Flickering units and deync glitch
Operating System
Windows 7 Ultimate 64-bit SP1
CPU
Intel Core i7 4800MQ @ 2.70GHz 64 °C
Haswell 22nm Technology
RAM
32.0GB Dual-Channel DDR3 @ 798MHz (11-11-11-28)
Motherboard
Alienware 041W46 (U3E1)
Graphics
Generic PnP Monitor (1920x1080@60Hz)
Intel (Dell)
3071MB NVIDIA GeForce GTX 770M (Dell) 49 °C
ForceWare version: 372.70
SLI Disabled
Storage
698GB WDC WD7500BPKX- SCSI Disk Device (RAID)
10GB INTEL SSDMCEAW0 SCSI Disk Device (RAID)
Optical Drives
HL-DT-ST DVDRWBD CA40N SCSI CdRom Device
Audio
Realtek High Definition Audio
I am not entirely sure how or why it happened, but several enemy units flickered and were immune to lightning. On one of the logs (I believe the second), I also had a desync issue in which I could pick up and move dead skargs, and in which I could move chunders which did not respond at all.
I have a couple of recordings of the flickering glitch:
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Satisfaction mark by Webbernever1 8 years sedan
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Sorry, regarding the first recording, it is where bombards refused to be placed. Note that this was over a section of land. This is all part of the output log I attached. It is the second recording which shows the flickering glitch.
Note: Both videoes come from One of the output logs. I am not sure which. I believe it is the second. To clarify:
One output log contains the flickering glitch And the dead minion glitch (I was able to pick them up, they were not registered as dead). I Believe that this is the first one.
The other output log contains the two glitches seen in the video, namely the bombard placement and the flickering minions. I Believe that this is the second one.
Attaching again the one I think had the dead minions and flickering:
output_log.7z
And this one, I think, had the flickering/bombard glitches:
output_log.7z