Bugs in DC 1.2 Campaign -1 reply

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Highlord Asehujiko

The Internet ends at GF

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7th April 2007

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#1 12 years ago

Before the whine starts, the relic forums don't let me post there because they don't like my email adress. I'm posting here in the hopes that somebody will be so kind to copy it there.

-Units killed by the necron lord's lightning field do not count towards the 2k/5k lifetime kills. They also don't count for the kills needed in Eres Badlands. -If a necron honor guard squad takes casualties but is reinforced back to full, the corpses can still be brought back to life as a new squad by Ressurection Orb. Because honor guards don't take population slots this allows them to be cloned forever. All stronghold maps become insanely trivial when you can launch 15 squads of honor guard FOs into the enemy base.

-"large" Tau bases start with several upgraded listening posts spread throughout their base. Even when there are no strategic locations nearby.




warhammerdude

The Master

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27th January 2007

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#2 12 years ago

those bugs sound good not bad, well, for necron players the're good




Guest

I didn't make it!

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#3 12 years ago

The first two are definitely bugs; the listening posts are just there because because of the tau lack of turrets and the poor tau need some support to lessen the kicking they always receive. It IS a bit awkward though since they can't rebuild them and they shouldn't be getting an income from their base defences...




Highlord Asehujiko

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#4 12 years ago

-Enemy necron units don't ressurect properly on easy difficulty. -Necron monoliths teleport out at the wrong % of health on all dificulties. -The IG basilisks in their stronghold still have infinite range after they possesed. This makes the other half of the mission extremely trivial since all you have to do is tell them to attack ground inside the main base and go afk for 15 min. Nothing attacks the west basilisk position. -Messages that are supposed to trigger when a unit enters an area don't work if this is dony by teleportation or jumping. -The hellstorm cannon can hit invulnerable targets. -The necron lord is erased after he gets hit by the cannon. Other necron units will just stand back up again. -Flayed ones ressurected by the Beacon of Unlife in the necron stronghold will play their birth animation instead of their ressurect animation. -Unlike what the objective window says, the ammount of generators has no effect on the hellstorm cannon's recharge time. -Thule looses his teleport ability seemingy at random.




Iron_Daemon

Chaos shall reign over all.

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1st August 2007

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#5 12 years ago

who plays easy and who plays necrons im sorry but necrons are a weak, cheap and annoying army. also some of these bugs are only shown in cinematics so they are just movies and of cource the messages that say weather an enemy is near doesnt appear because the teleported squad didnt "cross the line" that makes the message pop up and some other bugs are just stupid that cant be fixed.




Highlord Asehujiko

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#6 12 years ago

Is that all you do? You ctrl-f for "necron" and copy paste your stupid whine about them being imbalanced in every post in the forum?




DemonCloud

Chapter Master of the Ultrians

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4th May 2007

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#7 12 years ago

its his first damn post! and how the hell are they inbalanced if they are weak?




PurpleDrink

Run and Gun!

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10th November 2006

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#8 12 years ago

-im not sure what you mean they don't re spawn properly, do you mean animation wise because if so ive never noticed that. Except in the necron stronghold as you pointed out with the flayed one's.

- i possed a baslilsk in victory bay, and it did not have infinite range, i had regular range, but it's damage and abilities were all screwed up. seeing as it didn't have a regular attack mode, it just fired earthshaker rounds that didn't have any cost. But that's to be expected from a scenario unit.

-of course it can hit invulnerable targets, why wouldn't it it's a trigger kill, not an standard kill. Plus no amount of fighting juice or praising the emperor would be able to protect something from a wall of fire that size.=p

- all difficulty levels have a hp modifier that comes with them, so your monolith will never be what it actually should be.

Here's afew more bugs you didn't mention.

- if you have your necron lord in night bringer mode get hit by a blood pulse in the deimos peninsula, your night bringer will become and ally and you get to make a new lord. When the Nightbringer runs out it will revert into another lord, that will simply patrol the area were it died. you can repeat the process as much as you like and get as many lords as you want in the area. But you can only ever get 1 under your control.

-the time beacon in the necron stronghold when effecting a unit, "removes" it form your army allowing you to build another one of it in the time absence. So then you can outdue limit caps when you unit is returned.

-the save/reload trick for the orks




Highlord Asehujiko

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#9 12 years ago

Enemy Necrons that repair themselves die again instantly on easy. This happens to player necrons too on hard.

When you attach Davian Thule(SM commander) to any squad that can't teleport he looses his own teleport permanently even after he is detached. When attached to terminators with the teleport upgrade his own 1 charge teleport is replaced with 2 charge terminater teleport. This seems to happen less frequent after 1.2

The hellstorm cannon blowing a juiced orc seems logic but how exactly does it even hit phase shifted necron lords? And why do the lord and tomp spyders get blasted to oblivion while the rest of the army just stands back up again on the spot?