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 | 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 Space Marines: Chaos: Eldars: Inquisition: Nécrons: And in bonus, some more Suggestions ! Old suggestions: New suggestions: Even with those problems, we consider that your mod is balanced for multiplayer games. Ungoliant and W40kG team(Fr) Edited by: Ungolyant |
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Sep 10 2014 Anchor | ||
Sorry for the late answer, I totally forgot to check the forum here.
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.
Fixed
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).
We will have a proper tau Commander model with all weapons system and all needed animations in the future.
Yeah, it is a bad placeholder (it's just a huge crisis suit).
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.
Scouts and terminators don't have 'em, but assauls squads, devastators, sternguard and vanguard veterans do.
It is possible, checked that myself.
Which taskbar do you use? I have no such problems on 16:9 taskbar.
Removed an animation. Maybe someday we will have a good KoS model...
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.
Which unit have this bug? Many have the mark of khorne.
I though about them being affected by the daemons size research. I made them turn instantly, so their movement should be better.
They work, but currently don't have visual representations. - Swooping Hawks don't fly. - Cobra is a super heavy vehicle, but on the field it's smaller than a wave serpent. Could it be made bigger ? - 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 - Impossible to create Canopek spider. - Attack bug on the Deceiver - Necron player seem to lose even if he still have a (true) monolith. - 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). 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. |
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Sep 10 2014 Anchor | ||
We all play in 4:3, on 16:9 icons are distorted
I have only seen that on the Khorne Berserker.
Can wait to see that !
Ok, Moral damage will be the Chaos undivided mark effect ?
Thank to you |
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Sep 11 2014 Anchor | ||
Thanks for your reply, can't wait to see those games. |
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Sep 13 2014 Anchor | ||
Hello Warboss, Just two another small animation bug: - Bloodletter, sometimes in melee, animation is break I post some replay in multiplayer forum |
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Sep 13 2014 Anchor | ||
Hello, 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. 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 ? 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 Orks Eldar Necrons Edited by: Ungolyant |
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Oct 5 2014 Anchor | ||
Hello Warboss,
Edited by: Yarael |
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Oct 10 2014 Anchor | ||
Same problem as he mentionned. I've also noticed some more bugs : |
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Oct 12 2014 Anchor | ||
Wraithguard bug is fixed. Mek leader (burna boyz and lootaz) will be fixed soon.
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).
Just don't enable shroud on all of them and they won't make those noises.
It is the inquisitor problem, not autarch, I'll see if I can fix it. |
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Oct 12 2014 Anchor | ||
Hello Warboss, thank for your answer. - 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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