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Made in us
Morphing Obliterator





San Francisco, CA

just a quick note to say thank you to everyone here that's maintaining data files. having taken a stab at building one myself, I have a healthy respect for how much time and effort goes into it. have an exalt!

Night Lords P&M Blog: http://www.dakkadakka.com/dakkaforum/posts/list/0/502731.page
Salamanders P&M Blog: http://www.dakkadakka.com/dakkaforum/posts/list/0/436120.page

"Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum." - MajorStoffer

"Everytime I see someone write a message in tactics saying they need help because they keep loosing games, I want to drive my face through my own keyboard." - Jimsolo 
   
Made in au
Automated Rubric Marine of Tzeentch





Perth

Just pulled up the latest CSM one and with a CAD setting you cant use the elites as troops. eg PM cant be troops even with a nurgle lord

CSM 20,000 Pts
Daemons 4,000 (ish)
WoC over 10,000
6000+ Pts


 
   
Made in us
Morphing Obliterator





San Francisco, CA

following up on something direhippo mentioned earlier, with the Chaos Space Marines: Codex (2012) v65 file, there are no weapon profiles for things like boltguns, meltaguns, plasma guns and so on. there are *some* profiles there, though, such as for the axe of blind fury and the sigil of corruption. I noticed this while creating a new list against this data file, rather than updating an existing list.

ausYenLoWang's problem with cult units appears to be fixed in this version, though

Night Lords P&M Blog: http://www.dakkadakka.com/dakkaforum/posts/list/0/502731.page
Salamanders P&M Blog: http://www.dakkadakka.com/dakkaforum/posts/list/0/436120.page

"Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum." - MajorStoffer

"Everytime I see someone write a message in tactics saying they need help because they keep loosing games, I want to drive my face through my own keyboard." - Jimsolo 
   
Made in au
Automated Rubric Marine of Tzeentch





Perth

 varl wrote:
following up on something direhippo mentioned earlier, with the Chaos Space Marines: Codex (2012) v65 file, there are no weapon profiles for things like boltguns, meltaguns, plasma guns and so on. there are *some* profiles there, though, such as for the axe of blind fury and the sigil of corruption. I noticed this while creating a new list against this data file, rather than updating an existing list.

ausYenLoWang's problem with cult units appears to be fixed in this version, though


i thought i had the latest version... will check up on it.

so i ran an update on datafiles and now PM are in troops as well... except. none of the other cult units are there.. i think someone is doing a WIP.

my list comes from
"chaos space marines: codex (2012) - Combined arms detachment

\also it has VotLw as an upgrade at 0 pts for PM that should be included in base profile, but when you select it, it actually adds 1ppm rather than the 0 it says

This message was edited 1 time. Last update was at 2014/10/03 04:01:28


CSM 20,000 Pts
Daemons 4,000 (ish)
WoC over 10,000
6000+ Pts


 
   
Made in us
Morphing Obliterator





San Francisco, CA

 ausYenLoWang wrote:
 varl wrote:
following up on something direhippo mentioned earlier, with the Chaos Space Marines: Codex (2012) v65 file, there are no weapon profiles for things like boltguns, meltaguns, plasma guns and so on. there are *some* profiles there, though, such as for the axe of blind fury and the sigil of corruption. I noticed this while creating a new list against this data file, rather than updating an existing list.

ausYenLoWang's problem with cult units appears to be fixed in this version, though


i thought i had the latest version... will check up on it.

so i ran an update on datafiles and now PM are in troops as well... except. none of the other cult units are there.. i think someone is doing a WIP.

my list comes from
"chaos space marines: codex (2012) - Combined arms detachment

the only cult troops I see missing at the moment are thousand sons. when I take a chaos lord and change his mark I can see khorne berzerkers, plague marines and noise marines appear under the Troops section. so, yeah... either WIP files or a bug of some sort.

Night Lords P&M Blog: http://www.dakkadakka.com/dakkaforum/posts/list/0/502731.page
Salamanders P&M Blog: http://www.dakkadakka.com/dakkaforum/posts/list/0/436120.page

"Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum." - MajorStoffer

"Everytime I see someone write a message in tactics saying they need help because they keep loosing games, I want to drive my face through my own keyboard." - Jimsolo 
   
Made in au
Automated Rubric Marine of Tzeentch





Perth

yeah i just added a slaanesh lord to the list and went update data, and it tells me something was added outside of BS and puts them as a troops option as well. not sure if WAI.

CSM 20,000 Pts
Daemons 4,000 (ish)
WoC over 10,000
6000+ Pts


 
   
Made in nl
Loyal Necron Lychguard



Netherlands

We had a new update 10 hours ago, so maybe that's it?
Chaos Space Marines always had a lack of profiles and someone is working at this.
When I started at BA in June they didn't have a single profile, so I know how much work that is

As for the troops:
Chosen are unlocked if you have Abaddon.
Berzerkers are unlocked if you have Kharn or a Lord with Mark of Khorne.
Noise Marines are unlocked if you have Lucius or a Lord with Mark of Slaanesh
Plague Marines are unlocked if you have Typhus or a Lord with Mark of Nurgle
And then we have Thousand Sons which are unlocked if you have Ahriman or a Lord with the Tzeentch Mark.

That's what I read in the code, so that should be correct right?
 ausYenLoWang wrote:
\also it has VotLw as an upgrade at 0 pts for PM that should be included in base profile, but when you select it, it actually adds 1ppm rather than the 0 it says

Doesn't VotlW cost 1 point per Plague Marine?
We've made the upgrade 0 points, and then made a modifier that increases the cost with 1 point for each model in the unit.
Result: It actually adds the correct amount of points, but you will probably see it as 0 points.
That's because Battlescribe doesn't apply modifiers before showing the point cost.
A similar thing can be seen in the Dedicated Transport of BA Assault Marines: It says a Drop Pod is 35 points, but it is actually free when you add it.
I've already reported it to the creator of Battlescribe.

This message was edited 1 time. Last update was at 2014/10/03 04:54:16


 
   
Made in au
Automated Rubric Marine of Tzeentch





Perth

so it is... (votlw) thanks for reminding me, i thought it was automatic.

and awesome that someones looking into the CSM stuff, as there used to be one by fuzzi that was pretty spot on

cheers for all the work you guys put in

CSM 20,000 Pts
Daemons 4,000 (ish)
WoC over 10,000
6000+ Pts


 
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

To correct you, guys: TS only become Troops if you have either Ahriman or a Sorcerer as HQ in a primary detachment. Chaos Lord with MoT does not make TS Troops

AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
Made in au
Automated Rubric Marine of Tzeentch





Perth

yes but the 3 lords activate the appropriate troops. and they werent in there to allow it.

CSM 20,000 Pts
Daemons 4,000 (ish)
WoC over 10,000
6000+ Pts


 
   
Made in us
Morphing Obliterator





San Francisco, CA

 Vector Strike wrote:
To correct you, guys: TS only become Troops if you have either Ahriman or a Sorcerer as HQ in a primary detachment. Chaos Lord with MoT does not make TS Troops

ha, so they do. I should have double checked the codex. working as intended, then

Night Lords P&M Blog: http://www.dakkadakka.com/dakkaforum/posts/list/0/502731.page
Salamanders P&M Blog: http://www.dakkadakka.com/dakkaforum/posts/list/0/436120.page

"Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum." - MajorStoffer

"Everytime I see someone write a message in tactics saying they need help because they keep loosing games, I want to drive my face through my own keyboard." - Jimsolo 
   
Made in gb
Tunneling Trygon






Carrickfergus, Northern Ireland

Aspiring Champions come default with two bolt pistols, which they shouldn't have. Reducing the 2 to 1 turns it from a scrolling box to a checkbox. It's weird.

Sieg Zeon!

Selling TGG2! 
   
Made in nl
Loyal Necron Lychguard



Netherlands

 Frozen Ocean wrote:
Aspiring Champions come default with two bolt pistols, which they shouldn't have. Reducing the 2 to 1 turns it from a scrolling box to a checkbox. It's weird.

Yeah, the default selection is set to Bolt Pistol which automatically makes him take two Pistol. The solution would be to have no default selection.
I've already told the author this and he is currently working on the weapon-profiles.
He already entered (almost) all of them and now each weapon needs a link to the profile.

 Vector Strike wrote:
To correct you, guys: TS only become Troops if you have either Ahriman or a Sorcerer as HQ in a primary detachment. Chaos Lord with MoT does not make TS Troops

My mistake, I read Mark of Tzeentch and automatically assumed it was from the Chaos Lord.
But further inspection shows that it is indeed the MoT from the Sorcerer.

   
Made in us
Drop Trooper with Demo Charge




Cleveland

Two things for Astra Militarum (cosmetic only?)

1) Commissar Yarrick is listed as 0 points, but when you then add him, he's the proper point cost of 145.

2) Militarum Tempestus Platoon is listed at 82 points, but when you add them they're the proper cost of 70.
   
Made in us
Focused Fire Warrior



Rockwood, TN

Yeah the disappearing bonding knife cost is completely random on me. I can reproduce it, but not in any specific ways other than modifying the same squad several times and changing the number of models in the squad.

IK detachment bug... Maybe? When I add a regular knight (paladin) and then say two different forgeworld Knights (lancer and castigator) it flags the detachment as having too many forgeworld Knights even though there are not more of one specific forgeworld Knight than the other types. If I make it a primary detachment this goes away. However, if I then add the other type of standard knight (paladin and an errant + a lancer and castigator) it brings the flag back. If I'm reading the forge world rules right I should be able to just take one standard knight and then take one of each special knight. Maybe I'm wrong lol.

Noc
   
Made in nl
Loyal Necron Lychguard



Netherlands

Aah, I see.

1. Yarrick is 'free' because he probably appears in some formations or something like that.
We created his unit in the background.
Then, on the foreground, we made a link to him with a modifier for "+ 145 points".
For some reason Battlescribe doesn't show this until you add him.

2. MT-platoon is weird.
The code says you need at least 4 Scions. It also says you need at least 1 Scion without a heavy weapon.
The "available entries" is really bad at math and sees 5 mandatory models and says they are 60 points.
Then it adds the mandatory Tempestor and comes at 82 points.
But when you actually add them, that's when your processor starts doing calculations and notices you only take 4, so it gives them the correct amount of points.

It's how Battlescribe works so it's a lot lighter on your system, at least that is how I understand it.
I'll ask the author if there is any way to fix it
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

I am running into a problem when I create a Master of the Forge in Sentinels of Terra. When I select the Conversion Beamer, I get an error saying there are too many selections for the Servo-Harness.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in nl
Loyal Necron Lychguard



Netherlands

Nocturus wrote:
Yeah the disappearing bonding knife cost is completely random on me. I can reproduce it, but not in any specific ways other than modifying the same squad several times and changing the number of models in the squad.

Perhaps the continuously changing of the amount of models causes it to bug?
But that is not something a rewrite by us could fix.

IK detachment bug... Maybe? When I add a regular knight (paladin) and then say two different forgeworld Knights (lancer and castigator) it flags the detachment as having too many forgeworld Knights even though there are not more of one specific forgeworld Knight than the other types. If I make it a primary detachment this goes away. However, if I then add the other type of standard knight (paladin and an errant + a lancer and castigator) it brings the flag back. If I'm reading the forge world rules right I should be able to just take one standard knight and then take one of each special knight. Maybe I'm wrong lol.

Noc

Let me try something:
Paladin + Lancer + Castigator => No bug here.
Paladin + Lancer + Castigator + Errant => Bug because an Imperial Knight-Detachment can have a maximum of 3 Knights
You can read that in the FAQ: http://www.blacklibrary.com/Downloads/Product/PDF/Warhammer-40k/7th-faq/Imperial_Knights_v1.0_May14.pdf

On what device are you doing this? Perhaps your machine doesn't "recheck for bugs" until you add the Primary Detachment.
I suspect this because Primary Detachment is in no way linked with anything, so perhaps the clicking of anything else forces your device to recheck for bugs.

 casvalremdeikun wrote:
I am running into a problem when I create a Master of the Forge in Sentinels of Terra. When I select the Conversion Beamer, I get an error saying there are too many selections for the Servo-Harness.

May replace servo-harness and boltgun with a conversion beamer - XX pts

Don't forget to de-select the Servo-harness when you take a Conversion Beamer.
At the moment it's not possible to have it automatically de-select the harness.

This message was edited 1 time. Last update was at 2014/10/03 21:19:03


 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

Oh, well that was easy enough. Thanks!

By the way, I found if I just removed all of the Tactical Marines missing the boltgun (not the whole squad, just the plain marines) and re-added them in, they were fine.

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in us
The Daemon Possessing Fulgrim's Body





Devon, UK

NVM Digital vs print pg number confusion.

This message was edited 2 times. Last update was at 2014/10/03 21:52:46


We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark

The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.

The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox

Ask me about
Barnstaple Slayers Club 
   
Made in us
Focused Fire Warrior



Rockwood, TN

I'm using an iPhone 5. You are correct about the knight detachment. Thank you I hadn't checked the faq.
   
Made in nl
Loyal Necron Lychguard



Netherlands

Nocturus wrote:
I'm using an iPhone 5. You are correct about the knight detachment. Thank you I hadn't checked the faq.

Hmm, the iOS-app had some weird bugs and an update to BS will be released within a few days.
Maybe that will fix it, because the coding is correct and it works fine on my Android and PC.

You're welcome, it's exactly why I made this thread.
In the past someone would use a form to give the feedback and then probably never read our response.
Now I can easily give an answer and it's solved.
ziggurattt wrote:
Two things for Astra Militarum (cosmetic only?)
1) Commissar Yarrick is listed as 0 points, but when you then add him, he's the proper point cost of 145.
2) Militarum Tempestus Platoon is listed at 82 points, but when you add them they're the proper cost of 70.

Another update: This has been fixed and will be in the next release.

This message was edited 1 time. Last update was at 2014/10/03 23:32:17


 
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

Kangodo, I don't know who does the Tau files, but please congratulate him/her for me. We already have the 109 on the roster!

Ah, just noticed Farsight Enclaves don't have it... remind him/her of that, will ya?

R'Varna is still AP3 in Farsight Enclaves as well

Bonding Knife Ritual doesn't add up if you add a Crisis Suit to a Crisis Unit in Farsight Enclaves

This message was edited 4 times. Last update was at 2014/10/04 12:23:38


AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
Made in nl
Loyal Necron Lychguard



Netherlands

Usually someone else does them, but I was bored so added the XV109 and changed the XV107.
But I always forget to add them in the other Codices! Will do that today.
And I will look at the BKR.

Edit: Some other news!
Dark Eldar 2014 are ready and released, but has a few mistakes.
I found some of them and reported those errors, but please be on the look out for more.

Edit2: I added them to the Farsight.
But I don't see an issue with the BKR in the Farsight Enclave.
Where are you experiencing this issue?

This message was edited 2 times. Last update was at 2014/10/04 18:22:21


 
   
Made in us
Stealthy Dark Angels Scout with Shotgun





MA

I noticed a few things in the recent Dark Eldar release:

- Huskblade should be 25 points for Archon
- Scourges are wrong points (should be 16 each)
- Trueborn should be min size 1 with 4 special and one heavy weapon. I believe right now it keeps the base 3 trueborn with splinter rifles, and doesn't let you modify or remove them.
- Razorwing should be fast attack

Those are the ones I noticed off the bat. Thanks for your efforts!

   
Made in nl
Loyal Necron Lychguard



Netherlands

I didn't make the Dark Eldar
But I told him about your errors, there are also a few other things fixed.
A detailed list can be read here: https://github.com/BSData/wh40k/issues/397
   
Made in us
The Daemon Possessing Fulgrim's Body





Devon, UK

I think I may have another one, or it may just be incorrect interpretation on my part.

The CSM codex says that "any Noise Marine" may exchange their boltgun for a Sonic Blaster. There is however no option for the unit champion to do so under their options.

I would think that the Noise Champion still counts as a Noise Marine for this purpose, but someone may perhaps be able to clarify.

We find comfort among those who agree with us - growth among those who don't. - Frank Howard Clark

The wise man doubts often, and changes his mind; the fool is obstinate, and doubts not; he knows all things but his own ignorance.

The correct statement of individual rights is that everyone has the right to an opinion, but crucially, that opinion can be roundly ignored and even made fun of, particularly if it is demonstrably nonsense!” Professor Brian Cox

Ask me about
Barnstaple Slayers Club 
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

 Azreal13 wrote:
I think I may have another one, or it may just be incorrect interpretation on my part.

The CSM codex says that "any Noise Marine" may exchange their boltgun for a Sonic Blaster. There is however no option for the unit champion to do so under their options.

I would think that the Noise Champion still counts as a Noise Marine for this purpose, but someone may perhaps be able to clarify.


Incorrect interpretation. If it said any model, then the Noise Champion would be able to, however, by specifying Noise Marine, only Noise Marines can take the option.

Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia 
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

Kangodo wrote:
But I don't see an issue with the BKR in the Farsight Enclave.
Where are you experiencing this issue?


When I add another Crisis to a Crisis team via either duplicate entry or add button, the BKR entry doesn't refresh. Only if I add a 'vre, remove it and add another Crisis does it work...

AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
Made in nl
Loyal Necron Lychguard



Netherlands

This is frustrating, I've tried it on both my pc and android and I don't have this issue.
You're talking about the Crisis-team from troops at the Farsight Enclave?

Does anyone else experience this too?
   
 
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