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Some Bugs
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Terminal
Vehicle Driver


Joined: 12 Mar 2014

PostPosted: Tue Jul 22, 2014 1:48 am    Post subject:  Some Bugs Reply with quote  Mark this post and the followings unread

On the GDI mission where you have to escort three trucks, you start with an ORCA bomber for no apparent reason during the cutscene. If you select it then have it guard at the right time, you can kill one of the engineers before he takes the conyard. This stalls the game.

If you achieve objectives 2 and 3 before achieving objective 1 in the first GDI Commando mission, the game stalls.

On the Nod mission where you have to capture the EMP cannon, capturing it didn't give me any EMP option or do anything, nor did capturing any other buildings (no tech tree increases, etc, war factory gave eno vehicles, con yard gave no buildings). I had to resort to hijacking one of the immobilizer planes and using it instead to proceed.

On the GDI Archipelago mission, you need to destroy all enemy structures to win the game.

This includes windmills. I spent an hour trying to hunt down every last structure before getting bored and attacking random doodads and suddenly! Victory. For destroying a windmill. Alternative win condition, please.

Had some others, forget at the moment, might remember later, don't count on it. Funny how I can only really remember the insignificant ones.

The default save game text is crazy. Some missions have names, some have numbers, some have formatting, some say which faction they are, some don't. Some missions think they're actually the wrong number, etc. You get everything from "First Mission" for the GDI Campaign to "Nod 1 - The Messiah Returns" or something for the Nod Campaign.

In the first GDI mission, when the Ion Cannon is hitting the whitehouse, a car drives through the gate without it opening. And that's terrible.

In the Ghost and the Temple of Nod mission cars are hostile and your units auto attack them and that's also terrible.

If you capture a GDI base in a fair few nod missions (such as the search for the airbase Nod mission) you have the option to build the Temple of Faith (the cyborg building) but you can't actually build it. It's odd.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Jul 22, 2014 6:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
On the GDI mission where you have to escort three trucks, you start with an ORCA bomber for no apparent reason during the cutscene. If you select it then have it guard at the right time, you can kill one of the engineers before he takes the conyard. This stalls the game.


Are you sure? Does this happen every time the map launches? I've never realized this before.

Quote:
If you achieve objectives 2 and 3 before achieving objective 1 in the first GDI Commando mission, the game stalls.


Do you mean GDI Mission 7? If so, I'm very impressed that you were even capable of achieving those objectives... That shouldn't be possible at all.

Quote:
On the Nod mission where you have to capture the EMP cannon, capturing it didn't give me any EMP option or do anything, nor did capturing any other buildings (no tech tree increases, etc, war factory gave eno vehicles, con yard gave no buildings). I had to resort to hijacking one of the immobilizer planes and using it instead to proceed.


This is the kind of report that really confuses me, you're getting bugs and problems that nobody else has before and most of them I don't understand how they are occuring. Confused

Quote:
On the GDI Archipelago mission, you need to destroy all enemy structures to win the game.

This includes windmills. I spent an hour trying to hunt down every last structure before getting bored and attacking random doodads and suddenly! Victory. For destroying a windmill. Alternative win condition, please.


Alternative win condition agreed. We'll sort something out.

Quote:
The default save game text is crazy. Some missions have names, some have numbers, some have formatting, some say which faction they are, some don't. Some missions think they're actually the wrong number, etc. You get everything from "First Mission" for the GDI Campaign to "Nod 1 - The Messiah Returns" or something for the Nod Campaign.


This has been fixed now. PB5.008 or higher.

Quote:
In the first GDI mission, when the Ion Cannon is hitting the whitehouse, a car drives through the gate without it opening. And that's terrible.


This doesn't happen all the time, it's an odd occurrence that I can't really do much about I'm afraid.

Quote:
In the Ghost and the Temple of Nod mission cars are hostile and your units auto attack them and that's also terrible.


Nod Mission 14? Will do something about this too.

Quote:
If you capture a GDI base in a fair few nod missions (such as the search for the airbase Nod mission) you have the option to build the Temple of Faith (the cyborg building) but you can't actually build it. It's odd.


This is a -sort of- known issue that has been around since the dawn of TS modding. It's due-to the fact that separate construction yards are not a true possibility at this point in time (at least not how I want it to work), but Bittah Commander has offered me a near-perfect solution. I will get to work on this some time soon.


Thank you for your report, though I am confused how some of these things have even happened to you. Laughing

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Agent Z
AA Infantry


Joined: 05 Sep 2013
Location: LocationNotFoundException at RealLife.Location.find() at line: -1

PostPosted: Tue Jul 22, 2014 6:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:


Quote:
If you achieve objectives 2 and 3 before achieving objective 1 in the first GDI Commando mission, the game stalls.


Do you mean GDI Mission 7? If so, I'm very impressed that you were even capable of achieving those objectives... That shouldn't be possible at all.



If it is the one with the base that holds that special unit, then it is possible to destroy the Obelisks with grenadiers forcefiring on the ground from up the cliff. Its difficult to hit directly, but it is quite possible.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Jul 22, 2014 6:41 am    Post subject: Reply with quote  Mark this post and the followings unread

In that case, Grenadiers might need to be replaced by Marauders in some missions.

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Terminal
Vehicle Driver


Joined: 12 Mar 2014

PostPosted: Tue Jul 22, 2014 11:00 am    Post subject: Reply with quote  Mark this post and the followings unread

So I loaded the mission to prove that I could select the orca and immediately restarted.

Then, uh... well perhaps it's because version updating not being compatible or something but I restarted the mission so... well, you'll see.

Spoilers!

To answer your questions:

As near as I know, yes, it always happens. The mammoths, this is the first time I've seen it but I just updated to v.008

Disc thrower abuse, as mentioned. Yes, mission 07 using Disc Throwers to destroy the conyard and obelisks.

See attached for the bug with the EMP.

It was nod mission 14, by cars I ment the nod vehicles lying around. It was a fantastic mission and I loved it's atmosphere, amazing. This and the infector had something in common - great atmosphere, wonderful map that was wonderfully crafted but the starting bit (figuring out the circular patrol / figuring out there are two GDI bases that need to be destroyed) leave them as something to be desired in terms of trial and error.

It's still not even close to how bad Mental Omega is (in terms of trial and error gameplay), however much I joke about it. The campaigns been fun and enjoyable for the most part thus far, certain building-hunt games excluded. I'd like if there was some kind of 'sellout' equivalent for most missions where when you take out all enemy production buildings, you win, but...

But enough of my tangent! Bugs. Still can't really remember that I haven't periodically edited in or edited, sorry. Actually, just loaded nod3, turned all of my starting incinerators to guard mode, kazuar doesn't attack, STALL. That said fixing the 'abusing control lockout controls' bugs are of low priority I would imagine.

You still start with a harvester in GDI8 (Mind Manipulation mission) but you can't harvest with it before building an MCV. I don't know why they give it to you when it should just come with the MCV.

I've noticed... a lot of glitchiness with harvesters and refineries. Constantly getting stuck, sometimes refusing to use certain refineries (mostly when I have multiple faction harvesters and refineries... in the desert airbase mission after capturing the GDI refinery and building GDI refineries, both my already existing NOD harvester and GDI harvesters refused to use my NOD refinery... I think it fixed itself somehow but I couldn't even manually order them into it).

The Riparius in GDI 09 didn't seem to produce any tiberium, possibly because of it's position. Believe me, I noticed, because that took a ztyping long time (I lost one of my hov-vees early not realising that no replacements were coming and didn't care enough to replace it and thus had to sloooooooooowly fight off cyborgs/etc with nothing but a hov-vee and a sniper... eventually killed veins to use my two goliaths). Also had very limited funds because no tiberium... this is one of those frustrating 'trial and error' missions because a lot of the time you don't even know about the sam sites until you fly over them, and sometimes you have to do this just to reveal them.

It'd be nice if there were reveal triggers or something (you can always use more reveal triggers. Same with the infector NOD mission where I had to suicide a few times to see the patrol path for the instagibbing missile tanks. Damn those globotech missile tanks they kill air and they kill infantry and I beat the GDI three-truck-escort mission with near nothing but rangers, medics and siege infantry and damn was it a crawl, goliaths makes it easier, but on the archipelago mission I discovered you could just capture an armoury and then infinite elite exosuits works)

Anyway, cutting rant short, I'd suggest for Deep Blue removing not only the disc throwers, but the engineers and medics too. Commando missions are always more fun when it's just the commando! Just repair the bridges and... nothing else needs to change.

That and perhaps making an alternative method of achieving NOD15's start because it must suck to get stuck there.

EDIT: I was editing my post and went to go get a drink and you responded well okay.



Orca1.jpg
 Description:
Orca from the start on a bombing run
 Filesize:  220.13 KB
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Orca1.jpg



Last edited by Terminal on Tue Jul 22, 2014 11:40 am; edited 1 time in total

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Jul 22, 2014 11:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh my God, I am an idiot. I will fix that when I get home. That was a debugging test that I forgot to remove. Rookie error. Sad Will also fix the Orca Bomber issue.

I removed the attachment as to not draw attention to the Mammoth issue.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Jul 22, 2014 11:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for all of your feedback. I agree with most of your points, primarily the points on G9's difficulty. I'll add in some extra start units and regrowing tiberium and maybe a Barracks. Nod 9 will also be getting a difficulty lowering for the first half of the mission. As for the rest, same as before, me and Q45 will draft some ideas.

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Terminal
Vehicle Driver


Joined: 12 Mar 2014

PostPosted: Tue Jul 22, 2014 12:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Honestly, Nod 9 just needs a reveal trigger for the 'loop' that the patrol is for, in my opinion, so that your only options for scouting aren't either visceroid spam or dying constantly. That and... the MRLS can squash your visceroids which I found out when I rushed one with them and it was weird. Not sure what the intended method for getting past the first two main MRLS was - I just rushed the top one with gathered visceroids, killed it, crept through the top, died to the hidden MRLS in the fog, sighed, reloaded, repeated a few times, figured out the loop, then slowly sniped the turret to death (got killed by the MRLS, facepalmed at my own stupidity, retried, got it to half health, ran away from returning patrol, killed turret, thoroughly enjoyed rest of mission).

I figured you might be intended to lure them south but couldn't be bothered VISCEROID RUSH GO.

Nod 9 was great fun though, loved it (the forest was a really, really nice change of pace in terms of terrain, followed up by the civilian shelter, plus everyone loves commando/predeploy missions), even if the MRLS gave me nightmares. One thing that kind of irked me was that buildings aren't transparent (Engine problem shame this isn't RA2 but hey - I also couldn't get into the final area? Not sure if intended but I had to wait for civs to wander over so I could infect them, then use the visceroids to kill the remaining ones)

GDI 9... the first half was this long, LONG boring crawl with constant retreating and repairing, luring enemies into veins, etc where you can't really afford to lose units - basically the closest thing TI has to a 'Heaven and Hell', that I can think of. The second half was this rapid paced combat over a tiberium field with explosives everywhere and hordes of marauders and it was nice. The problem was never 'difficulty' - G9 isn't hard, it's just really long and tedious. You're basically never threatened, just prepare to take a LONG time and not feel like you're accomplishing much in the process.

I remember why I lost the Hov-Vee now and it irked me at the time. I tried twice and... for some reason the tachyon cyborgs ignored the EMP from the immobolizer. I have absolutely no idea why but that's just how it went. I should have just absorbed fire with the snipers but I didn't care enough so...

Other than that perhaps the NOD mission where you have to reach the base within a time limit, service depot for more MRTs beyond the two starting would be nice.

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