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Bugs to be fixed in 007E
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Topic: Bugs to be fixed in 007E (Read 18863 times)
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EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: Bugs to be fixed in 007E
«
Reply #20 on:
November 02, 2009, 03:18:01 am »
Quote from: RikiRude on November 02, 2009, 02:36:09 am
Not a bug, but if possible you guys could add a number next to off map kind of things. if your an AB player at an early level and you find it necessary to use both all 4 TP recon runs and spend your SP on more recon runs from your T1 ability you would have a total of 7 recon runs and well, it'd be hard to keep track of all of them.
so pretty much something that keep track of the uses you have for your off maps.
As in, in COH?
I dont think so unfortunately.
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Quote from: brn4meplz
Shit I'm pretty sure you could offer the guy a cup of coffee and he'd try to kill you with the mug if you forgot sugar.
Quote from: tank130
That's like offering Beer to fuck the fat chick. It will work for a while, but it's not gonna last. Not only that, but there is zero motivation for the Fat chick to loose weight.
Quote from: tank130
Why don't you collect up your love beads and potpourri and find something constructive to do.
deadbolt
Probably Banned
EIR Veteran
Posts: 4410
Re: Bugs to be fixed in 007E
«
Reply #21 on:
November 02, 2009, 04:48:39 am »
brit at guns can make 3 casualty clearing stations when the men get decrewed.
30.cal mg team die instantly when not set up. (not sure about other mg teams)
nevermind just saw bobs post in my other thread
BoBSMITH: Noted. Thank You.
«
Last Edit: November 02, 2009, 10:36:47 pm by bbsmith
»
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DERDBERT
Quote from: jackmccrack on August 03, 2014, 01:58:51 pm
Like Jesus, Keeps died for us
He made a funny thread for bear, and got banned.
Now bear makes his own funny thread. It's unsurprisingly not funny.
Keeps died for our funny threads.
Two
EIR Veteran
Posts: 2079
Re: Bugs to be fixed in 007E
«
Reply #22 on:
November 02, 2009, 05:33:11 am »
conviction doesnt last twice as long.
BoBSMITH: Where does it say its supposed to last twice as long?
«
Last Edit: November 02, 2009, 10:37:20 pm by bbsmith
»
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Quote
IplayForKeeps: if we were an equation
IplayForKeeps: it would be
IplayForKeeps: two = keeps
IplayForKeeps: i only have 1 friend
Tymathee
Donator
Posts: 9741
Re: Bugs to be fixed in 007E
«
Reply #23 on:
November 02, 2009, 09:43:10 am »
Quote from: Tymathee on November 01, 2009, 11:51:43 pm
ooh yea i forgot this. Sometimes when you purchase the Vet Sargent, it will count as an extra man on your pop, it doesn't do it everytime, it seems kinda random.
BoBSMITH: Its not the Vet Sergent causing that.
oh, well i always purchase the vet sarge so i didn't know. It seems like when i lose one guy, it drops 3 guys from the group so meh
«
Last Edit: November 02, 2009, 11:59:51 am by Tymathee
»
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Quote from: nikomas on October 04, 2012, 09:26:33 pm
"I want proof!"
"I have proof!"
"Whatever, I'm still right"
Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
RikiRude
Donator
Posts: 4376
Re: Bugs to be fixed in 007E
«
Reply #24 on:
November 02, 2009, 11:56:34 am »
Quote from: EIRRMod on November 02, 2009, 03:18:01 am
Quote from: RikiRude on November 02, 2009, 02:36:09 am
Not a bug, but if possible you guys could add a number next to off map kind of things. if your an AB player at an early level and you find it necessary to use both all 4 TP recon runs and spend your SP on more recon runs from your T1 ability you would have a total of 7 recon runs and well, it'd be hard to keep track of all of them.
so pretty much something that keep track of the uses you have for your off maps.
As in, in COH?
I dont think so unfortunately.
yeah that's what i meant, that's unfortunate =(
Logged
Quote from: Killer344
Killer344: "Repent: sory no joke i just had savage diorea"
Quote from: Malgoroth on October 10, 2011, 05:03:49 pm
... or a fat ass cock sucking churchill being stupid
Tymathee
Donator
Posts: 9741
Re: Bugs to be fixed in 007E
«
Reply #25 on:
November 02, 2009, 12:00:39 pm »
Quote from: Tymathee on November 01, 2009, 09:14:56 pm
Not really a bug but brit atg's dont have the hold fire like the pak when cloaked and the now US atg.
Doc bug - Binoculars adds + .15 range instead of +15 range.
Supercharged rounds for priest doesn't affect the new airburst, still fires at short range (intended?)
and right, SE demo charges dont cloak.
BoBSMITH: Alright noted. Thanks.
about this, never mind the brit atg, it does have a hold fire but i dunno why i never saw it b4 <shrug>
but another brit thing. 25 lbr emplacement, when u have to retreat it, it never keeps the vet it gains, you have to keep the thing until it's over to gain the veterancy.
BoBSMITH: Noted. Thanks.
«
Last Edit: November 02, 2009, 10:38:04 pm by bbsmith
»
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Mysthalin
Tired King of Stats
Posts: 9028
Re: Bugs to be fixed in 007E
«
Reply #26 on:
November 02, 2009, 12:04:49 pm »
Quote from: Mukip on November 01, 2009, 11:24:01 pm
Fallscirmjagers G43's don't have the hold fire option either I think, unlike their FG42's.
BoBSMITH: Thats strange, noted.
It's just the slow button overlaps the hold fire button. They still have the hold fire option, but you need to press D(the hotkey).
Same for G43 cloaking Luftwaffe Ground forces.
Logged
CryOfTheWulfen
EIR Regular
Posts: 10
Re: Bugs to be fixed in 007E
«
Reply #27 on:
November 02, 2009, 01:40:07 pm »
Commando sniper moves to spotters maximum range not snipers so gets within rifle range
BoBSMITH: Noted. Thanks.
«
Last Edit: November 02, 2009, 10:38:45 pm by bbsmith
»
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|TG-XV|CryWolf
Hicks359
Guest
Re: Bugs to be fixed in 007E
«
Reply #28 on:
November 02, 2009, 03:07:51 pm »
Packing up Brit MG Emplacements results in the structure not being destroyed and the team being stuck in the Emplacement, as well as being unable to recrew the Emplacement.
BoBSMITH: Brit MGs arent supposed to be able to pack up. Noted.
«
Last Edit: November 02, 2009, 10:39:18 pm by bbsmith
»
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tank130
Sugar Daddy
Posts: 8889
Re: Bugs to be fixed in 007E
«
Reply #29 on:
November 02, 2009, 03:36:31 pm »
axis units keep killing my allied units
BoBSMITH: Play with your Carebears instead.
In the future, try to report actual bugs.
All further offtopic posts will be deleted.
«
Last Edit: November 02, 2009, 10:41:38 pm by bbsmith
»
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Quote
Geez, while Wind was banned I forgot that he is, in fact, totally insufferable
Quote from: Hicks58 on June 05, 2013, 02:14:06 pm
I'm not going to lie Tig, 9/10 times you open your mouth, I'm overwhelmed with the urge to put my foot in it.
bayarea510
EIR Veteran
Posts: 338
Re: Bugs to be fixed in 007E
«
Reply #30 on:
November 02, 2009, 05:57:18 pm »
truck suddenly stop building howi near spawn
BoBSMITH: Don't build howitzer at spawn.
«
Last Edit: November 02, 2009, 10:40:54 pm by bbsmith
»
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00:00:28 [Team] imnotsoisoisoi: they're noobish
00:01:07 [Team] imnotsoisoisoi: this is gonna be gg in 15 mins
...
00:28:50 [Team] RonnMercy: bring something on
00:29:04 [Team] imnotsoisoisoi: im out
00:29:05 [Team] RonnMercy: ur terrible lol
Gg in 30, half right at least
Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: Bugs to be fixed in 007E
«
Reply #31 on:
November 02, 2009, 10:21:56 pm »
Hummels barrel doesnt elevate when firing in lockdown
BoBSMITH: Not a crucial bug. Not sure if its our problem, does it happen in vcoh?
@Bob: No, it has never happened in vCoH afaik.
Last time I used them anyways, they elevated their gun to fire.
«
Last Edit: November 03, 2009, 01:18:30 am by Groundfire
»
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shockcoil
griefer & spammer
EIR Veteran
Posts: 1566
Re: Bugs to be fixed in 007E
«
Reply #32 on:
November 02, 2009, 11:52:49 pm »
Well I don't know if its been changed but conviction used to last twice as long and remove negative penalties
BoBSMITH: Well it doesn't matter anyways, conviction wont be in the game after the doctrine rework.
«
Last Edit: November 02, 2009, 11:57:39 pm by bbsmith
»
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brdkey
EIR Regular
Posts: 1
Re: Bugs to be fixed in 007E
«
Reply #33 on:
November 03, 2009, 12:05:35 am »
Quote from: DuckOfDoom on November 01, 2009, 08:36:29 pm
Not sure if its a global bug, but some units have ugly purple rectangles instead of vet markers over US units. Can anyone tell me if thats a global problem or is it just me?
DuckOfDoom i have seen that two and it was really annoying lol but i figure u cant have everything can you lol! im new great mod guys love it!!!!!!
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panzerman
EIR Veteran
Posts: 689
Re: Bugs to be fixed in 007E
«
Reply #34 on:
November 03, 2009, 04:56:05 am »
axis flammenwerfer does jackshit damage and dies easier than engies or pios
BoBSMITH: Their weapons are identical to the other flamethrowers
«
Last Edit: November 03, 2009, 01:06:26 pm by bbsmith
»
Logged
ImmanioEiR
Donator
Posts: 247
Re: Bugs to be fixed in 007E
«
Reply #35 on:
November 03, 2009, 04:57:40 am »
The Bren Carrier MMG does not come with the repair ability nor does it move to it's designated call-in point whilst playing Bocage. A bit weird but the bug has only appeared on that particular map. When calling in the carrier it just appears in the spawn without any upgrades.
BoBSMITH: Uh... I'm not so sure about this one.
«
Last Edit: November 03, 2009, 01:10:07 pm by bbsmith
»
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GrinningD
EIR Veteran
Posts: 50
Re: Bugs to be fixed in 007E
«
Reply #36 on:
November 03, 2009, 06:20:04 am »
For Royal Engineers' MGs, Mortars and AT guns there appears to be no list of veterency bonuses in the launcher. When mousing over the button a list of xp required for levels is shown but not what the levels do.
Not sure if it's a bug or just incomplete or just me but nobody I've asked has known the answer.
BoBSMITH: The vet lists in the launcher are not complete and are not up to date. It doesn't matter since the lists don't reflect actual vet. The launcher lists will be filled in at a later time when we are done with more pressing issues. We aren't even done with the vet rework yet.
«
Last Edit: November 03, 2009, 01:09:19 pm by bbsmith
»
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Quote from: NightRain on February 05, 2010, 04:01:11 pm
"then allied commander sends a message, tiny, small, with a taunting words: 'Noob axis sp0t f0r ur 88 n00b'"
Quote from: Baine on March 03, 2010, 05:48:31 am
It's better when you kill your own vet! Hide a goliath near your vet 3 units and if anyone comes close BOOM!
Mysthalin
Tired King of Stats
Posts: 9028
Re: Bugs to be fixed in 007E
«
Reply #37 on:
November 03, 2009, 01:38:39 pm »
Quote from: Groundfire on November 02, 2009, 10:21:56 pm
Hummels barrel doesnt elevate when firing in lockdown
BoBSMITH: Not a crucial bug. Not sure if its our problem, does it happen in vcoh?
@Bob: No, it has never happened in vCoH afaik.
Last time I used them anyways, they elevated their gun to fire.
Happens to all howitzer type artilery, and is absolutely non-influential. All it does is look stupid - it still fires the shell at it's "intended" arc of fire.
BoBSMITH: Small bugs like that will be ignored until we are finished with balance and bug fixes.
«
Last Edit: November 03, 2009, 01:50:45 pm by bbsmith
»
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Ununoctium
EIR Veteran
Posts: 1256
Re: Bugs to be fixed in 007E
«
Reply #38 on:
November 04, 2009, 08:31:33 am »
PE IST doesn't behave as intended.
Bouncing shots do 0 damage unlike every other vehicle and AT.
BoBSMITH: Working as intended.
http://coh-stats.com/Weapon:75mm_Panzer_Short_Barrel
Deflection Multiplier 0.05
«
Last Edit: November 04, 2009, 03:44:29 pm by bbsmith
»
Logged
Quote from: shockcoil
Quote from: CrazyWR
My tigers get penetrated by everything. Its really really frustrating.
Your tiger is a whore
Hicks359
Guest
Re: Bugs to be fixed in 007E
«
Reply #39 on:
November 04, 2009, 03:36:35 pm »
Allied Howitzer crew STILL walks off the map... Allowing the crew to be easily torn to shreds by even light anti infantry that happens to be nosing around.
It heavily punishes placing your Howitzer anywhere other than right outside your spawn.
Could of swore the same thing still happens with most brands of ATG, but that usually isnt as huge as a problem due to the fact that well... ATG vet doesn't particularly need an excuse to die. It just does.
Also the Howitzer building issue... Press escape and your Howitzer has just been insta pwned. Simplest fix in my mind is to remove the ability to cancel building the Howitzer as it's being constructed. Considering the fact that you cant preserve the vet by cancelling, it's a very annoying redundancy (For everybody but me... I never use escape to deselect units, i simply click away from them)
Old, old issues... But no less important.
BoBSMITH: Noted. I'll see what can be done about it.
«
Last Edit: November 04, 2009, 03:45:45 pm by bbsmith
»
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