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 Post subject: RC 4530 Imperial Guard Master Bug List
PostPosted: Wed May 12, 2010 2:04 pm 
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post your bug findings here. first post will be updated along the way.

Imperial Guard

Please supply screenshots, replays or any other material that helps to identify and find the bug.

When reporting the bug, be as specific as you can giving all the info you can gather, it will be easier for us to find it and fix it.

- Mortar weapon type should be "Heavy, Barrage" FIXED
- GK LR storm bolter psycannon bolts upgrade tooltips FIXED
- Medusa's icon lacks Heavy Support "circle" FIXED
- The heavy bolter sponsons for the Leman Russ have a no range value for the upgrade name. FIXED
- Sentinel's "run" ability tooltips is wrong FIXED

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Wed May 12, 2010 2:11 pm 
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3.6 Guardsman not holding weapon not sure if its like this in-game just saying that in the army painter he doesn't
http://screenshot.xfire.com/s/97304575-4.jpg

EDIT: i can't seem to recreate this so it could have been a one time thing?

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Last edited by Chompster on Wed May 12, 2010 11:24 pm, edited 1 time in total.

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Wed May 12, 2010 6:05 pm 
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^ Just to say I haven't had that problem, it could be just you but I am ready to corrected.

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Thu May 13, 2010 12:02 pm 
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Codex states that Sergeant/Commissar can have Bolt/Plasma Pistol AND Power Weapon, Army Painter also shows that, but I couldn't get both.
Army Painter also shows that SW guardsmen wear Carapace Armor (additional armor on knees, thighs etc.).

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Thu May 13, 2010 5:23 pm 
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stormtrooper's hand seems to go through his boltergun, haven't seen that glitch on any other of his weapon's though.

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Thu May 13, 2010 5:42 pm 
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Forward Sentries squad is called Foward Sentries (most obvious one ;) )
Grey Knights Land Raider's armor is misaligned, treads can be seen on left side
Medusa's icon lacks Heavy Support "circle"
Infantry Squad's Sergeant lack Power Sword when upgraded to it (tried to do that after upgrading to the Plasma Pistol)
Chimera chassis: when upgraded to Extra Armor, smoke from exhaust tubes still can be seen appearing "above" extra armor
Land Raider's HK Missile is not gray, it's team-colored.

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Thu May 13, 2010 11:02 pm 
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The Inquisitor Lord's command squad all need 130 req available to start purchase even though they only deduct the correct amount.

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Sun May 16, 2010 5:03 pm 
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When you build devil dogs, bane wolfs and hellhounds from the light factory you can only build any 3 of the fast attack units. that's fair enough and works like last time but in the upgrade menu for each tank, there is the ability to add squadron 2nd and third tanks.
It lets you keep building tanks until you reach 9. It might be a little less confusing if the buttons on the first tank grey out after building only 1 second and third sqaudron member. Then the next tank to be built from the factory could be allowed to build a second and third member and so on.

Im guessing that the intent was for a squad of three light tanks to count as 1 fast attack choice?

Am i making sense here lol.

Or am i missing something? Is there an engine limitation that makes this impossible or otherwise impractical?


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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Tue May 18, 2010 3:14 am 
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For some reason, the Sentinel's Run ability slows the vehicle down. Also, although the tooltip says it can't fire while it is moving, it is able to fire while moving.
Is this a coding bug or a tooltip bug?
Also, the heavy bolter sponsons for the Leman Russ have a no range value for the upgrade name.


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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Tue May 18, 2010 3:35 am 
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probably tooltips are wrong

Sentinels "Run" ability is in fact a slow down ability that allows them to fire on move

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Tue May 18, 2010 5:09 am 
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perhaps switch it around? most people ould want it to FoTM anyway since it doesn't last long enough to do any real sort of tactic without shielding it....

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Tue May 18, 2010 7:41 pm 
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That would definatly make more sense. All the dreads function like that. It would be more consitant if nothing else.

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Wed May 19, 2010 2:10 am 
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captn_brikdik wrote:
When you build devil dogs, bane wolfs and hellhounds from the light factory you can only build any 3 of the fast attack units. that's fair enough and works like last time but in the upgrade menu for each tank, there is the ability to add squadron 2nd and third tanks.
It lets you keep building tanks until you reach 9. It might be a little less confusing if the buttons on the first tank grey out after building only 1 second and third sqaudron member. Then the next tank to be built from the factory could be allowed to build a second and third member and so on.

Im guessing that the intent was for a squad of three light tanks to count as 1 fast attack choice?

Am i making sense here lol.

Or am i missing something? Is there an engine limitation that makes this impossible or otherwise impractical?


Tank squads were either not possible or caused pathing issues. But there was a issue for the FA cap, you couldn't increase it so its limited at 3.

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Wed May 19, 2010 5:52 am 
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couldn't you just not make the additional 2 FA choices but instead make them seperate units that require the first in the squad to be built to be made?


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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Thu May 20, 2010 4:30 am 
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Not really a bug, more of a typo I'm guessing but in the Tactica Control structure the "Cameleoline Cloaks" upgrade claims to add a defense bonus to all Guardsmen Platoons. Platoons are no longer available as far as I know...

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Sun May 23, 2010 2:35 am 
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30 men squads can't actually be 30 men. And HWTs are only available with 3 Sergeants, you need to include that in the tooltip.

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Sun May 23, 2010 2:39 am 
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Basilisks and Griffons cannot fire the Hunter-Killer missiles they can be upgraded with.

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Sun May 23, 2010 2:47 am 
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Guardsmen flamer's ignition flame is miss aligned
http://screenshot.xfire.com/s/97929898-4.jpg
http://screenshot.xfire.com/s/97929804-4.jpg
http://screenshot.xfire.com/s/97929835-4.jpg

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Sun May 23, 2010 3:36 am 
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Most heavy support units can't fire HK missiles when upgraded, the icon doesn't even show up.

Also, strangely I was playing ArCo and had a command squad, a platoon officer squad, a grenadier squad, but after I built 6 heavy choices, it said "pop full" there weren't supposed to be 9? Or in this case 7 or 8 because I had troop choices already?


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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Sun May 23, 2010 3:39 am 
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What did you build?

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Sun May 23, 2010 5:02 am 
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Helbrecht wrote:
30 men squads can't actually be 30 men. And HWTs are only available with 3 Sergeants, you need to include that in the tooltip.


They start out as 20 men then you buy more men.....

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Sun May 23, 2010 6:49 am 
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Helbrecht wrote:
What did you build?


2 Medusas, 2 Executioners, a Command Vanquisher, and an Eradicator.


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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Sun May 23, 2010 4:18 pm 
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Strange, I built Vanquisher Command, 2 Vanquishers, 2 Leman Russes, Punisher, Executioner, 3 Basilisks and 3 Medusas and all was right.

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Sun May 23, 2010 5:07 pm 
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WTF?
you sure you werent using the wincondition that increase caps?

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Sun May 23, 2010 6:02 pm 
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Oups, indeed :lol:

Tooltip says that Vanquisher and LR have range of 108", whereas it's 72" (in TT). Not sure it isn't 108" ingame.

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Sun May 23, 2010 7:10 pm 
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xD thought so

Helbrecht wrote:
Tooltip says that Vanquisher and LR have range of 108", whereas it's 72" (in TT). Not sure it isn't 108" ingame.
108" or Long (108)?

cause if you havent noticed FoK ranges are inches x 1.5.......72x1.5=108

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Sun May 23, 2010 8:15 pm 
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O_o kk. Baw, wrong day today :?.
TT profiles usually associate with TT ranges etc. ;) so maybe you should write the ranges in inches. Also, allows learning the profiles for TT while playing FoK ;)

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Mon May 24, 2010 6:42 pm 
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:oops:

======

my last post was a fail but ill just use it again.
the crew member that loads the rounds of the basilisk's animation are still off.
http://i46.tinypic.com/2mc97nm.jpg
http://i48.tinypic.com/wwdtlh.jpg

could that have been caused by the rescaling?

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Last edited by Chompster on Wed May 26, 2010 9:49 pm, edited 2 times in total.

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Mon May 24, 2010 6:55 pm 
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That's in the first post already ;)

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Tue Jun 01, 2010 9:57 am 
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i don't know if any 1 has noticed this but if you "pop smoke" on the bassie it doesn't "pop smoke"


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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Sat Jun 05, 2010 12:46 pm 
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I guess the GK dread incinerator, still not use the incinerator.lua file.
My modified incinerators all white-blue, except the dread's.

Actually codex like, GK dreads start with normal heavy flamer, and that can be upgraded to incinerator.

So the current heavy flamer is good, just make a incinerator upgrade, and every thing will be perfect.


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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Sat Jun 05, 2010 2:55 pm 
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JuronValor wrote:
I guess the GK dread incinerator, still not use the incinerator.lua file.
My modified incinerators all white-blue, except the dread's.

Actually codex like, GK dreads start with normal heavy flamer, and that can be upgraded to incinerator.

So the current heavy flamer is good, just make a incinerator upgrade, and every thing will be perfect.

?

I don't know where you got that idea, but the GK Land Raider redeemer rules on Imperial Armour 7 has it with Flamestorm Incinerators as basic loadout with no upgrades....and that's exactly how it is in FoK.

About the FX it uses the "...grey_knights\incinerator\flame_spray.lua" which is the same as GKs troopers....the Dread uses an old one cause the model hasn't been updated in ages.

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Tue Jun 08, 2010 5:03 pm 
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Quote:
I don't know where you got that idea, but the GK Land Raider redeemer rules on Imperial Armour 7 has it with Flamestorm Incinerators as basic loadout with no upgrades....and that's exactly how it is in FoK.

Grey Knight Land Raiders are fine, I m not said anything about them. You missunderstod something. They cool.

Quote:
About the FX it uses the "...grey_knights\incinerator\flame_spray.lua" which is the same as GKs troopers....the Dread uses an old one cause the model hasn't been updated in ages.

I see. Well, some time you guys surely update it.
Fast, fast! ><


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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Sat Jun 19, 2010 9:20 am 
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Warforger wrote:
Helbrecht wrote:
30 men squads can't actually be 30 men. And HWTs are only available with 3 Sergeants, you need to include that in the tooltip.


They start out as 20 men then you buy more men.....


Has anyone else noticed that you can't upgrade the heavy weapons on the 30 man squad properly, by that i mean that if i wanted to upgrade my heavy bolters to autocannons only one would actually do so while the rest are left as is. Is this some sort of bug or is it an engine limitation although i have noticed that if the leader units in the platoon squad are different then they can be upgraded..eh just though it was kinda odd..


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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Sat Jun 19, 2010 1:44 pm 
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engine limitation

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Tue Jun 22, 2010 1:29 am 
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GK's holding the incinerator and physgun wrong..
http://screenshot.xfire.com/s/99562603-4.jpg
http://screenshot.xfire.com/s/99562679-4.jpg
http://screenshot.xfire.com/s/99562715-4.jpg
http://screenshot.xfire.com/s/99562631-4.jpg

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Wed Jun 23, 2010 6:21 pm 
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Yes they do that in the army painter, but ingame I never seen this.


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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Wed Jun 23, 2010 8:02 pm 
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I alway thought the battle brother wanted to kick me with his holy weapon. ;)
Anyway, I've never seen this ingame too...

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Wed Jun 23, 2010 10:31 pm 
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JuronValor wrote:
Yes they do that in the army painter, but ingame I never seen this.
in game or not still a bug ;P
people get a false impressions for anything these days :roll:

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Wed Jun 30, 2010 3:54 pm 
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close combat purposes :P

Im downloading atm so ill keep an eye out as im always guard

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Wed Jun 30, 2010 7:22 pm 
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DoLhades wrote:
close combat purposes :P

Im downloading atm so ill keep an eye out as im always guard

exactly that's, the melee pose.

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Sat Jul 03, 2010 1:19 pm 
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you see? an ork comes up to that dude and he whacks it in the face with his fist, now that is FOKing i wanna see :P

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Sat Jul 17, 2010 3:24 pm 
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overseer's bolt pistol still uses old textures.
http://screenshot.xfire.com/s/101067860-4.jpg

got a few more pics of the basilisk's crew animation misalignment i reported earlier
http://i46.tinypic.com/2mc97nm.jpg
http://screenshot.xfire.com/s/101131320-4.jpg
http://screenshot.xfire.com/s/101131304-4.jpg

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Wed Jul 21, 2010 1:36 am 
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a new post so that it will be noticed..

Honorifica Imperialis upgrade says it increases health, melee and moral stats.
http://screenshot.xfire.com/s/101262820-4.jpg (my 2000th Xfire screenshot btw :D )

though from comparing a Ministorum Priest with it and one without it, it shows that only the health is increased

WITHOUT Honorifica Imperialis.
http://screenshot.xfire.com/s/101131391-4.jpg

WITH Honorifica Imperialis.
http://screenshot.xfire.com/s/101131378-4.jpg

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Wed Jul 21, 2010 7:33 pm 
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As had been said many times again and again, the damage stats in the taskbar aren't always correct and its just too tedious that I don't really recall the Relic team fixing their own damage stats.

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Thu Jul 22, 2010 12:13 am 
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said many time yet iv never seen it heh. probably not looking in the right places
but what about the moral?

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Sat Jul 24, 2010 9:29 pm 
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Dunno probably helps in regeneration.

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Tue Jul 27, 2010 1:37 am 
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Inquisitor lord tool tip says he can have veteran guardsman at a limit of 3, though it can go up to 9..
http://screenshot.xfire.com/s/101586691-4.jpg

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Mon Aug 09, 2010 3:55 pm 
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Hi. A few weeks back i noticed some visual errata and posted em on relicnews, but calgar reminded me that you guys don't nescessarily go there so he gave me the link and i decided to drop by. I do not know if anyone else has already reported these but it wouldn't hurt to make sure the modders know about em.
Im assuming that Scar errors in campaign don't matter since it wasnt made for campaign so ill stick with these:
- Imperial guard Inquisitorial Landing Pad construction animation appears to be half complete.
- Imperial Guard Inquisitorial Land Raider threads do not move when it moves.
- Leman Russ Demolisher Threads are all... weird.
(The following ones arent Imperial Guard but for the modding team's convenience ill just add these to the error report)
- Aspiring champion's Chainsword animation not moving

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 Post subject: Re: RC 4530 Imperial Guard Master Bug List
PostPosted: Sat Aug 14, 2010 2:42 am 
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Location: Hiding in a pile of clutter.
Maxajax-- What version are you playing? it sounds like your Guard bugs are from 3.5, because unless I've missed them, they've been cleared up in 3.6

Also, there are many various chain-bladed weapons that don't move and can't be made to do so. There's a techincal reason behind it, but I'm not sure whether it's animation (I don't quite think so) or an engine thing or something else. All I know is that I read that those which don't rotate, can't be made to rotate.

_________________
-Warp blast it! We ran out of places to hide the bolts!
-Not exactly, sir. It's more like we blew him apart, and just made the places to hide the bolts a whole lot smaller and less efficient.


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