Cortex Command

Cortex Command

Warhammer 40,000: Imperium of Man
 This topic has been pinned, so it's probably important
Killian  [developer] 11 Apr, 2014 @ 6:53am
Bug Reports!
Found a bug? Report it, and be as clear as possible. Include steps for replicating the issue if you can, etc.
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Showing 1-15 of 66 comments
Nubbly 11 Apr, 2014 @ 2:21pm 
Not a bug so much as an inconsistency, but the Storm Bolter seems to have a price a lot lower than the other bolter weapons, despite being more powerful than the regular Bolter. Units without jetpacks also seem to injure themselves, a lot, when jumping in confined spaces like bunkers. Maybe if you upped their impulsedamagelimit some to prevent self-damage?
Killian  [developer] 11 Apr, 2014 @ 4:56pm 
Originally posted by Nubbly:
Not a bug so much as an inconsistency, but the Storm Bolter seems to have a price a lot lower than the other bolter weapons, despite being more powerful than the regular Bolter. Units without jetpacks also seem to injure themselves, a lot, when jumping in confined spaces like bunkers. Maybe if you upped their impulsedamagelimit some to prevent self-damage?

It used to be weaker and you could use two at once - I guess I never got around to tweaking the price up. It's been bumped up to be a bit more expensive than a baseline Bolter for the next release. Balance wise the Storm Bolter's been back and forth a bit since it had alternate ammo types for a bit, then they were disabled, but I readded them again when I figured out how to make the AP bolts less absurdly overpowered.

I'll make sure to bump up the IDTs a bit as well. It looks like most of them are as vulnerable impact damage as Coalition Lights - whilst this is probably okay for, say, Guardsmen, it's not so good for Scouts and Marines, the latter of which really ought to be more impact-resistant than some of the 'core' factions.

Thankfully all the actors pull stats off template actors so I can easily finetune every chapter at once, without having to change five sets of half-a-dozen-or-so actors.
Soul_XP 13 Apr, 2014 @ 6:43am 
For some reason the AI doesn't really go after the enemy brain when put on brain hunt mode. For example, when I put some guardsmen into brain hunt in dummy assault they went in the oppossite direction of the enemy base.
Killian  [developer] 13 Apr, 2014 @ 8:12am 
Apart from the script chunk that adds health regeneration and the jetpack/gravpack quirks, the actors use the same base AI as every other actor in the game. Not much I can do about that.
Killian  [developer] 13 Apr, 2014 @ 7:40pm 
You need to have enabled one of the Loadout files in ../Cortex Command/W40K.rte/Factions.ini - they're disabled by default because of the multiple-chapters thing.
JZXH 16 Apr, 2014 @ 2:36pm 
So first time I installed the mod:
Bases autospawn skeletons
First drops use brainbot + rocket
Escort sometimes arrive with the rocket, sometimes not
Loadouts are vanilla presets, not mod presets

Reinstalled the game and mod
First drops use officer + power sword and las pistol out of a drop ship
Loadouts are mod presets
Game frequently crashes on loading battles (clicking the button).
EDIT: on any button action. Seems to be tied to how much breathing space I'm giving the game between actions. Will test further.

I've since wiped the install and mods multiple times both using the client and /steam/steamapps and /steam/userdata, but the problem persists. As far as I can tell there is no Steam Cloud persistent data that could affect this.

Welp.
Last edited by JZXH; 16 Apr, 2014 @ 2:49pm
Killian  [developer] 16 Apr, 2014 @ 3:22pm 
Wow. I have no idea what's going on there, but it sounds familiar - I think some others have had similar problems in the past. You'd best start off by hitting up the DataRealms support forums[forums.datarealms.com]. They can probably help you more than I can.
JZXH 16 Apr, 2014 @ 5:00pm 
Copy that. Thanks for the reply. o7
God Emperor 18 Apr, 2014 @ 7:24am 
game crashes on auto build base
Killian  [developer] 18 Apr, 2014 @ 6:12pm 
Auto-build is an absolute pain in the ass to debug, sadly. Even when the loadouts look to be perfectly correct it will quite happily throw a fit at you. Not sure there's much I can do without a load of extensive testing, which I don't have time for myself.
chickenlord 22 Apr, 2014 @ 5:25pm 
every time i put steam into online mode it re downloads the mod resetting the faction.ini file.
Killian  [developer] 23 Apr, 2014 @ 6:13pm 
Doesn't sound like there's much I can do about that, frankly. I can't keep that file around yet somehow tell Steam not to update that particular file.
chickenlord 25 Apr, 2014 @ 5:36pm 
alright, ill just keep a backup of my settings. thanks for the great mod.
Elysians can somehow noclip through land.
Killian  [developer] 26 Apr, 2014 @ 8:05pm 
Blame CC's physics engine. Marines can do it as well using the assault pack special function (hold jump+crouch to fly straight towards where you are aiming). :conwayshrug:
Last edited by Killian; 26 Apr, 2014 @ 8:06pm
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