Dawn of Warhammer 40,000: Firestorm Over Kaurava

The definitive Table Top conversion mod for Dawn of War.
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 Post subject: FoK 3.5 Space Marine Master Bug List
PostPosted: Mon Sep 14, 2009 10:15 am 
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post your bug findings here. first post will be updated along the way.

Space Marines

- Fast attack caps? can get 4, should be three FIXED
- chaplain power fist bug FIXED
- The upgrade for Vanguard shields changes armor listing to "Armor 0 Shield 4" changed to Armour - Shield 4, that's how the engine works with armour types, the shield makes the armour redundant if it confers more % of protection.
- venerable dreadnought armor rating ? Changed extra armour value for simple damage received reductions
- Heavy Bolter back pack taking allied Imperial Guard colors bug FIXED
- honour guard standard texture is still missing
- Librarian bolt-pistol texture
- Company Champion bolt pistol texture
- the pilot light on the ASM flamer isn't 'attached' to the weapon
- turret target priorities. turrets don't follow orders but select an enemy of their choice

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 Post subject: Re: Space Marine Master Bug List
PostPosted: Mon Sep 14, 2009 3:58 pm 
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Tooltip for built servitors is a techmarine one. This is for both gun and tech servitors.

Also standard for the Chapter Master's honour guard Standard Bearer is blank and just grey.

And one more :| Krak grenades don't work on Imperial Guard HQ and Infantry Bunker, but do on their armoury and listening posts.


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 Post subject: Re: Space Marine Master Bug List
PostPosted: Mon Sep 14, 2009 5:25 pm 
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Terminators, both shooty and assault, can`t embark LR, LRR.
Devastators can`t reinforce to 10-men squad.
Librarian bolt-pistol texture still old and ugly.


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 Post subject: Re: Space Marine Master Bug List
PostPosted: Mon Sep 14, 2009 5:33 pm 
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Librarian has not been changed at all yet. Devastators can't have ten men because they would not fit in a razorback. (Gives the razorback some purpose.) If we had more space we would add the full size squad. Maybe in the future.

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 Post subject: Re: Space Marine Master Bug List
PostPosted: Mon Sep 14, 2009 7:04 pm 
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There is a 10men Devastator squad, in the Orbital Relay All Squads come in 10strong from start....will only have to pay a bit more due of the full size and the drop pod.

Land Raiders and Land Raider Redeemer can only transport 6 terminators in TT, there were some plans for termies "combat squads" but still need some tinkering as to where put them and such.

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 Post subject: Re: Space Marine Master Bug List
PostPosted: Mon Sep 14, 2009 8:26 pm 
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Tarrasque wrote:
And one more :| Krak grenades don't work on Imperial Guard HQ and Infantry Bunker, but do on their armoury and listening posts.


Of course not. :) Krak grenades are only Strength 6 in tabletop, meaning that they can only harm vehicles/buildings with an AV of 12 or less. This translates to FoK where krak grenades can't hurt Heavy Armor 4 or higher buildings/vehicles, I believe.

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 Post subject: Re: Space Marine Master Bug List
PostPosted: Mon Sep 14, 2009 9:28 pm 
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Jet pack Chaplain, can buy replacement gun for his bolt pistol (in this case it was the storm bolter). Despite this he can then get the power fist, replacing the just purchased weapon.


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 Post subject: Re: Space Marine Master Bug List
PostPosted: Mon Sep 14, 2009 11:09 pm 
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The Power Fist upgrade replaces the ranged weapon, in TT you can't replace the Chappy's Crozius. Ever. It's his badge of office. So if you wanna give him the fist, don't buy a ranged.


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 Post subject: Re: Space Marine Master Bug List
PostPosted: Tue Sep 15, 2009 12:01 am 
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Hmm... didn't notice that, then again... I went straight for the fist. Also, minor issue, but the pilot light on the ASM flamer isn't 'attached' to the weapon.


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 Post subject: Re: Space Marine Master Bug List
PostPosted: Tue Sep 15, 2009 2:10 am 
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just a few to start off:

- As stated before, fix the librarians bolt pistol.

- Scout Sgt's still don't have plasma pistol or power weapon upgrades per codex.

- Odd coloration on chaplain armor (white parts are now some weird gray color). Also, what happened to the red rosarius?

- The upgrade for Vanguard shields changes armor listing to "Armor 0 Shield 4". that can't be right... they still have their armor on!

- In campaign, when defending a territory you can't choose chapter tactics (all choices stay grayed out no matter what is done)

-How does the wargear system work for Thule? Since he has a new model and none of the wargear choices seem to have an effect on his character in game...

- After building one elite choice tech-marine, you can now build 3 servitor squads.

- tool tips for builder tech-marine still is the same as the elite choice tech-marine.

More to come...


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 Post subject: Re: Space Marine Master Bug List
PostPosted: Tue Sep 15, 2009 2:14 am 
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Servitor one is suppose to be that way.

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 Post subject: Re: Space Marine Master Bug List
PostPosted: Tue Sep 15, 2009 5:48 am 
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The Captain's bolter upgrades say "Chapter Master" instead of "Captain"

Also, dunno where else to post this but the loading screens are... normal DC ones?

Edit; Venerable Dread is super OP. I had it dropped into two armies of CSM, about six-seven squads. And it took NO damage? Explanation of some TT rule or just plain ol' bug?

The Space Marines HB turret. You can have it attack an enemy but it just flicks from it to another target.

I have it on the tip of the Thargorum map. There's three cultists repairing an enemy turret next to the middle lp. I have it attack them but instead it just keeps switching back to the enemy armory. I think it's a range problem.

The enemy is out of range and the turret can't reach but you can still have it attack them. It'll just try to and fail, going back to it's previous target.

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 Post subject: Re: Space Marine Master Bug List
PostPosted: Tue Sep 15, 2009 6:35 am 
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Models and Code- I can get more than 3 Elite/Fast Attack choices

Once again thanks for a great mod...a job truly well done and well worth waiting for...plays great both on skirmish and so far the SP campaign..graphics and animations are indeed first class....my only question is do the 2, 6, 3, 3, 3 organization groups still apply???..I ask this because I just maxed everything out last evening and ended up with this force....

Servitor x2
Librarian and Chaplain = 2 HQ
Space Marine Tac squads x 3, Scout, Space Marine Combat squads x4 = 8 Troops
Sternguard, Terminator and Iron clad Dread = 3 Elites
Vanguard Veteran x2, Vanguard Assault, and Assault Marine = 4 Fast Attack
Whirlwind, Land Raider and Devastator squad = 3 Heavy Support......

Not that I am complaining mind you just curious...

Any way lots of fun ..thanks once again to all involved

please disregard this post...answered in first impressions of FoK..thanks


Last edited by longfellow on Tue Sep 15, 2009 1:59 pm, edited 1 time in total.

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 Post subject: Re: Space Marine Master Bug List
PostPosted: Tue Sep 15, 2009 8:30 am 
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visual glitch:

The trim on tactical marine squad veteran sergeant's pauldrons is Trim on one side and Trim 2 on the other. Haven't checked but it used to be the same on devastators too, I dunno if it's intentionnal...

http://img.photobucket.com/albums/v297/ ... c00000.jpg
http://img.photobucket.com/albums/v297/ ... c00004.jpg

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 Post subject: Re: Space Marine Master Bug List
PostPosted: Tue Sep 15, 2009 3:54 pm 
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1) something wrong with textures on heavy weapons and gun decorations
http://img182.imageshack.us/img182/3500/68458875.jpg
http://img198.imageshack.us/img198/9756/75802258.jpg
2) Why Ironclad have to buy extra armour? He must have it by default.


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 Post subject: Re: Space Marine Master Bug List
PostPosted: Tue Sep 15, 2009 5:42 pm 
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When i was playing in Campaign and Skirmish it wouldn't let me create a chapter master it said requirement "captured strategic point". I had several captured some w/ listening posts some empty.


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 Post subject: Re: Space Marine Master Bug List
PostPosted: Tue Sep 15, 2009 6:01 pm 
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I'm very surprised nobody has mentioned the most obvious bug with the Space Marines.

-Tactical squads can't get a weapon upgrade until they are reinforced all the way to 10 members.

This is a very nasty bug and makes it very expensive to use tactical squads if you want to field special weapons. While the obvious workaround is to use combat squads until you can afford full tacticals it doesn't fix the fact that you start with a tac squad and that CSM don't have this limitation (in the event that it was on purpose.)

I noticed a few other bugs, but this is the only one that jumped out and smacked me in the face so to speak.

I'll report back on the others when I notice them again.

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 Post subject: Re: Space Marine Master Bug List
PostPosted: Tue Sep 15, 2009 6:03 pm 
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TDATL wrote:
I'm very surprised nobody has mentioned the most obvious bug with the Space Marines.

-Tactical squads can't get a weapon upgrade until they are reinforced all the way to 10 members.

This is a very nasty bug and makes it very expensive to use tactical squads if you want to field special weapons. While the obvious workaround is to use combat squads until you can afford full tacticals it doesn't fix the fact that you start with a tac squad and that CSM don't have this limitation (in the event that it was on purpose.)

I noticed a few other bugs, but this is the only one that jumped out and smacked me in the face so to speak.

I'll report back on the others when I notice them again.


NOT a bug, 5th ed codex clearly states that Space Marines tactical squads require 10men to
be able to purchase weapon upgrades. :)

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 Post subject: Re: Space Marine Master Bug List
PostPosted: Tue Sep 15, 2009 6:07 pm 
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ah, well that kinda sucks. Don't have a 5th ed codex so that would explain my misunderstanding.

Just remembered another one.

-jetpack wargear for Space Marines in SP doesn't seem to work.

I had the relic blade, plasma pistol, artificer armour, and jetpack. All of them showed up except the jetpack.

minor

-flamercombo weapon has description but doesn't have a name in the wargear menu.

edit:
Fatal scar error on start of "The Vandean Coast" for Space Marines sp.

edit2:
Terminator honor guard cost 0 rec to add to honor guard.

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 Post subject: Re: Space Marine Master Bug List
PostPosted: Tue Sep 15, 2009 8:05 pm 
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Jetpack is a simple enough fix. As we've added in a new research for Wargear 10, rather than reuse the existing one, the SP Captain doesn't actually get upgraded with the new Jet Pack.

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 Post subject: Re: Space Marine Master Bug List
PostPosted: Tue Sep 15, 2009 9:30 pm 
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Razorback in campaign has texture issues. Crew hatch, storm bolter addon, weapon turret, extra armour. Seems to be pretty much everything that has been added on.

Ok that's bizarre. Saved it so I could check in painter before posting this. Just reloaded save and textures are fine. :?

And in addition, razorback HK missile is an enemy infantry only weapon.


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 Post subject: Re: Space Marine Master Bug List
PostPosted: Wed Sep 16, 2009 5:49 am 
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Ironclad dreadnoughts don't change their right claw to a drill when upgraded.

Space Marines tatical squads with apothecaries do not allow further construction of rhinos when bought.

Captain can still buy his command squad when he upgrades to a jetpack. Is this one intentional?

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 Post subject: Re: Space Marine Master Bug List
PostPosted: Wed Sep 16, 2009 7:48 am 
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As to captain question, yes.

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 Post subject: Re: Space Marine Master Bug List
PostPosted: Wed Sep 16, 2009 12:13 pm 
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- Unable to select any "chapter tactics" when you upgrade your HQ building to monastery (or whatever it is called to get to tier 2). The list is grayed out once you press the upgrade button.

- Unable to upgrade captain or company champion with thunder hammer (intentionnal or not? Mongness on my behalf?))

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 Post subject: Re: Space Marine Master Bug List
PostPosted: Wed Sep 16, 2009 1:22 pm 
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CPT Underpants wrote:
- Unable to select any "chapter tactics" when you upgrade your HQ building to monastery (or whatever it is called to get to tier 2). The list is grayed out once you press the upgrade button.


I believe that is intentional. Prevents you choosing chapter tactics on the fly. It is assumed that if you haven't selected this prior to upgrade, then you want to stick with the default doctrine.


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 Post subject: Re: Space Marine Master Bug List
PostPosted: Wed Sep 16, 2009 2:05 pm 
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CPT Underpants wrote:
- Unable to select any "chapter tactics" when you upgrade your HQ building to monastery (or whatever it is called to get to tier 2). The list is grayed out once you press the upgrade button.

Thunder Hammers are T3 and Company Champion do not have access to thunderhammers in 5th ed codex.

Tarrasque wrote:
CPT Underpants wrote:
- Unable to select any "chapter tactics" when you upgrade your HQ building to monastery (or whatever it is called to get to tier 2). The list is grayed out once you press the upgrade button.


I believe that is intentional. Prevents you choosing chapter tactics on the fly. It is assumed that if you haven't selected this prior to upgrade, then you want to stick with the default doctrine.
Yes

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 Post subject: Re: Space Marine Master Bug List
PostPosted: Wed Sep 16, 2009 2:13 pm 
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Company Champions are not Veterans per se in 5th Edition Codex. It refers to Company Champions seperately.

Chapter Champions, however, do have them.

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 Post subject: Re: Space Marine Master Bug List
PostPosted: Thu Sep 17, 2009 7:22 am 
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Campaign Bugs:

After playing most of the Campaign as Space Marines I've run across a few bugs/problems. Although no SCAR errors have occurred (about to take the chaos stronghold now, have taken Imperial Guard with no problem)

- Veteran ASM cannot have a jet pack chappy/CM attached to them. Which is a pretty big buzz kill considering how awesome that combo. usually is.

- Epistolary Librarian still has the Epistolary research... redundant?

- 1st Company Termies only have one upgrade available, even with 10 men.

- 1st Company ranged vets. get a pink box over there icon when upgraded with multi-meltas.

- Also, 1st Company ranged vets' multi-meltas cost 25 req. whereas tactical squads MM's cost 0 req.

- Chaplains icon shows his rosarius on his chest (the red thing) yet it is no longer their on the model...

- During the Imperial Guard Stronghold mission the Vindicare assassin that's periodically sent out to hunt your commander has a very weird description and the name its given is: Invulnerable (although its still easy to crush)


That's all for now.


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 Post subject: Re: Space Marine Master Bug List
PostPosted: Thu Sep 17, 2009 8:04 am 
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Space Marine SP campaign...

Fatal Scar Error on Vandean Coast....did not happen with RC 1218


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 Post subject: Re: Space Marine Master Bug List
PostPosted: Thu Sep 17, 2009 8:31 am 
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longfellow wrote:
Space Marine SP campaign...

Fatal Scar Error on Vandean Coast....did not happen with RC 1218



Really? I just beat that earlier today with no problems... Who were you fighting?


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 Post subject: Re: Space Marine Master Bug List
PostPosted: Thu Sep 17, 2009 2:42 pm 
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Rak wrote:
longfellow wrote:
Space Marine SP campaign...

Fatal Scar Error on Vandean Coast....did not happen with RC 1218



Really? I just beat that earlier today with no problems... Who were you fighting?



oh oh....

Imperial Guard...Orestan Plains went well as did Pavonis....but the Coast was a no go..I tried again just doing the Plains and then going back to Vandean that way but again there was that scar error...first hitch I have had since I started with FoK...any suggestions???..I did read somewhere in the forums a similar post about the Coast but I'm sorry I can't find it now....thanks


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 Post subject: Re: Space Marine Master Bug List
PostPosted: Thu Sep 17, 2009 2:52 pm 
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there are still a lot of bugs - i remember on rc1218 i foguth as Space Marines's agaisnt the necs'
none of their beacons could be destoryed..................but with mosy attention being focused on the first beacon of the UN FRIGING DEAD! at the very start they just kept coming. which meant i had to send in infiltrate scouts and launch a desperate mission to get my captain to plant the bomb.

actually was treamendous fun :D

is thst bug still in there? along with the invincible dreadnoughts from the original dark crusade e.g the hellfire pattern dreadnoughts?


also im aware you still can't face the eldar base or the tau base.

and does the chaos base mission still phase out after the blood thirster is summoned?

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 Post subject: Re: Space Marine Master Bug List
PostPosted: Thu Sep 17, 2009 10:04 pm 
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Scott wrote:
Servitor one is suppose to be that way.


Just one question, why? A Techmarine is supposed to have 0-4 Servitors, not 0-12. When each is capable of taking a heavy weapon... that's a lot of extra weapons for a single elite choice.

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 Post subject: Re: Space Marine Master Bug List
PostPosted: Fri Sep 18, 2009 3:42 am 
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Black.Mask wrote:
Scott wrote:
Servitor one is suppose to be that way.


Just one question, why? A Techmarine is supposed to have 0-4 Servitors, not 0-12. When each is capable of taking a heavy weapon... that's a lot of extra weapons for a single elite choice.


only 2 servitors can take heavy weapons per squad, and they suffer from mindlock which makes them almost useless without a techmarine attached.

However the reason why you can take 3 squads of servitors with 1 techmarine is because of the DOW engine which hasn't a ratio limit for squads as it has for buildings.....it could be achieved by SCAR but it could cause heavy lag :S.

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 Post subject: Re: Space Marine Master Bug List
PostPosted: Fri Sep 18, 2009 5:37 am 
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Not so much a bug as an animation issue I think, Chapter Master power weapons, other than the Relic Sword lack the power field animation.


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 Post subject: Re: Space Marine Master Bug List
PostPosted: Fri Sep 18, 2009 6:58 am 
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This could be intentional but as I don't own a tau codex I'll put it here anyways.
When I was playing as Space Marines I could not target Tau crisis suits with melta bombs or krak grenades. To me it would make sense to be able to sling a melta at a giant armored mech? I have'nt tried yet with other races that have krak and meltas but IIRC it was the same for chaos in the RC.

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 Post subject: Re: Space Marine Master Bug List
PostPosted: Fri Sep 18, 2009 7:50 am 
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Melooo wrote:
only 2 servitors can take heavy weapons per squad, and they suffer from mindlock which makes them almost useless without a techmarine attached


Maybe not Space Marines (Dunno though 'cause I haven't used their Techmarine yet), but BT Servitors you can take 4 weapons per squad, and I wasted a necron base with 'em without a Techmarine attached.
(I make this point here, 'cause when I brought up the issue in the BT bug thread I was directed here.)

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 Post subject: Re: Space Marine Master Bug List
PostPosted: Fri Sep 18, 2009 7:55 am 
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De4th Ange1 wrote:
This could be intentional but as I don't own a tau codex I'll put it here anyways.
When I was playing as Space Marines I could not target Tau crisis suits with melta bombs or krak grenades. To me it would make sense to be able to sling a melta at a giant armored mech? I have'nt tried yet with other races that have krak and meltas but IIRC it was the same for chaos in the RC.


Crisis Suits may be armored, but they're considered infantry and not a vehicle.

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 Post subject: Re: Space Marine Master Bug List
PostPosted: Fri Sep 18, 2009 8:19 am 
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Haven't posted in a while, just want to say, great mod guys keep up the good work!

Got my 1st CTD yesterday, built a librarian (close combat monster) and a techmarine, it crashed just as I built the combi melta and servo harness for it, anyone got the same problem?


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 Post subject: Re: Space Marine Master Bug List
PostPosted: Fri Sep 18, 2009 4:24 pm 
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Can't say I've had that problem, as I always outfit my Elite Techmarine with Combi-melta/Servo Harness


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 Post subject: Re: Space Marine Master Bug List
PostPosted: Fri Sep 18, 2009 8:41 pm 
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Not so much a bug, but there is a little piece of "corner" texture floating below the chapter masters belts that hang below his belt buckle. It hangs just at the start of his lower leg greaves and makes the CM transparent when looked through.

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 Post subject: Re: Space Marine Master Bug List
PostPosted: Sat Sep 19, 2009 5:54 am 
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Call me crazy... but I don't think those are supposed to do that. :?

http://s6.photobucket.com/albums/y232/N ... -45-44.flv


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 Post subject: Re: Space Marine Master Bug List
PostPosted: Sun Sep 20, 2009 7:44 am 
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The land speeder heavy flamer model is actually a multimelta. (working as a flamer, but the model IS a multimelta).


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 Post subject: Re: Space Marine Master Bug List
PostPosted: Sun Sep 20, 2009 9:22 am 
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You can recruit Vanguard Veterans from the Orbital Relay even if you already have all 3 fast attack choices full.

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 Post subject: Re: Space Marine Master Bug List
PostPosted: Sun Sep 20, 2009 1:37 pm 
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Aeshi, yeah that's the same bug of having 4+ FA choices with SMs reported earlier :)

Its already fixed for the patch

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 Post subject: Re: Space Marine Master Bug List
PostPosted: Sun Sep 20, 2009 3:16 pm 
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Scouts starts with bolt pistol, and combat blade - but there a combat blade upgrade option. If you click it, its do nothing, but fill up the upgrade cap.


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 Post subject: Re: Space Marine Master Bug List
PostPosted: Sun Sep 20, 2009 4:06 pm 
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After "vanguard veterans storm shields" upgrade activated, and after that you buy thunder hammer upgrade, the hammer not appear on the model.

And because thunder hammers two handed weapons, they can't be use together with storm shield TT like, so maybe better if you disable the TH upgrade after storm shields are on.


Last edited by JuronValor on Mon Sep 21, 2009 6:29 pm, edited 1 time in total.

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 Post subject: Re: Space Marine Master Bug List
PostPosted: Sun Sep 20, 2009 4:31 pm 
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Quote:
After "vanguard veterans storm shields" upgrade activated, and after that you buy thunder hammer upgrade, the hammer not appear on the model.

If you have thunder hammers before the "vvss" upgrade, then its working fine - the storm shield appear, and the thunder hammer remain in one hand.


Last edited by JuronValor on Mon Sep 21, 2009 6:29 pm, edited 1 time in total.

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 Post subject: Re: Space Marine Master Bug List
PostPosted: Sun Sep 20, 2009 4:44 pm 
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JuronValor wrote:
Scouts starts with bolt pistol, and combat blade - but there a combat blade upgrade option. If you click it, its do nothing, but fill up the upgrade cap.


That's odd. Btw in the codex aren't scouts supposed to be default equiped with boltguns?

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 Post subject: Re: Space Marine Master Bug List
PostPosted: Sun Sep 20, 2009 5:06 pm 
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From Codex:

Wargear:
Scout Armour
Bolt Pistol
Boltgun
Frag and Krak Grenades.


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