Dawn of Warhammer 40,000: Firestorm Over Kaurava

The definitive Table Top conversion mod for Dawn of War.
It is currently Tue Dec 12, 2017 11:07 am

All times are UTC [ DST ]




Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 20 posts ] 
Author Message
 Post subject: FoK 3.5 Necron Master Bug List
PostPosted: Mon Sep 14, 2009 10:14 am 
Excommunicate Traitorus
User avatar
Offline

Joined: Thu Sep 25, 2008 11:12 am
Posts: 558
Location: Germany
post your bug findings here. first post will be updated along the way.

Necron

- The necron warriors made by the monolith don't spawn unless near a building. FIXED
- Pariahs have no speech. FIXED
-Necron lord artifacts have the same tooltips.
-Do chainfists and monstrous creatures and meltas gain there damage bonus against the monolith even though they might not be allowed to?

_________________
Quoth the raven.... Eat my shorts!


Top
 Profile  
 
 Post subject: Re: Necron Master Bug List
PostPosted: Thu Sep 17, 2009 3:30 am 
Cultist
User avatar
Offline

Joined: Tue Mar 24, 2009 5:43 pm
Posts: 371
Location: Sorguul Clan Warship, Medusa
The necron warriors made by the monolith don't spawn unless near a building.

This quite effectively makes the whole warping a squad in pointless, as if you're near your base, you can just make them there. :roll:

Holy crap!! My next post is the 1000th!! Well I'm off to think of something, but I have a pretty good idea. Bye everyone!! ;)

_________________
I'm back... and I'm going to do my best to stay this time. ._.


Top
 Profile  
 
 Post subject: Re: Necron Master Bug List
PostPosted: Thu Sep 17, 2009 10:16 pm 
Cultist
User avatar
Offline

Joined: Tue Mar 24, 2009 5:43 pm
Posts: 371
Location: Sorguul Clan Warship, Medusa
Necron lord artifacts have the same tooltips.

Also, I can't seem to teleport my lord with the Veil of Darkness. I'll test this extensively later, but just thought I'd bring it up...

_________________
I'm back... and I'm going to do my best to stay this time. ._.


Top
 Profile  
 
 Post subject: Re: Necron Master Bug List
PostPosted: Fri Sep 18, 2009 2:55 am 
Civilian
User avatar
Offline

Joined: Sun Aug 16, 2009 3:01 pm
Posts: 12
necron lord destroyer's dark cloudy part stands in front of him. Also he can't cause any damage , just waits near enemy (no animations)
http://img15.imageshack.us/img15/5082/relic00005.jpg


Top
 Profile  
 
 Post subject: Re: Necron Master Bug List
PostPosted: Fri Sep 18, 2009 12:05 pm 
Sacrifice
User avatar
Offline

Joined: Sat Jun 20, 2009 5:13 am
Posts: 163
Location: Singapore
Pariahs have no speech. Bug from Dark Crusade 1.2 (1.0 Pariahs had speech if I remember correctly, and Soulstorm restored their speech).

_________________
He who sees his own doom can better avoid its path. He who sees the doom of others can deliver it.


Top
 Profile  
 
 Post subject: Re: Necron Master Bug List
PostPosted: Wed Sep 23, 2009 8:00 am 
Civilian
Offline

Joined: Fri Oct 03, 2008 7:38 am
Posts: 14
If i remember correctly, the "Living Metal" rule states that weapons which normally reduce armour or recieve additional dice for penetration lose that benefit against it (i don't have the codex to hand so apologies if i'm wrong). This means that the "Monstrous Creature" rule still applies, as it's not a result of a weapon. I mention this because i noticed in my last game that the Monolith was immune to the Avatar's melee attacks, which should not be the case if i'm right about the wording of the living metal rule.

I haven't had a chance to test other monstrous creatures against the monolith, but i can only think of the Bloodthirster and Wraithlord, who would be able to harm it anyway.


Top
 Profile  
 
 Post subject: Re: Necron Master Bug List
PostPosted: Wed Sep 23, 2009 8:28 am 
Sacrifice
User avatar
Offline

Joined: Sat Jun 20, 2009 5:13 am
Posts: 163
Location: Singapore
"Similarly, weapons that get additional Armour Penetration dice (such as chainfists, monstrous creatures or melta weapons) do not get the extra dice against the Monolith."

If I'm getting the rules and all right, the Avatar's S6 will only get to roll 1D6 instead of 2D6, which added together would have a max of 12, always below the Monolith's Armour of 14. Thus, the Avatar won't be able to damage the monolith in close combat. Consider using his ranged The Wailing Doom attack instead, which is S8 and AP1.

As the Monstrous Creatures additional dice bonus applies only to close combat, it's pretty clear that Living Metal is referring to the negation of this bonus.

_________________
He who sees his own doom can better avoid its path. He who sees the doom of others can deliver it.


Top
 Profile  
 
 Post subject: Re: Necron Master Bug List
PostPosted: Wed Sep 23, 2009 9:32 am 
Civilian
Offline

Joined: Fri Oct 03, 2008 7:38 am
Posts: 14
It's a case of the wording though. If it states weapon rules specifically, then monstrous creature should still apply, as it's an attribute of the model, not a weapon he's using.

However i should say again, i'm not sure if that is the exact wording as i can't find the Necron Codex atm.


Top
 Profile  
 
 Post subject: Re: Necron Master Bug List
PostPosted: Wed Sep 23, 2009 2:52 pm 
Sacrifice
User avatar
Offline

Joined: Sat Jun 20, 2009 5:13 am
Posts: 163
Location: Singapore
The line I had in my previous post in quotation marks was taken directly from the codex, from the Living Metal entry under the Monolith.

The quote mentioned "monstrous creatures". If your argument that it had to apply specifically to weapons and not models were true, then it would be unnecessary to even mention monstrous creatures. You're getting all too technical on the rules for this, unless you're seriously looking for a weapon that is a monstrous creature.

_________________
He who sees his own doom can better avoid its path. He who sees the doom of others can deliver it.


Top
 Profile  
 
 Post subject: Re: Necron Master Bug List
PostPosted: Wed Sep 23, 2009 5:39 pm 
Infernal Tester
User avatar
Offline

Joined: Mon Dec 29, 2008 10:53 pm
Posts: 353
In addition, all Monstrous Creatures roll an additional d6 for armour penetration (2D6+Strength) when attacking a vehicle in close combat.

Similarly, weapons that get additional Armour Penetration dice (such as chainfists, monstrous creatures or melta weapons) do not get the extra dice against the Monolith.

Pretty damn self explanatory.

_________________
Image
"To Be Is To Do" : M. Ghandi
"To Do Is To Be" : F. Nietzsche
"Do Be Do Be Do": F. Sinatra


Top
 Profile  
 
 Post subject: Re: Necron Master Bug List
PostPosted: Fri Oct 16, 2009 10:02 pm 
Civilian
User avatar
Offline

Joined: Sat Oct 10, 2009 2:25 am
Posts: 6
necron lord and necron lord destroyer (nightbringer might be that way also not sure) has a bug where they revive themselves right after being killed, first i thought it was 1 of the research. after trying a few times couldn't get it to do it again


Top
 Profile  
 
 Post subject: Re: Necron Master Bug List
PostPosted: Sun Oct 18, 2009 12:18 am 
Cultist
User avatar
Offline

Joined: Tue Mar 24, 2009 5:43 pm
Posts: 371
Location: Sorguul Clan Warship, Medusa
Snypa wrote:
necron lord and necron lord destroyer (nightbringer might be that way also not sure) has a bug where they revive themselves right after being killed, first i thought it was 1 of the research. after trying a few times couldn't get it to do it again


We'll Be Back means any necron unit that dies has a chance of coming back to life. That's correct. Necron HQ's do get it too. ;)

_________________
I'm back... and I'm going to do my best to stay this time. ._.


Top
 Profile  
 
 Post subject: Re: Necron Master Bug List
PostPosted: Thu Oct 22, 2009 4:38 am 
Cultist
User avatar
Offline

Joined: Wed Jun 17, 2009 6:19 pm
Posts: 390
Location: Well, lets just say you shouldn't look in your attic anymore.
Wait, does the Nightbringer get We'll Be Back? I certainly hope not.

_________________
A bullet sounds the same in every language, never forget that.


Top
 Profile  
 
 Post subject: Re: Necron Master Bug List
PostPosted: Thu Oct 22, 2009 6:50 am 
Infernal Tester
User avatar
Offline

Joined: Fri Sep 26, 2008 4:33 am
Posts: 644
No, its one of those weird things, the Nightbringer, Deciever, Pariahs, Scarabs and some other units aren't "Necrons" in terms of Necron special rules.

_________________
CLICK ME
Image


Top
 Profile  
 
 Post subject: Re: Necron Master Bug List
PostPosted: Thu Oct 22, 2009 9:20 pm 
Cultist
User avatar
Offline

Joined: Tue Mar 24, 2009 5:43 pm
Posts: 371
Location: Sorguul Clan Warship, Medusa
Warforger wrote:
No, its one of those weird things, the Nightbringer, Deciever, Pariahs, Scarabs and some other units aren't "Necrons" in terms of Necron special rules.


Tomb Spyders also. :geek:

_________________
I'm back... and I'm going to do my best to stay this time. ._.


Top
 Profile  
 
 Post subject: Re: Necron Master Bug List
PostPosted: Fri Oct 23, 2009 9:41 pm 
Civilian
User avatar
Offline

Joined: Sat Oct 10, 2009 2:25 am
Posts: 6
ok so how does this We'll Be Back rule get activated?


Top
 Profile  
 
 Post subject: Re: Necron Master Bug List
PostPosted: Fri Oct 23, 2009 10:51 pm 
Infernal Tester
User avatar
Offline

Joined: Sat Jan 10, 2009 3:01 am
Posts: 233
Snypa wrote:
ok so how does this We'll Be Back rule get activated?


In tabletop whenever a model with the Necron special rule loses its last wound, it's placed down on its side. In the Necron player's turn, the player rolls a die for each damaged Necron - on a roll of 4+ the model is stood back up on its feet with a single wound remaining.

I have a ton of Codex books and play 40k often, so just PM Katie Drake if you have questions about tabletop stuff.

_________________
Please click on my Daemon. --> http://heresy-online.net/daemons/adoptables/92-hung-lo.htm


Top
 Profile  
 
 Post subject: Re: Necron Master Bug List
PostPosted: Fri Oct 23, 2009 11:01 pm 
Infernal Tester
User avatar
Offline

Joined: Mon Dec 29, 2008 10:53 pm
Posts: 353
Snypa wrote:
ok so how does this We'll Be Back rule get activated?


In FoK, or in TT?

In TT, as Katie says. In FoK, using the ressurection hard code.

_________________
Image
"To Be Is To Do" : M. Ghandi
"To Do Is To Be" : F. Nietzsche
"Do Be Do Be Do": F. Sinatra


Top
 Profile  
 
 Post subject: Re: Necron Master Bug List
PostPosted: Fri Dec 11, 2009 4:16 pm 
Civilian
Offline

Joined: Fri Dec 11, 2009 4:06 pm
Posts: 9
Hello there people this is indeed my first post here and i just played an 8 player map ffa 7 insane computers and myself as the necrons. Let me just say that wow this mod has revitalized this game for me yet again, and i just got back into it like 3 weeks ago me and a bunch of friends all bought it again. I played necron and noticed a ton of little annoying bugs with the necrons as well as noticing that on my first play around damn they rule lol. So here's a list of things i myself experienced.

Items and reinforcement get stuck constantly, or they do not highlight to allow you to replace your losses
The monolith if you double click to move somewhere it moves incredibly fast, like holy damn! However if you click once its slow still?
The necron lord (mounted one) stops his auto attacking of things once his scythe is upgraded , however i put him into assault mode and he started doing it again.



Those just occured a lot so i guess there weren't tons of bugs just the same ones over and over and over and over and over.

The monolith is made up of living metal so why isn't it self repairing? i know pariahs don't obviously, but i know the monolith totally should. Love seeing tons of necrons running around though, was fantastic!

Anyhow i love this mod and will get it out to my friends later today for us to experiment more with and since there's 5 of us we'll write down and log more bugs as we come across them


Top
 Profile  
 
 Post subject: Re: Necron Master Bug List
PostPosted: Mon Dec 21, 2009 12:48 pm 
Fallen from grace
User avatar
Offline

Joined: Wed Sep 24, 2008 2:19 pm
Posts: 1802
Location: UK
Quote:
items and reinforcement get stuck constantly, or they do not highlight to allow you to replace your losses


its restricted to your buildings, transports and listening posts. not a bug. same with the other races.

Quote:
The monolith if you double click to move somewhere it moves incredibly fast, like holy damn! However if you click once its slow still?

intermaresting to say the least. not sure how to fix that. if it works on everything else...

Quote:
The monolith is made up of living metal so why isn't it self repairing? i know pariahs don't obviously, but i know the monolith totally should.


they should. probably overlooked. seeing the range it has. only a minor one though.

_________________
http://www.formspring.me/Dow40k2Woamod

Ask about the mod.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 20 posts ] 

All times are UTC [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group