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Author Topic: R029 bug and query.  (Read 36624 times)
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Tachibana Offline
NotADev
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Posts: 1270


« on: January 26, 2017, 12:01:47 am »

New patch, new thread. Pretty big patch so there are probably going to be a few mishaps. Help find em.

Just to note, before you ask, no, we have not looked at bunkers yet.
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It's like saying "i can understand his concerns that fire breathing dragons live in far away lands"
americans dont dodge wars.
Quote from: Trapfabricator
Literally, The only thing less likely than this is zombie hitler becoming prime minister of israel
qnfrdmsdkzm Offline
EIR Veteran
Posts: 50


« Reply #1 on: January 28, 2017, 11:49:58 pm »

US riflemen can build the sand bags+wire without sandbags.

Grenades got still actived on UI Icons which docs are using "DIsruption" and "Hard & Fast".
Even that Pines are already blowed.
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #2 on: January 29, 2017, 01:34:51 pm »

US riflemen can build the sand bags+wire without sandbags.

Grenades got still actived on UI Icons which docs are using "DIsruption" and "Hard & Fast".
Even that Pines are already blowed.

Riflemen and Marines were given the ability to build defenses without doctrines nearly 5 months ago.

Are you able to USE the ability, or does it just appear but it's greyed out? In the latter case, that doesn't warrant any change.

That last line...what?
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Quote from: tank130
I want to ensure we have a 100% decision on the process before we do the wipe.
If not, then I wipe, then someone gets something they shouldn't, then it gets abused, then the shit hits the fan and then I ban shab.

Getting EiR:R Released on Steam

Forum Rules & Guidelines
Tachibana Offline
NotADev
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Posts: 1270


« Reply #3 on: January 29, 2017, 02:00:04 pm »

Talking with hamster last nigth, hes saying the nade ability yellow wind down timer stays yellow even after the nade is thrown. Once you move the squad or give it some order, the yellow wind down is gone and you can use the ability again. So you can use the nade but the action cant be "throw nade 1 -> throw nade 2" but has to be "throw nade 1 -> do x -> throw nade 2"
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #4 on: January 29, 2017, 10:02:17 pm »

Grenade interaction (for the default US grenade ability) is messed up, creating the...odd order of actions you need to take to initiate the recharge.

The 105 mm's barrage is busted. A new 105 unit will be made (re-using the old LnL howitzer) to replace the upgrade.

The 88 seems to be messed up with crew training; it's auto-decrewed and then cannot be recrewed afterwords. A new 88 unit will be made to replace the upgrade.
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qnfrdmsdkzm Offline
EIR Veteran
Posts: 50


« Reply #5 on: January 30, 2017, 06:45:28 am »

I saw the WM's Offmap Radioman got heal own self at the 'EIR HERO' replay.

http://forums.europeinruins.com/index.php?topic=29193.msg500313;topicseen#new

check the 8:00~ 8:30 as the panda's unit, on left side big house.

Is that patched or all of the Offmap Radioman got that?

We know the thing, radiomans cant get the medic kit.

I think, u guys have to fix with that.
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #6 on: January 30, 2017, 11:28:52 pm »

The US officer is missing his smoke barrage when 90 day wonders is selected.

The M9 bazooka is a piece of shit.
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #7 on: January 31, 2017, 01:07:10 pm »

Sapper PIATs and Boys AT aren't exclusive--will be fixed ASAP.
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GrayWolf Offline
Development
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Posts: 1590



« Reply #8 on: January 31, 2017, 07:55:36 pm »

GMC smoke does not appear
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pandaExpress Offline
Donator
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Posts: 282



« Reply #9 on: February 01, 2017, 03:31:32 pm »

3 man eng triage is under the vet icon
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they tell me i'm weird i tell them their normal
pandaExpress Offline
Donator
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Posts: 282



« Reply #10 on: February 02, 2017, 11:00:42 pm »

WM DEF
arming the militia
volks gain ability to fire faust 25s cd dose not work
« Last Edit: February 03, 2017, 01:50:49 am by pandaExpress » Logged
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #11 on: February 03, 2017, 11:15:56 am »

That ability was never put in--the launcher text needs to be updated.
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #12 on: February 05, 2017, 11:43:31 am »

lancaster doesn't show up in-game even if you select it in launcher/buy it on an offmap guy
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1. New tactics? it's like JAWS, first one in the water dies

RCA-land where shells fall like raindrops and the Captain is an invincible god
pandaExpress Offline
Donator
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Posts: 282



« Reply #13 on: February 06, 2017, 05:08:09 pm »

CW eng experimental guns
all tanks can buy sabot shot

black prince and 95mm cant and i don't know about the avre and croc
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Tachibana Offline
NotADev
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Posts: 1270


« Reply #14 on: February 06, 2017, 05:39:55 pm »

fixed
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #15 on: February 06, 2017, 06:20:13 pm »

uh, all of it? orrrr
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Tachibana Offline
NotADev
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Posts: 1270


« Reply #16 on: February 06, 2017, 06:28:40 pm »

95 crom/avre dont have the ability (not normal tank guns)

BP was given sabot.
Church croc already has sabot.
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pandaExpress Offline
Donator
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Posts: 282



« Reply #17 on: February 07, 2017, 07:10:04 pm »

sabot shot,flanksleed,tankshock share the same slots and maybe avre aslo or just 1 time use avres
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qnfrdmsdkzm Offline
EIR Veteran
Posts: 50


« Reply #18 on: February 07, 2017, 09:05:53 pm »

Seems 'Tanks/Vehicles +35% accel/deccel' is not working. [AB Fight another day]

Panzer3 needs to models
« Last Edit: February 07, 2017, 11:12:07 pm by qnfrdmsdkzm » Logged
jackmccrack Offline
EIR Veteran
Posts: 2484


« Reply #19 on: February 07, 2017, 09:22:10 pm »

Seems 'Tanks/Vehicles +35% accel/deccel' is not working.

Panzer3 needs to models

Is it Armored Cavalry doctrine?
Logged

Let's talk about PIATs in a car.
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