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 » Sun Jun 03, 2018 1:06 am

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 » Tue Jun 12, 2018 5:43 pm

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 » Sat Jun 16, 2018 8:23 pm

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 » Wed Jun 20, 2018 12:50 pm

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 » 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.

deranzo
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Re: Fixes, minor additions, suggestions, bug reports for 1.11

Post by deranzo » Thu Sep 13, 2018 5:10 pm

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

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