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 1.6 bugs and glitches | Post Reply | |
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Feb 2 2014 Anchor | ||
All bugs and glitches can be placed here so that Carnius has central place to look at |
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Feb 2 2014 Anchor | ||
There seems to be a problem with the Harvester AI on at least GDI mission 19 in Rome where you have to take out the tower. The Harvesters keep on trying to harvest the blue tiberium and you have to manually set them to the green fields. The AI harvesters just keep on going for or try to go for the blue field leading to nod having no income and the Scrin with a vastly smaller income than normal. Occurs on normal difficulty. The description for what units are summoned by the Montauk were incorrect for the Nod Raider team and Nod Sweeper team I think. (basically the ability on ctrl S and ctrl D). They spawn the units that are on the image of the ability but the descriptions have been switched. The Scrin plasma bomber from the tacitus archive also appears to have a different weapon than the one displayed in the screen shots and kinda looks under whelming, I think you switched the weapon for the tank and the Plasma bomber around 'cuz the tank fires bolts of plasma similar to the one shown in the screen shot. Also after summoning the montauk I keep on hearing CABAL's laugh over and over again whenever I go over my command center where it spawned after I built it. Also the scrin Tacitus Archive infantry has in its description that it can use blink packs but it doesn't have the ability instead having the emp ability. Tacitus archive units look cool but a lot of the time they feel a bit off. The Zone defenders do ok vs some buildings but for a weapon that sounds so loud it doesn't do any damage vs vehicles, or at least don't do any damage when force fired at my own units. They do decent damage vs buildings but I feel they're underpowered for the weapons sound effect they use. I really like how you brought back the pred tank as a tacitus archive unit I really missed those bastards from 1.4 Also there are no restrictions on the tacitus units so far but some are down right lethal while others don't feel worth the money. The Kodiak seems to be ridiculously fast, honestly it and the leviathan don't need to move fast they need to be able to turn faster, in my opinion. They already have mobility abilities ( i.e. blink pack and stratofighter booster). Also I like to have my Zone units in the same control group it would feel really nice if Zone defender got a jump jet ability like the other zone units. Oh yeah the Nod tunnel network can't be used because I couldn't find the requirement building (i.e. the Tunnel Network Hub) it also seems to use the Nod Tunnel Network model to deliver units for the Montauk. |
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Feb 2 2014 Anchor | ||
Ive found an issue with the gates |
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Feb 2 2014 Anchor | ||
Not for me I got the Scrin and Nod gates working, I had captured a Nod Con yard as scrin so I think it's something on your end. |
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Feb 2 2014 Anchor | ||
There are a couple problems I've run into. My Riflemen suddenly turned and started shooting my Zone Commando, then stopped before he died. This was after they destroyed some AI Nod units. Then, during gameplay, I pressed ESC and the menu box was all pink, minus the text for the buttons. Something to do with the game not loading its required "art" for the menu box. Aside from that, the game has crashed both times I've played in the middle of fighting. I think one time it happened when I tried to snap the camera to a different spot on the map. |
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Feb 2 2014 Anchor | |
Feb 2 2014 Anchor | ||
liedata011: it only happens when i rotate the gates and no it's not a problem with my game |
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Feb 2 2014 Anchor | |
Missiles are meant as AA defense. Ion cannon is his only ground attack weapon. it is a air support unit. capable to remove most air targets. with the GDI gate: but so with all gates, buildings to close to the gate will make it malfunction. Edited by: Starfox100 --
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Feb 2 2014 Anchor | ||
More problems. Everytime I'm playing with my friend, it's random when the game ALWAYS crashes for me, whether it's snapping to a position on the map, or just looking at a random unit. Also, the Hunter from the Mutant building base can't seem to be set to a stance. |
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Feb 2 2014 Anchor | ||
The Montauk support troops have the wrong description for the units, its mixed up. |
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Feb 2 2014 Anchor | ||
Ok. found some minor issues to be fixed with: |
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Feb 2 2014 Anchor | ||
1.)Why Kodiak has Plasma barrage continuous attack? Aint that were meant for Devastator? 2.)Blink pack and Subterrenan move of Leviathan and Montauk needs doubled (if not even tripled) cooldown time. Its OP. 3.)Saboteur still dies in tiberium after Forced Evolution upgrade. 4. )Montauks-abilities- Sweeping advance deploys units from Raiding party and vice versa. Montauk bug- while using Subterranean move ability and when attack by flame weapons (Devils tongue/Black hand) the very fancy bug appears. Flames are pursuing all over the map: Moddb.com Montauk has no damaged and heavily damaged animation. 5.) Command card of unit has only 2 upgrades.Despite that, 3 upgrades applies on Annihilator. 6.) GDI deployed Surveyor-Outpost now has rockets,like Rig, albeit less potent, it should be inluded in unit description. 7.) Scrin structure description- Storm column should look like this 8.)Scrin MCV/Construction yard Scrin Drone platform: Remove its ability to create minimap radar, that is the work only of Nerve center (Scrin "radar" type structure) Scrin Drone ship: Change prerequisitive structure for it from Technology Assembler to something different. Drone ship movement-it rather hovers instead of flying- hover around Gravity stabilizator instead of flying above it, like any other air unit. Devastator Warships lack unit description-Heals in Ion storm. Scourge does not heal in Mantas Ion storm. Heals in other sources of Ion storm. All other Scrin air units heals in all Ion storm sources correctly. 9.) I miss Force fire targeting and damage for Toxin Trooper squad. Formation move- Annihilator shows Conqueror formation 10.) Fully upgraded Conqueror still inferior to MKII (Conqueror not using laser beams from Avatar, uses Sonic weapon from Disruptor only when in lower range-sonic,laser and default tiberium hyper cannon must all always use its maxium range) Dont tell me it takes 2 Montauks to kill MKII. Were trying one on one, but MKII make it alive with 50% health. Yeah and MKII can survive superweapon. Little bit unfair toward Leviathan and other epic units. Conqueror and Montauk has troubles with not shooting while they should use their maximum range. 11.) Tacitus archive units upgrades and descriptions: Zone Defender squad- Archive says that "Power packs" applies to them. (Nod Tiberium Power Pack?) Colossus- Archive says Railgun and Sub-calibre rounds to him. Cyborg Decimator- Not included in Tech Lab Tiberium Power Pack upgrade description. Carnius, its Nod Operation Center and Scrin nerve Center, not centre. xd (ingame) Venom- Not included in Operation Center Laser Capacitators upgrade description. Talos- Not included in Nerve Center Light Forcefield Generator upgrade description. Eradicators- Archive say that they have Blink pack. They havent. They have EMP blast. Archive says they havent. Leviathan- Lacks Blink Pack ability description when selected in Gravity Stabilizer. Scourge-Archive says it has Blink Pack. Scourges ability says it has Blink Packs. (Leviathan ability says it has Blink Packs) 12) Attack Bike-wheres my stealth detection? Thats all for now. Ahh, forgot on that Scourge should not have icons for Uncombine with Buzzer and Amphibious/Land mode abilities. Oh, Mutants: Edited by: Oaks |
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Feb 2 2014 Anchor | ||
Apparently the Scourge not only has a weapon's bug but a movement bug as well. When it turns it banks in the opposite direction it should. i.e. where it should bank inward when it turns it banks outwards so it looks like it's going in the opposite direction it should. The repair bay tech structure has no marker on the map so you can't see how large the radius is as well as where you're placing it. I forgot whether it was in the tool tip but mentioning it summons a repair drone carrying plane might also help with some confusion as I tried to select it a couple times before I realised it was probably what I had summoned with the repair drone support power. Can't believe I forgot to put this up. The heavy force field upgrade for Scrin tripod and corrupter do not show up on the model i.e. we don't see them having a force field even if they have the upgrade. |
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Feb 3 2014 Anchor | ||
UPDATED : i found some problem too during skirmish match ,and i summarized some of everyones report as well. Hope this help, overall just minor problem. The new epic unit Kodiak and Montauk need balancing as they supposed to be support role, but they can do attacker role and can make the game easy to win. tech structures Defensive tower - in picture still shows old turret. GDI medic - still shows repair icon like engineers, should be like this surveyor - this expansion unit have missiles now but not stated in description. firestorm generator - damage against enemy is too strong, single activate will destroy them. zone defender (tac archive unit) - weapon look n sound strong but weak.I also want to suggest jetpack and use diferent weapon, Kodiak mk2 - the jet sound is too quiet for a large aircraft. Move speed too fast, weapon are too strong for a support role. NOD nod riflemen - still have disallign weapon muzzleflash issue, when spin the soldier. saboteur - he still die in tiberium , even after Forced evolution upgrade. scorpion tank - the new dig in particle fx looks like water ;I harpy (heli) - in signature generator ability description still mention 'Venom'. vertigo bomber - no problem just it feels a no good unit compared to Banshee, need balance between this two. black hand commando (the hot chick) - she got no extra ability like gdi commando. toxin trooper (tac archive unit) - he heal in tiberium but not mention in description. venom (tac archive unit) - in supersonic ability description still mention 'Banshee'. decimator cyborg (tac archive unit) - in 1vs1 fight ,he cannot defend himself against a single Scrin Buzzer. montauk - some serious bug, the Nightwind aircraft can carry him and it look really really weird. Scrin leviathan mothership - little typo, 'strong vs strong vs' veinhole monster's vein have green tiberium picture Edited by: toph16 |
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Feb 3 2014 Anchor | |
Well then its a bug that you can force fire the Kodiak's missiles on the ground. If you force fire right next to a building or a unit they take damage due to splash damage, and they actually do really good damage against units and buildings. This probably atleast doubles the Kodiak's ground effectiveness if used in good hands. |
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Feb 3 2014 Anchor | ||
Gates only work if a distance away from impassable objects and unbuildable terrain (clifts, ramps, rocks, etc..), I had to re-position my gate twice on Tiberium Wasteland (map that comes with 1.6) near the ramp leading out of the initial start area. Probably a engine limitation, regardless am glad to see gates again! |
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Feb 3 2014 Anchor | ||
Found an issue with the GDI solo campaign on Alexandria. GDI doesn't have the Juggernaut available, but Nod has its artillery unit ready for deployment. This results in your base leveled quickly, when they use them. According to the tiberium field present there, there's an odd problem with the AI money. You can see, playing the mission, that Nod sends its harvester even on the tiberium field near to you, but even if you continue to destroy them, the factories and barracks continue to produce tons of units. So the strategy on cutting off their fundings, is oddly useless. It seems that they have an huge pool of credits, but it isn't lore-friendly, because there's not so much tiberium fields available in the area and a base should not be able to do anything, without harvesting tiberium. If you see C&C Tiberian Dawn (back to 1995), the AI there, got a limited credit stock, to use and the rest, get harvested. In fact, to ease the mission, you kick the harvester and after some "big" attacks, the tank and infantry spamming cease, and the attacks gets lower. In the Alexandria map, at the moment, things don't go in that way and you find out having limited tiberium and Nod that, continue to send you more and more powerful attacks. Even trying to quickly build up an army and try to flood their base, proved to be useless. Too much idle units awaiting. At the moment, the mission is hard/barely-to-impossible to be finished. |
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Feb 3 2014 Anchor | ||
When order Montusk to attack if out ragne it will move to target but move around and not attack. You need to move it in range to make it attack. Anihilator won't see Force Field after upgraded |
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Feb 4 2014 Anchor | ||
Here I summarize some important points mentioned by other careful players and myself. Campaign 2) As mentioned by PUOjACKz, some missions are highly imbalanced in this mod. Adding tech limit or unit lock off for AIs in those maps may be one choice. Another way is to edit the AI triggers in those maps to adjust how fierce each wave is. I personally feel that adding a tech limit should be easier. 3) liedata011 mentioned about the harvester AI problem in GDI mission Rome. Skirmish 2) Also that GameMaster0000 mentioned Annihilators don't show forcefield after research. 3) Oaks mentioned that Scourge does not heal in Mantas Ion storm. Heals in other sources of Ion storm. All other Scrin air units heals in all Ion storm sources correctly. More importantly, the description of all common mutant units still says they have a maximum cap of 3 units. 5) Scrin 6) GDI 7) Balance |
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Feb 4 2014 Anchor | ||
I would personally fix some things and add another ones like the following: - Raise the dimension of the Firestorm defence area effect, of some cells (it's too small, at the moment, is you place it in order to defend a gate); Dudes, I have built up a base, and got defenses bring down by rocket infantry, that can shoot at them, from far enough, that just these units can be used to kick enemy defenses. This is not balanced. I understand if you come against the enemy base, in numbers, and the defenses are busy with some units and you bring down things with the rest of what you have sent to them, but not at this level. About Nod: - I would reduce the AA damage of Cyber Reaper and the Nod bikes. I have tested them against orca fighters, finding out that ONE Cyber Reaper can seriously knock out one/two orca fighters alone. This is a non-sense. I understand that they're the Nod AA units, but maybe, against Scrins air units etc., the player should consider building at least a pack of 2/3 cyber reapers or bikes, in order to have a serious firepower (that kick around 45/65% of enemy unit health), otherwise, attacking Nod, with air units, represent a pure wastage of funds. Nod has even stealth technology to support them and make ambushes and let the player adopt hit-and-run attack strategies in great numbers. If they have even a powerful weapontry available, it's hard to stand against them, and consider that GDI has been always the side that was "slow", "big", but with good armor and with powerful weapons, because they can be sighted and are bulky. Edited by: VolkovKnuckles |
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Feb 4 2014 Anchor | ||
Ok some more bugs that havent been reported yet, Chemical missile Viscroid bug still exist! whenever you use chemical missile to turn enemy infantry to viscroid they will attack each other instead of enemy building which leave them useless... |
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Feb 5 2014 Anchor | ||
Other bugs and things what need improvements: Edited by: SeriousJack |
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Feb 6 2014 Anchor | ||
Is just me or all EVA voices are missing? Sometimes the corrupter shows a wrong in game image, and my units keep attacking it even if it's destroyed. Some maps have too much light, it's impossible to play. -- Brotherhood, Unity, Peace. |
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Feb 6 2014 Anchor | ||
CABAL: Analysis of NOD units and structure on Tiberium Essence V1.6 Beta Nod Infantry Nod Aircraft NOD Cyborg NOD Vehicle NOD Structures Peace Through Power Edited by: TheBlackMarkofNod |
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Feb 6 2014 Anchor | ||
GDI I have seen that call for transport (at least on solo-play), is enabled not if you build a helipad, but when you construct the Orbital Deployment facility. |
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