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Chronoseth
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===Units===
  • The V2 Launcher's missile will occasionally change direction and miss. Unknown cause, but seems to be related to the firing direction.
  • The Chinook/Carryall can pick up naval units.
  • On some maps, infantry cannot enter APCs which are on clear ground. Moving them onto another terrain type (like roads) allows them to enter.
  • Visual glitches can occur when a unit drives across a bridge. Probably related to the tunnel workaround.
  • The Chinook/Carryall drops infantry off one at a time. Cannot be fixed.
  • The Apache and Chinook do not have visible rotors. Cannot be fixed.
  • The harvester's docking animation will sometimes become disconnected from the unit.

===Structures===
  • If a vehicle is finished building while the Nod airstrip's cargo plane animation is still playing, the unit will not be built (however the cost of the unit is refunded, and building a second air strip will remedy this). Though rarely, this can also happen with the GDI war factory, barracks, and Hand of Nod.
  • Building a naval yard too close the the border of a map may cause the unit to vanish. (unconfirmed)

===Computer AI===
  • If the AI tries to rebuild it's construction yard, it will often end up building multiple conyards.

===Maps===
  • It is possible that the AI will block the entrance[s] to their base with buildings on some maps and become "stuck".

===GUI===
  • A scrambled mess of colours may appear under the campaign menu.

Post other bugs here and I'll add them to the list. An issue which isn't reproducible by others isn't necessarily a bug.
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Einhander
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I can confirm the Carryall/Chinook naval bug, and can provide pic if needed.

Bug were naval yards built to close to a map border will spawn units then Vanish.

Glitch were if hover units and artillery are on a bridge they become invisible until they move (I think because of the "tunnel" under the bridge)

Cascade detonation with Nod Land mines (not sure if that was intentional).

The stealth generator lags multi-player/skirmish games (this might be an issue on our ends but I'll keep looking into it).

Sometimes on the 1st mission of Toxic Diversion campaign the attack trigger for the Nod forces launches before you get to the base, or not at all on medium difficulty. (situations like this are very rare, I played through the first mission 12 times and I think that this error is because of saves/loading during the mission because they seem to happen after I load or save).

Second mission of Toxic Diversion If you save the civilians sometimes the outpost will survive the attack from Nod forces, happened on my first play through and I
was able to "save" the outpost and get those units. On another play through I could not for the life of me (even on easy) save the civilians and beat the mission. I do not know if I missed something in the level but to sum it up the ratio of lost units vs. those available on the level don't present vaible ability to complete that level.

3rd mission of Toxic Diversion I cannot complete on medium or easy due to constant nuclear missile bombardments with the attacks that follow. (Btw great job on the mission I love a good challenge but they seem really intense, I'm not sure if that was intentional but there seems to be no room for error on those levels).

AI- on small maps that only have a narrow opening or bridge the AI will build a refinery or power plant in that spot preventing them from attacking the player.
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Rampastring
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Einhander wrote:
Cascade detonation with Nod Land mines (not sure if that was intentional).
I'm pretty sure that's intentional as the mines do damage to a larger area than just their tile.
Einhander wrote:
The stealth generator lags multi-player/skirmish games (this might be an issue on our ends but I'll keep looking into it).
Caused by the TS engine's transparency-drawing performance basically sucking. We can't do anything about that.
Einhander wrote:
Sometimes on the 1st mission of Toxic Diversion campaign the attack trigger for the Nod forces launches before you get to the base
Happens if you attack Nod with the Commander. Avoid contact until you've got the base in your control.
Einhander wrote:
Second mission of Toxic Diversion If you save the civilians sometimes the outpost will survive the attack from Nod forces, happened on my first play through and I was able to "save" the outpost and get those units.
Thanks for reporting, I thought I had already got rid of that issue.
Einhander wrote:
On another play through I could not for the life of me (even on easy) save the civilians and beat the mission.
If you want to save the civilians, you'll have to use your units effectively (you basically shouldn't lose almost anything against the Nod forces attacking the civilians).
Einhander wrote:
3rd mission of Toxic Diversion I cannot complete on medium or easy due to constant nuclear missile bombardments with the attacks that follow. (Btw great job on the mission I love a good challenge but they seem really intense, I'm not sure if that was intentional but there seems to be no room for error on those levels).
The 3rd mission is a bit tricky since your economy is very weak at the beginning. Consider expanding to the tiberium fields and taking them to your control. Btw, it was designed so that on Hard there really shouldn't be room for error, on Normal there's a bit of it and on Easy it should be beatable by most players without taking too many attempts (however, it still won't be won without any strategic thinking).
Einhander wrote:
AI- on small maps that only have a narrow opening or bridge the AI will build a refinery or power plant in that spot preventing them from attacking the player.
We tried to fix some of those during the development. Could you list the maps you encounter that issue in?
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Einhander
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I'm still testing out all the maps, I'll give you a heads up after I finish every one about 5 times. Thanks for the mission tips and I think I have a fix for the 1st mission trigger, instead of it being by discovery you could have it initialize after the player builds a vehicle factory. Or if your trying to give the player additional time have it set to a timer that counts down after the vehicle factory is built then have that initialize the trigger. Because I actualy did exploit the discover trigger in the game in one play through by not looking at the base I built a massive army to complete the level.

I'm not sure how I would set that up but its gona take me a while to test all the maps.
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Rampastring
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Einhander wrote:
Because I actualy did exploit the discover trigger in the game in one play through by not looking at the base I built a massive army to complete the level.
Actually, Nod should activate either when you attack it (you're not supposed to attack it with the Commander), or when you get control of the GDI base. I'll double check the triggers though.
Quote:
Thanks for the mission tips
I'd actually have a lot more of them, but I don't want to reveal too much right after release (many people are still playing the campaign and probably aren't looking for tips). A pretty good tip is that if you can't handle a certain situation in a fast gameplay speed, go the options and lower the gameplay speed (making micromanaging easier) until the tough situation is over.
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Einhander
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Cool, Remember guys I'm here for you (and its free Laughing out loud).
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Boemannl
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hey there guys!

i got a problem... when i play whit a friend and i start building the game gets realy i mean realy laggy.
Any 1 know a fix for this?? thnx!

Bye boeman.
Rampastring
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Quote:
hey there guys!

i got a problem... when i play whit a friend and i start building the game gets realy i mean realy laggy.
Any 1 know a fix for this?? thnx!

Bye boeman.

1. Welcome to our forums

2. Please make your own topic instead of spamming this one

and for your problem..

3. If you're running Windows XP, try ticking "Disable DDraw Hardware Acceleration" in the Launcher.

and..

4. In the next update the Launcher will have another performance-improving feature that you could try.
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Einhander
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In reference to the map City in Conflict I tried re-creating my previous issues with the power plants, mines, and bridges. This time it didn't have any effect, but I will keep trying to figure it out if it was a issue on my end or otherwise. Also I have been having a weird problem with the game going back to desktop for no reason that I can see. I'll see what I can find out.
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wolf-yop
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I think you should increase buggys and motorbike build time, you lose more time whit the bug on landing than the plus time to build them if increased. If you want more fast build make two airstrip which cancel the bug.

its annoying to keep an eye to build them correctly in multi.
Chronoseth
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... Build a second factory, and you don't have to worry about it. Your argument doesn't really make sense.

Now, about your suggestion to slow the build times for the buggy/bike: that can't be done without slowing everything down. TS doesn't support build time multipliers for individual units.
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wolf-yop
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you cant make two factorys in early game and thats where buggys enter the stage.

But if cant be done then nothing.
Rampastring
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I agree that the bug is very annoying and makes Nod even worse earlygame than it should be. Building a second airstrip isn't usually possible until midgame, at least if you also want to have money for units. But it's unfixable.
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Lord_Kane
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I have this weird launcher glitch thats pretty minor but just worth noting

The Text on it turned red. except for the title bar and the update status (where it says if there is a update or not)
here is a shot.
at first I thought it might be something as major as a driver issue, but everything else on my PC works fine.
I attached a shot below

The game itself seems unaffected (although I did have...Minimap corruption playing a MP game with friends on Tunnel Train-ing for some reason)
PreviewAttachmentSize
betterredthendead.jpg
betterredthendead.jpg120.83 KB
Rampastring
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Hahaha, that's normal. It's Christmas afterall =P

(*official tone*) It's red / white by design and it's the same for everyone.
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Lord_Kane
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Rampastring wrote:
Hahaha, that's normal. It's Christmas afterall =P

(*official tone*) It's red / white by design and it's the same for everyone.


Wow, I am so dumb I had completely forgotten it was christmas.

Thanks.
cncfiend2
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I have found a bug in classic mode (I'm not sure if it happens in enhanced as I only play classic)

Infrequently when my harvester is in the refinery it does not generate credits with the sound. This is not due to not having enough silos etc as a recent game it didn't pay with only 400 credits on the top bar. Sometimes another harvester will enter a different refinery a short time later and will generate credits. It is also not specific to one buggy refinery and usually affects all at some point during the game.

Its a bit of a problem when you are getting attacked and you need the money!
Rampastring
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I've never encountered or even heard of that. Are you sure that you're not receiving credits? Often you receive credits but no sound is played, since the TS engine can only play a few (like 3) sounds at the same time, so if there is a lot of action going on you won't hear the credit sound.
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cncfiend2
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Rampastring wrote:
I've never encountered or even heard of that. Are you sure that you're not receiving credits? Often you receive credits but no sound is played, since the TS engine can only play a few (like 3) sounds at the same time, so if there is a lot of action going on you won't hear the credit sound.

Hi

Im 100% sure on this, I realise sometimes there is no sound, however I watch the harvester in the refinery and there is no credits going into the account, I have even waited to see if there is a lag period and yet there is still nothing.

Great game though I really am enjoying it.

Thanks
Bittah Commander
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This is the first time I've heard of this issue as well, so I'm not sure if anything can be done about this.
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cncfiend2
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Hi

The no money bug is happening in every skirmish game I play. I play AI level 1, 1 AI player, classic mode, $20000, crates and bases option, speed 3, tech level 6 or 7 on a custom map. I honestly dont think I would be the only one with this bug. Do you mind taking a look, as money is an important part of the game.

Thanks
Rampastring
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Quite many people play classic mode pretty often and no one else has reported anything. I've been playing Classic for multiple years already and I've never encountered such a bug. If we see that ourselves at some point, we'll look more into it; but knowing how the TS engine works I can't really even think of a case where such a bug could appear.
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