithar-133
Vithar-133

You have a point.

It would be fun, in my opinion, if there were some maps with larger pop caps and some with smaller pop caps. If that's possible, which I don't think it is.

Ran a little test with a raised pop cap, 17 (intended to do 15, but apparently land skirmish adds two extra command points...). It wasn't overly large in terms of huge amounts of units, but the battlefield didn't feel oddly empty.

Just a thought. Might try one with the pop cap set to 15 and then another set to 20. Just to see what it's like. Not about to set a pop cap above 20, though.

'Course, these are just thoughts. I still find only nine (at least for landskirmish) overly limiting, especially with larger maps.

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godmaster89
godmaster89

Hi fellow gamer, if you managed to change the skirmish pop cap for this mod can you please tell me how?

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godmaster89
godmaster89

Hi, If you managed to increase the pop cap anyway you can tell me how? and is there any way to increase it to amazing amounts of units??

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