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Author Topic: bugs  (Read 10771 times)
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EIRRMod Offline
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« Reply #20 on: April 19, 2009, 05:18:27 am »

Noted that issue Baine.

I wonder if the Other language folders need the same (.Polish etc)
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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.
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boobaka Offline
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Posts: 151



« Reply #21 on: April 19, 2009, 04:34:42 pm »

there is a none repair repair bunker in the game. Cheesy has anyone else had this problem?
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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #22 on: April 19, 2009, 04:36:04 pm »

I remember Gamesguy built a rep bunker in the last game I played with him...................................
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If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
Malevolence Offline
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« Reply #23 on: April 19, 2009, 04:39:46 pm »

British emplacements now act as they did before (can multibuild with one squad, subsequent squads get no build uses) much like bunkers in the original EiR (one pio could build your entire army's bunkers).
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Malevolence Offline
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« Reply #24 on: April 19, 2009, 05:12:56 pm »

Also repair bunkers are broken (they do not repair anything), and my Wehrmacht call-ins do not actually show what they contain in the popup tool tip. My British call-ins do show what they contain in the popup tool tip.
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Warlight Offline
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« Reply #25 on: April 19, 2009, 06:34:14 pm »

There was a bug in vCOh where Rep bunkers couldn't repair crit dmg, like dmged engines. 

Maybe that has something to do with it.
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Lai Offline
Propaganda Minister
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« Reply #26 on: April 19, 2009, 06:35:06 pm »

Wehr and brit callins show alright for me though.
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Scyn Offline
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« Reply #27 on: April 20, 2009, 02:33:39 am »

Allied Mortar is firing way too many smoke rounds.

Covering an entire screen in a volley - by the time it's done firing you can smoke the area again.
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BradAnderson Offline
EIR Veteran
Posts: 1233



« Reply #28 on: April 20, 2009, 03:00:24 am »

Allied Mortar is firing way too many smoke rounds.

Covering an entire screen in a volley - by the time it's done firing you can smoke the area again.
Are you implying that smoke is OP? lol GTFO.
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Two Offline
EIR Veteran
Posts: 2079


« Reply #29 on: April 20, 2009, 03:10:51 am »

Allied Mortar is firing way too many smoke rounds.

Covering an entire screen in a volley - by the time it's done firing you can smoke the area again.
Are you implying that smoke is OP? lol GTFO.

lol Grin
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Scyn Offline
EIR Veteran
Posts: 1011


« Reply #30 on: April 20, 2009, 03:14:52 am »

I know.. isn't he just hilarious. And he wasn't even using his accent just then. I wish we all had the type of ingenious humor that Brad does.

Because clearly the mortar *Should* be firing ~12 rounds of smoke per barrage.
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spinn72 Offline
EIR Veteran
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« Reply #31 on: April 20, 2009, 03:21:47 am »

Radio Scout Cars cannot unlock once they've locked down once.  This means you put it in 1 place and it stays there until the end of the match. 
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EIRRMod Offline
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« Reply #32 on: April 20, 2009, 04:05:42 am »

Allied Mortar is firing way too many smoke rounds.

Covering an entire screen in a volley - by the time it's done firing you can smoke the area again.
Are you implying that smoke is OP? lol GTFO.
I lol'd

Yep, we'll take a gander at it.
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brn4meplz Offline
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« Reply #33 on: April 20, 2009, 10:19:03 am »

Way to go Scyn, steal a mans bug... On that note though I think a difference between the smoke barrages would be cool. It's just that in it's current form the American mortar smoke IS overpowered. You can get off 2 more volleys of smoke just as the first barrages smoke is lifting. and it literally blankets a screen in smoke rounds. That in itself isn't OP but followed by Flame units or grenades it certainly is
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the pussy of a prostitute is not tight enough for destroy a condom Wink
Killer344 Offline
The Inquisitor
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« Reply #34 on: April 20, 2009, 11:17:53 am »

Or tanks ... hahah...
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brn4meplz Offline
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« Reply #35 on: April 20, 2009, 11:44:54 am »

Well tanks still take penalties in smoke. and most Infantry based AT weapons still have a good chance of scoring hits in smoke even though they technically miss. So tanks are a dice toss. Either way lots of smoke makes attacking easier. but the amount seems like it's on par with the CCT smoke barrage, but in a more dispersed area
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thaelmann Offline
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« Reply #36 on: April 21, 2009, 09:04:09 pm »

i wasnt able to see what units i had in my call ins when i hovered over the icons. all i got was an no range error code. im using the german version of tov. worked fine before the patch though.

is it only me or is this still broken? the launcher updated the .ucs files in the locale folder at least twice since my last post but it still doesnt work.
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EIRRMod Offline
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Posts: 11009



« Reply #37 on: April 21, 2009, 10:19:55 pm »

Quote
i wasnt able to see what units i had in my call ins when i hovered over the icons. all i got was an no range error code. im using the german version of tov. worked fine before the patch though.

is it only me or is this still broken? the launcher updated the .ucs files in the locale folder at least twice since my last post but it still doesnt work.
The launcher hasnt changed yet.
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Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #38 on: April 22, 2009, 09:49:51 am »

Can we get an update of all those buildable things (flak88, flakvierling, 17pdr, etc) and whether they work or not?
Don't want to waste PP on the wrong Reinforcement if things won't build.

Flak88 does work sofar.
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Malevolence Offline
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Posts: 1871



« Reply #39 on: April 22, 2009, 01:56:12 pm »

Last I looked all brit emplacements can build, but can experience problems if they die and you attempt to build them again.
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