Joined: 05 Sep 2013 Location: LocationNotFoundException at RealLife.Location.find() at line: -1
Posted: Sun Jul 20, 2014 10:39 am Post subject:
Some small bugs from PB5
I downloaded PB5 yesterday, played some of the GDI campaign, and found some small, almost irrelevant bugs, but wanted to report them anyway(With pictures, wrote whats wrong in file comments).
Aircraft.PNG
Description:
The Aircraft up here seems to mass up and do nothing exept making alot of land/takeoff sounds(Thats how I found them), but when I went up there, one started randomly shooting a silo. (They supposed to behave like this?) This was normal difficulty on GDI 5
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Not attacking.PNG
Description:
This attack from the north in mission 5 in the GDI campaign(the one where GDI controls the large tiberium field) seems to have stopped and started gathering up without attacking after a while. After I shot them a bit they spread out a little.
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Powerp.PNG
Description:
Seems the Nod power plant got some coding error? It displays the green tiberium-stuff inside only when the storage is empty, but when filled its gone.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Jul 20, 2014 10:44 am Post subject:
The Nod power plant was always like that. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Yeah. When it's full, a protective steel casing appears on top of the green Tiberium tube. I know it's confusing but that's how it was designed. I recall there was some engine-related explanation as well but can't remember what. Anyway, the power plant will get a new appearance sooner or later. _________________
That 'X' on cameos you can't click on instead of full-darken or whatever original TS used isn't a good idea. It's hard to notice sometimes. _________________ mentalomega.com QUICK_EDIT
Anyway, the power plant will get a new appearance sooner or later.
Why? Nothing wrong with the current one, is there? Other than the fact that it lacks a build-up of course.
It looks like a lantern, and as people have mentioned several times, the silo filling animation is confusing. I thought LKO himself said he's going to redo the building. I could be wrong, of course.
Quote:
That 'X' on cameos you can't click on instead of full-darken or whatever original TS used isn't a good idea. It's hard to notice sometimes.
A full darken SHP causes some horrible lag on some machines. I don't think that's been fixed yet. _________________
The enemy attacks in GDI 5, and many other maps too, will get an improvement at some point. The Hornets are supposed to be attacking the player's base, but back when I made that mission I had trouble making that happen and haven't had the time to fix this yet. The attack force that spawns north does indeed get stuck sometimes. The same thing might happen in some other missions too that were made years ago, this is on my to-fix list too.
Scripting the AI is a pain in the arse. _________________
Twisted Insurrection's Lead Campaign Developer QUICK_EDIT
The first TUTORIAL.INI line shown in-game for the first Nod campaign mission has a typo, it uses 'devestated' instead of 'devastated'. It also uses a capital letter for 'world', spelling it as 'World' for some reason at the end of the sentence. QUICK_EDIT
The first missions are really good nontheless, it's hard to tell some are several years old already. I, too, have been playing through the campaigns again and the first missions are great for getting in the TI-mood _________________
Joined: 05 Sep 2013 Location: LocationNotFoundException at RealLife.Location.find() at line: -1
Posted: Sun Jul 20, 2014 12:26 pm Post subject:
Ah, I didn't remeber the Tib Reactor being that way (but its a long time ago since I played some PB 4). Maybe the reason for why its confusing is that the Advanced Tib Reactor looks like the filled version of the Tib Reactor(without the green tib-stuff)? QUICK_EDIT
That 'X' on cameos you can't click on instead of full-darken or whatever original TS used isn't a good idea. It's hard to notice sometimes.
I second this, I was scrolling through the sidebar multiple times trying to find what I was actually building...
Maybe add a % animation to things in progress, similar to MO? QUICK_EDIT
Anyway, the power plant will get a new appearance sooner or later.
Why? Nothing wrong with the current one, is there? Other than the fact that it lacks a build-up of course.
It looks like a lantern, and as people have mentioned several times, the silo filling animation is confusing. I thought LKO himself said he's going to redo the building. I could be wrong, of course.
I planned to give the center core a different design, but definitely not the whole building.
In addition will this be done only when all other buildings are finish. Else we'll never see anything finish if only the existing stuff is constantly remade.
Concerning the silo-fill anim, check out my post in the Powerplant topic (my second last post there with the wall of text)
Crimsonum wrote:
Quote:
That 'X' on cameos you can't click on instead of full-darken or whatever original TS used isn't a good idea. It's hard to notice sometimes.
A full darken SHP causes some horrible lag on some machines. I don't think that's been fixed yet.
We have to make use of the launcher option "Sidebar icon darkening" in the settings menu.
When enabled, you get the full dark one, when disabled, you get the cross.
Then those with lags can keep the cross, and for those who doesn't have any lag can use the full darken.shp. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 05 Sep 2013 Location: LocationNotFoundException at RealLife.Location.find() at line: -1
Posted: Mon Jul 21, 2014 11:02 am Post subject:
I found another thing, but this one is a bit worse than the others.
In short, a enemy orca landed in that spot seems to cause alot of lag.
Im not 100% sure if it is it, but everything points at it.
A more detailed description/story/how it happened:
At GDI mission 11 (On normal difficulty), I was progressing quite slowly, partially beacuse the mission was new to me. (And I didn't know harvesters were amphibious)
Now after playing for a hour or something like that, the game suddenly started to lag. And I mean alot. The game progressed about as fast as at speed setting Slow or Very Slow.
Now, I loaded a earlier save, and I did some over again. It didn't lag at the same point, but after some time it started again. I did save often, so I loaded a save from just before the lag started, and it started over and over again after the same time period this time.
Now, I think I know where the problem is, but I have no idea why it is like that. When the AI attack with orcas, if some survives it goes to base and lands, right? Now, the lag seems to start exactly when a orca lands on the spot market in the image, right in front of that orca that already is there.
When I suecided my elite orcas and destroyed exactly that enemy orca, the game started speeding up! Now I loaded a earlier save, and put alot of AA weapons all over my base/outposts, so they shot down all orcas. This time the lag didn't happen!
Now I hope this doesn't look like a big wall of text.
Orca1.png
Description:
When a orca landed right here, on the cell in front of that orca, the game started to lag. Destroying it made the game go a little faster again.
Now I hope this doesn't look like a big wall of text.
It's a very nice detailed error description and not a wall of text. So thanks for the detailed info.
Unfortunately i have no clue if there is a fix for this.
I assume it's because the orca finished his mission and now constantly tries to follow his script again, which in turn causes massive lag due to the pathfinding algorithm calculating constantly new paths for the orca. Even if ammo is empty and it actually can't move anywhere.
Do you noticed if the orca is constantly taking off & landing on the same spot or was the orca standing still on the ground?
If the orca was standing still on ground, i could only imagine that it somehow stands in the way of the path of some other attack teams which have to constantly recalculate a new path. But that is very unlikely the reason for the lag.
Please upload the savegame if you still have it!
It would allow us to narrow down the issue. Maybe the games log file shows us what is going on. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Can you let the team fly off the screen after finishing the script? Like giving them a last waypoint outside the visible map.
This would make aircraft fly off the screen and when they land there (must be still inside the red map border), they should vanish as soon as they touch ground.
This way you could keep the aircraft clean from any useless ones without ammo. _________________ SHP Artist of Twisted Insurrection: Nod buildings
That is what I normally do when I spawn aircraft from outside the map using repeating triggers, but as far as I know in this case it's the AI triggers that spawn and control the Orcas. I still haven't gotten my head around the AI triggers, got to play with them some more before I can replace the skirmish AI triggers with my own map specific ones. _________________
Twisted Insurrection's Lead Campaign Developer QUICK_EDIT
Joined: 05 Sep 2013 Location: LocationNotFoundException at RealLife.Location.find() at line: -1
Posted: Mon Jul 21, 2014 3:54 pm Post subject:
Here is the save game (Is there any fast way of finding the right save file?).
When the game loads, the Orca that starts the lag is on the screen. It flies down to the base and then it begins when its about to touch the ground.
Destroying(Well, when I tried I actually destroyed all the landed Orcas) it afterwards seems to speed up the game a little, but it still keeps going quite slow.
Joined: 05 Sep 2013 Location: LocationNotFoundException at RealLife.Location.find() at line: -1
Posted: Wed Jul 23, 2014 10:58 am Post subject:
Found another thing in Nod Campaign, at mission 14. In the civilian area to the east from the starting position, there seems to be 2 buildings overlapping in foundations or something like that, because destroying the building next to the solar panel and then destroying the solar panel itself caused me 2x IE now.
EDIT: Correction: There is a crate at the same cell as the solar panel. This is what caused the Internal Error. QUICK_EDIT
Joined: 05 Sep 2013 Location: LocationNotFoundException at RealLife.Location.find() at line: -1
Posted: Wed Jul 23, 2014 2:24 pm Post subject:
I don't know if this is noticed already:
On the 15th Nod mission, when they tell you the info after getting to the outpost (about the GDI defences, what to do next), there seems to be a misplaced text at the end, because it displays one from the campaign intro
(GDI lost the 1st war, Nod controls 80% of the important locations and all that). QUICK_EDIT
In Nod mission 8, if you use an Engineer instead of a Machinist to capture the Nod Technology Center, you got an IE.
EDIT: I tried it again. It is not too common (something like 1-2 IE in 8-10 tries). It seems that it more likely occurs when you connected to the internet (if this makes any sense).
_________________ "Resistance is futile!" - Promising Mammoth Mk. II VoiceAttack candidate
EDIT: It is a Borg quote from Star Trek, so it fits better to Cyborg Commando. Last edited by ExperimenterChemist on Tue Jul 29, 2014 2:31 pm; edited 1 time in total QUICK_EDIT
I've got there an Internal Error too, near end of the mission. Here is another bug I found, somehow I managed to capture the Goliath http://i.imgur.com/O6KEb9h.png QUICK_EDIT
Martin Killer, are you Martinoz O? If do, sorry I've been unable to respond to you as I'm on vacation. I'll be home tonight so I'll help you all where I can. This Mission causing internal errors is however is confusing as there is no reason in particular that a GDI Engineer capturing the Technology centre could cause the game to blow up. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Jul 29, 2014 11:16 am Post subject:
Yes, Martin Killer is Martinoz. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
This Mission causing internal errors is however is confusing as there is no reason in particular that a GDI Engineer capturing the Technology centre could cause the game to blow up.
I tried it again, and it does not happen every time (I edited my post according to this). Maybe the except.txt which I enclosed can help to figure out what happened. _________________ "Resistance is futile!" - Promising Mammoth Mk. II VoiceAttack candidate
EDIT: It is a Borg quote from Star Trek, so it fits better to Cyborg Commando. QUICK_EDIT
Joined: 05 Sep 2013 Location: LocationNotFoundException at RealLife.Location.find() at line: -1
Posted: Tue Jul 29, 2014 2:41 pm Post subject:
1 More tiny bug I found some time ago, but forgot to mention.
Since the Hall of Faith got changed foundation, some celltags need to be fixed in Nod mission 11.
They exit building 1 cell further west, which makes them not follow that script like they did in PB4 unless told to move out of there.
Hello in GDI 09 it gives me the option to build a hall of faith I capture the two nod outposts . This option only appears when I build an infantry unit . Despite showing the icon and it being select-able I cannot build it .
Joined: 05 Sep 2013 Location: LocationNotFoundException at RealLife.Location.find() at line: -1
Posted: Wed Jul 30, 2014 12:16 am Post subject:
Once when playing the Nod campaign I noticed that in some directions, when its tilted the Nod flame tank got a pink dot. Not any big issue, but I thought why not, mention it just in case.
I was playing a skirmish with an AI to test out some of the new features of PB05.31 as GDI and I ran into a problem with the tech tree. My Tech Center was destroyed along with some of my power plants but not my Uplink Center. For whatever reason I was unable to use my Ion Cannon even after I restored power (the icon was gone until I rebuilt my Tech Center) but I was still allowed to construct units that I think require a Tech Center. I could still build a Mammoth Mk. II and siege infantry, but I wasn't allowed to use the Ion Cannon anymore. Unless I'm misunderstanding the tech tree, I'm fairly sure that this is a bug. QUICK_EDIT
This isn't a problem so to speak, this is our little method to prevent people from abusing the Tech bug. If you're unaware, the Tech Bug is a remnant from Tiberian Sun that causes units you acquire from new structures such as the radar and technology center to remain in your sidebar even after those structures have been sold or destroyed. In an attempt to combat this, we made it essential for the Ion Cannon and Apocalypse Missile to require the Technology Center and the Uplink Center/Temple of Nod to be used.
As I said, the fact that you can still build units that use the Tech Center as a prerequisite after the Tech Center has been destroyed is a bug that has been in the game since forever. There isn't anything we can do about this, however, we're hoping in the future somebody comes up with a fix for it. If said fix comes along, we will make it so that Superweapons only require the Temple or Uplink Center to fire. QUICK_EDIT
In GDI 15, Nod continues to rebuild the southeastern base even after you have destroyed all nod buildings there and they should have nothing to build off of. QUICK_EDIT
Another bug that may be an engine bug that I noticed in GDI 15. When you load infantry onto a transport while on an elevated bridge, then unload them on ground level, the troops will exit the transport from the height of the bridge and fall to their deaths. QUICK_EDIT
Note: some of these were noticed with TI pre-5.036. Some of them may be already solved.
In Nod Mission 3, the GDI Harvesters are different than they are in the following Nod missions (picture attached). Is this intentional?
Nod Mission 6: if you got close to the first GloboTech Cannon Battery too early, the train which is triggered to move away crushes another train (video here).
Nod Mission 8: Some GloboTech units do not do anything, which makes them easily capturable. GloboTech cannot be so stupid to let Nod capture two of its precious Disruptors so easily!
Nod Mission 9: the Infector can create visceroids from almost anything. Benches, crates, palettes, dumpsters, pipes and even GloboTech Sentry Guns can be transformed into visceroids, which is strange, because these do not contain many living material. Once, my visceroid ended somewhat inside the floor. Tunnel roofs also had serious problems (images are also attached).
A side note: the text says that "A cybernetically enhanced elite commando, half man - half Tiberium!" If he is half man and half Tiberium, then where are the cybernetic enhancements? Of course, "half men, half machine, half Tiberium" is 1,5 people and "one-third men, one-third machine, one-third Tiberium" sounds a bit strange for me, but maybe "the perfect synthesis/fusion/combination [choose one] of men, machine and Tiberium" may be more appropriate.
Nod Mission 12: the train is sometimes buggy. Its parts have a tendency to move separately. Near the end of their track, these problems are mostly solved, but before this, your train gives you funny experiences (see here and here).
Nod Mission 13: you can force attacking Mole Artilleries of New Brotherhood to dig constantly by attacking them from close range.
Nod Mission 14: the New Brotherhood base behaves somewhat strange. It produces Eclipse tanks etc., but do not use them to defend itself even if it is under attack (see here), just if the enemy fires on them (video here). I know that sometimes best defence is offence, but in these cases I doubt this.
Nod Mission 15: I experienced a somewhat controversial text message about what happened with the trucks which I should destroy (picture is below). Also, there are Firestorm Walls which never go offline, even if you destroy all Firestorm Generators and Power Plants (including those which are inside them). Picture is below.
Nod 9 - tunnel error 1.png
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Nod 9 - tunnel error 2.png
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Nod 9 - tunnel error 3.png
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Nod 9 - tunnel error 4.png
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Nod 9 - tunnel error 5.png
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Nod 9 - tunnel error 6.png
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_________________ "Resistance is futile!" - Promising Mammoth Mk. II VoiceAttack candidate
EDIT: It is a Borg quote from Star Trek, so it fits better to Cyborg Commando. QUICK_EDIT
Images which I left out from the previous post: GDI Harvester and Nod Mission 15.
GDI harvester in Nod 3 (left) and Nod 4 (right).PNG
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Left: GDI Harvester in Nod Mission 3. Right: GDI Harvester in Nod Mission 4A (in the following Nod missions, this image is used).
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Nod 15 - Controversy.png
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Are there any trucks which managed to escape or not?
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Nod 15 - Firestorm Wall forever.png
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Every Firestorm Generator and Power Plant of GDI was destroyed, but these Firestorm Walls are still online.
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_________________ "Resistance is futile!" - Promising Mammoth Mk. II VoiceAttack candidate
EDIT: It is a Borg quote from Star Trek, so it fits better to Cyborg Commando. QUICK_EDIT
In Nod Mission 3, the GDI Harvesters are different than they are in the following Nod missions (picture attached). Is this intentional?
Seems like someone added a TD harv instead of a TI harv So, in which timeline does mission 3 play? After all, the buildings used in TD are the same as in TI (priority is to finish theother buildings first, after all)
ExperimenterChemist wrote:
Nod Mission 9: the Infector can create visceroids from almost anything. Benches, crates, palettes, dumpsters, pipes and even GloboTech Sentry Guns can be transformed into visceroids, which is strange, because these do not contain many living material. Once, my visceroid ended somewhat inside the floor. Tunnel roofs also had serious problems (images are also attached).
A side note: the text says that "A cybernetically enhanced elite commando, half man - half Tiberium!" If he is half man and half Tiberium, then where are the cybernetic enhancements? Of course, "half men, half machine, half Tiberium" is 1,5 people and "one-third men, one-third machine, one-third Tiberium" sounds a bit strange for me, but maybe "the perfect synthesis/fusion/combination [choose one] of men, machine and Tiberium" may be more appropriate.
well, the mutating is hardcoded to work on all, regardless of unit, structure, tank or infantry.
There can be added some changes, though. I am certain that the mutating particlesystem uses a warhead, which could be edited to not work on light/heavy/wood and concrete for that specific mission. _________________
So, yeah, I've created a new acc. 'cause no one could remember Ordosherrscher - and I didn't like that name anyway. QUICK_EDIT
well, the mutating is hardcoded to work on all, regardless of unit, structure, tank or infantry
This explains what I experienced. I thought that it only works on infantry...
Nordos wrote:
I am certain that the mutating particlesystem uses a warhead, which could be edited
You were right: it uses MutationWH with Verses=50%,15%,30%,5%,0%. It seems that ony MutatePart and MUTATDMG (the art.ini debris spawned by the warhead of The Infector's weapon) uses this, and with verses 50%,0%,0%,0%,0% it will only affect infantry. (Of course, this somewhat decreases overall damage dealt to objects with wood/light/heavy/concrete armor, but I am sure this can be compensated.) _________________ "Resistance is futile!" - Promising Mammoth Mk. II VoiceAttack candidate
EDIT: It is a Borg quote from Star Trek, so it fits better to Cyborg Commando. QUICK_EDIT
you should give the Infector a secondary weapon, if you do that. IIRC he won't use it if the range is equal or less.
Then edit the Warhead of the elite Infector weapon, so that it will only work vs infantry, since that weapon barely deals any damage and relies on its mutating effect, which would result in him being nearly unable to destroy any buildings after becoming elite.
I just hope that I didn't confuse the primary and secondary behaviour _________________
So, yeah, I've created a new acc. 'cause no one could remember Ordosherrscher - and I didn't like that name anyway. QUICK_EDIT
wasn't it removed in the latest patch? Pretty sure of it _________________
So, yeah, I've created a new acc. 'cause no one could remember Ordosherrscher - and I didn't like that name anyway. QUICK_EDIT
;anim that starts the random mutation damage
;spawns creates 0-4 debris with each debris doing a small amount of mutation dmaage
[MUTIN100]
Image=INVISO
Elasticity=0.0
MaxXYVel=1.0
MinZVel=-10.0
Damage=0
DamageRadius=0
Spawns=MUTATDMG
SpawnCount=4
Warhead=SA
LoopStart=0
LoopEnd=1
LoopCount=-1
DetailLevel=0
RandomRate=220,500
Bouncer=yes
;spawns creates 0-15 debris with each debris doing a small amount of mutation dmaage
[MUTIN300]
Image=INVISO
Elasticity=0.0
MaxXYVel=1.0
MinZVel=-10.0
Damage=0
DamageRadius=0
Spawns=MUTATDMG
SpawnCount=15
Warhead=SA
LoopStart=0
LoopEnd=1
LoopCount=-1
DetailLevel=0
RandomRate=220,500
Bouncer=yes
;this one does the mutation damage via the warhead which creates for this the particlesystem with gas damage
[MUTATDMG]
Image=INVISO
Elasticity=0.0
MaxXYVel=1.0
MinZVel=-10.0
ExpireAnim=TSRAILG ;with none warhead is ignored
Damage=1 ;with 0 warhead is ignored
DamageRadius=0
Warhead=MutationWH
LoopStart=0
LoopEnd=1
LoopCount=-1
RandomRate=220,600
DetailLevel=0
Bouncer=yes
We should calculate the overall damage.
Toxingun: 50 damage with MutateWH100, then n×1 damage through MUTATDMG with MutationWH, then n×25 damage through MutatePart with MutationWH --> 50 damage with MutateWH100 and n×26 damage with MutationWH (n=0-4)
ToxingunElite: 1 damage with MutateWH300, then 25 damage through Particle=MutateSys of MutateWH300 (with Warhead=MutationWH), then n×1 damage through MUTATDMG with MutationWH, then n×25 damage through MutatePart with MutationWH --> 1 damage with MutateWH300 and 25+n×26 damage with MutationWH (n=0-15)
If you change the verses of MutationWH from 50%,15%,30%,5%,0% to 50%,0%,0%,0%,0%; Toxingun will only deal 50 damage with MutateWH100 to units with non-none armor, while ToxingunElite will only deal 1 (with MutateWH300). In order to compensate this, my first idea is addition of an art.ini debris spawned by MUTATDMG with a new warhead:
Code:
Rules.ini changes/additions:
[Warheads]
xx=CorrectionWH
[Animations]
yy=CORRECTION
;based on MutationWH, but has 0% verse against none and do not use MutateSys
[CorrectionWH]
Spread=0
Verses=0%,15%,30%,5%,0% ;the same as MutationWH with the exception of the first value
InfDeath=1
ProneDamage=25%
[MutationWH]
Verses=50%,0%,0%,0%,0%
Art.ini changes/additions:
[MUTATDMG]
Next=CORRECTION
;compensates for decreasing overall damage dealt into non-none armor
[CORRECTION]
Image=INVISO
Elasticity=0.0
MaxXYVel=1.0
MinZVel=-10.0
ExpireAnim=TSRAILG ;with none warhead is ignored
Damage=26 ;with 0 warhead is ignored
DamageRadius=0
Warhead=CorrectionWH
LoopStart=0
LoopEnd=1
LoopCount=-1
RandomRate=220,600
DetailLevel=0
Bouncer=yes
In this way, Toxingun will deal 50 damage with MutateWH100 and n×26 (n=0-4) damage with verses equal to the verses of MutationWH through CORRECTION into non-none armor, and ToxingunElite will deal 1 damage with MutateWH300 and n×26 damage (n=0-15) through CORRECTION with verses equal to the verses of MutationWH into non-none armor. So damage dealt by Toxingun is corrected completely, and ToxingunElite deals only slightly less damage then originally because the MutateSys spawned by the MutateWH300 no longer damage vehicles.
I tested this ingame, but I was still able to mutate palettes etc. into visceroids, so I surely missed something. Unfortunately, I cannot found the mistake yet. _________________ "Resistance is futile!" - Promising Mammoth Mk. II VoiceAttack candidate
EDIT: It is a Borg quote from Star Trek, so it fits better to Cyborg Commando. QUICK_EDIT
wasn't it removed in the latest patch? Pretty sure of it
You're probably thinking about the Cyborg Reaper, who initially had their web grenade removed when P5 just came out. This was since added back to their arsenal. QUICK_EDIT
I tested this ingame, but I was still able to mutate palettes etc. into visceroids, so I surely missed something. Unfortunately, I cannot found the mistake yet.
look closer.
The Warhead used for mutating is another one, namely MutatingWH, since this one has the particle system and it is the warhead of said particle system _________________
So, yeah, I've created a new acc. 'cause no one could remember Ordosherrscher - and I didn't like that name anyway. QUICK_EDIT
My game gets stuck if I attempt to save it. I do succeed in saving/loading though, but saving itself gets the game stuck, so I have to reload the game.
An inconvenience worth mentioning.
Also, GDI Commando was nerfed, so GDI Challenge 2 became a whole lot harder lol _________________ Tales of War QUICK_EDIT
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