Fixes, minor additions, suggestions, bug reports for 1.11

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ColRosenberger
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Re: Fixes, minor additions, suggestions, bug reports for 1.1

Post by ColRosenberger »

Hey guys. I was wondering whether this community update does anything to change scenarios where you're on the attack from being just a creep forward taking out enemies at long range. That was my main gripe with the game when I played it a while ago: on a lot of maps, if approached correctly with high view range units and long range units, most enemies would die like sitting ducks, being repeatedly shot at and destroyed without ever leaving their spawning hex. At that point believability just went out of the window for me.

If not, consider this a suggestion ;) . This could be solved either with changes to AI, some kind of "scout the area if my buddies are getting mysteriously shot at" behavior, or adding some patrolling units in scenarios that have static enemy camps to give them a chance to detect you. You don't want the whole map to charge the player as soon as one of his units is detected, I suppose, but at least some local reactivity to what's going on would be an improvement.

Thanks!
deranzo
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Re: Fixes, minor additions, suggestions, bug reports for 1.1

Post by deranzo »

ColRosenberger wrote:Hey guys. I was wondering whether this community update does anything to change scenarios where you're on the attack from being just a creep forward taking out enemies at long range. That was my main gripe with the game when I played it a while ago: on a lot of maps, if approached correctly with high view range units and long range units, most enemies would die like sitting ducks, being repeatedly shot at and destroyed without ever leaving their spawning hex. At that point believability just went out of the window for me.

If not, consider this a suggestion ;) . This could be solved either with changes to AI, some kind of "scout the area if my buddies are getting mysteriously shot at" behavior, or adding some patrolling units in scenarios that have static enemy camps to give them a chance to detect you. You don't want the whole map to charge the player as soon as one of his units is detected, I suppose, but at least some local reactivity to what's going on would be an improvement.

Thanks!
Hello. This is caused by unit behaviour. You can modify them in scenerio editor by shift + left clicking and look for AI behaviour. Probably mostf of them are "hold position". Change them however you wish.
For example if you change behaviour to "Berserk", unit will attack whatever the situation until it is destroyed.
it is a good day to die
MartiusR
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Re: Fixes, minor additions, suggestions, bug reports for 1.1

Post by MartiusR »

deranzo wrote:
Sorry MartiusR, I haven't been around for days.
Can you please show a representitive picture about what you want?
Hello Deranzo, I wasn't present on forum for some time, hence my delayed reply :P

I'm terrible at drawing, but here we go (my picture is terrible, so feel free to laugh at it :)) :
Image

At this moment, game is showing only red circle, when unit can hit someone, but it doesn't show, with which weapon(s) chosen unit can hit.

My idea was, that every weapon on weapon's list would have separate color. And on the main map, when you're clicking on the unit, there are showed circle(s) in various colors, depending on which weapon can hit the enemy.

Don't know if it's "doable", but it surely would be a great help during game.
deranzo
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Re: Fixes, minor additions, suggestions, bug reports for 1.1

Post by deranzo »

Hello MartiusR.

No problem, I understood you. It is absolutely doable but I'm not sure if its efficient or cause too much UI noise. I will work on this.
it is a good day to die
RedShadow
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Re: Fixes, minor additions, suggestions, bug reports for 1.11

Post by RedShadow »

Bug detected:
https://prnt.sc/kq3l9i

What I did:
- Install Community pack (http://www.matrixgames.com/amazon/Uploa ... geddon.zip)
- Apply update on top (https://www.dropbox.com/s/zyvdzkuia8m6a ... ta.7z?dl=0)
- Start campaign
- Get to 2nd Ork mission (escort vehicule to the east of the map)
- The unit next to the building is invisible and makes the game crash
- File does not exist in my graphics/unit folder

EDIT:
I narrowed it down to the "New Tabletop Rules Update for Community Version (1.11)" update, this file:
https://www.dropbox.com/s/zyvdzkuia8m6a ... ta.7z?dl=0

Is what is causing the crash.
Without it, it works

EDIT2:
Narrowed it further down.
It's the unittypes.whdat from the patch (https://www.dropbox.com/s/zyvdzkuia8m6a ... ta.7z?dl=0) which is causing issue
If I keep this update, without the updated unittypes.whdat (I keep the unittypes.whdat from http://www.matrixgames.com/amazon/Uploa ... geddon.zip) then it works and the unit appears and is visible.
deranzo
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Re: Fixes, minor additions, suggestions, bug reports for 1.11

Post by deranzo »

RedShadow wrote: Mon Sep 03, 2018 3:01 pm Bug detected:
https://prnt.sc/kq3l9i

What I did:
- Install Community pack (http://www.matrixgames.com/amazon/Uploa ... geddon.zip)
- Apply update on top (https://www.dropbox.com/s/zyvdzkuia8m6a ... ta.7z?dl=0)
- Start campaign
- Get to 2nd Ork mission (escort vehicule to the east of the map)
- The unit next to the building is invisible and makes the game crash
- File does not exist in my graphics/unit folder

EDIT:
I narrowed it down to the "New Tabletop Rules Update for Community Version (1.11)" update, this file:
https://www.dropbox.com/s/zyvdzkuia8m6a ... ta.7z?dl=0

Is what is causing the crash.
Without it, it works

EDIT2:
Narrowed it further down.
It's the unittypes.whdat from the patch (https://www.dropbox.com/s/zyvdzkuia8m6a ... ta.7z?dl=0) which is causing issue
If I keep this update, without the updated unittypes.whdat (I keep the unittypes.whdat from http://www.matrixgames.com/amazon/Uploa ... geddon.zip) then it works and the unit appears and is visible.
Hello RedShadow.
Have you manage to found out which specific unit is causing the issue?
it is a good day to die
RedShadow
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Re: Fixes, minor additions, suggestions, bug reports for 1.11

Post by RedShadow »

Hey deranzo,

There are a few units. But it looks like they are all related to the "big_trakk" unit.
For instance, I have big_trakk_killkannon, big_trakk_zzap_gun, big_trakk_zzap_gun_with_shoota_boyz missing
superxingtan
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Re: Fixes, minor additions, suggestions, bug reports for 1.11

Post by superxingtan »

The ''All fixes/additions included full game'' edition leads to a new bug to me. It kills the game whenever I click a unit in the field and a dialog box pops up saying access violation reading location 0x4(0). Any idea about how to fix it? I install the game in C:/game and run it with admin.

Update: I found the problem. It seems not compatible with the GST v1.2 mod. GST works fine with the base game and the community update works fine by itself. However, when combine these two, crash happens.
deranzo
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Re: Fixes, minor additions, suggestions, bug reports for 1.11

Post by deranzo »

superxingtan wrote: Tue Jan 01, 2019 2:57 pm The ''All fixes/additions included full game'' edition leads to a new bug to me. It kills the game whenever I click a unit in the field and a dialog box pops up saying access violation reading location 0x4(0). Any idea about how to fix it? I install the game in C:/game and run it with admin.

Update: I found the problem. It seems not compatible with the GST v1.2 mod. GST works fine with the base game and the community update works fine by itself. However, when combine these two, crash happens.
Yes this can occur. I didn't consider any other mods when developing this update.
All other mods should be modified to work with Community Version.
But as the developer of Imperium New Units mod, latest update and this mod works well together.
it is a good day to die
dpalau_slith
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Re: Fixes, minor additions, suggestions, bug reports for 1.11

Post by dpalau_slith »

RedShadow wrote: Sun Oct 07, 2018 4:51 pm Hey deranzo,

There are a few units. But it looks like they are all related to the "big_trakk" unit.
For instance, I have big_trakk_killkannon, big_trakk_zzap_gun, big_trakk_zzap_gun_with_shoota_boyz missing
Was there ever another resolution to this issue besides deleting the unittypes.whdat file from the update? I performed the same steps as RedShadow for the install but am encountering the same issue. Would love to resolve this and keep the updates in the latest patch without resorting to going back to an older version. Or did I not install the Community Edition correctly? Thanks in advance for any pointers anyone has.
dpalau_slith
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Re: Fixes, minor additions, suggestions, bug reports for 1.11

Post by dpalau_slith »

So assuming that the Community Update isn't being worked on any more? Asking in regards to my post above in regards to the mentioned bug. Perhaps the answer is to go back to the initial version of the Community Update?
sakura0022
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Re: Fixes, minor additions, suggestions, bug reports for 1.11

Post by sakura0022 »

dpalau_slith wrote: Fri Jun 21, 2019 2:50 am So assuming that the Community Update isn't being worked on any more? Asking in regards to my post above in regards to the mentioned bug. Perhaps the answer is to go back to the initial version of the Community Update?
Feel free to try out my mod at https://www.slitherine.com/forum/viewto ... 26&t=93626
I expand upon the community a bit, looking for feedback!
Kolaris
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Re: Fixes, minor additions, suggestions, bug reports for 1.11

Post by Kolaris »

The fixes for unit detail icons being shifted and campaign dialogue are no longer available. Can anyone share or detail how they were made (should be simple edits to 1-2 files)?

EDIT: For the unit detail icons, open up UI\unit_details.gui. On line 1287, change offset from (480, 0) to (457, 0). Do the same on line 2330.

I'd also like to request a change to the hardcoded range limit (4 hexes) on non-indirect fire weapons. I expect it probably has something to do with performance issues when calculating LoS, but it would be nice to have the option to mod it and see how it runs on modern hardware.
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