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Z32
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Posted: 14 Aug, 2008
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Joined: 26 May, 2008 Posts: 10101 Location: somewhere around nothing
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brute51 wrote: That's how factory upgrading works, a new hidden unit is build over the old factory. Once the new factory is completed the old one disappears. I don't know why you get this problem. I sometimes play against Sorians AI too and I've never had this issue. Can you get me a replay of this problem with all mods disabled (you can use bug fix v3 and sorian 1.6.2 though). Upload it on for example filefront and post the download link here or in a PM. Thanks!
afraid i don't have any video recording software, the best i can do is get u a screenpic. however, like is said, it seems what is happening is that the old factory isn't dissapearing.
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brute51
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Posted: 14 Aug, 2008
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Joined: 08 May, 2008 Posts: 821
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You don't have to record a video. When you play a game all actions from all players are recorded and put in a file which you can later use to see the game again - a replay. And I'm asking for that file
Go to 'extra' in the main menu, the choose replay and watch 'lastgame' to see what I mean.
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Baarikoira
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Posted: 27 Aug, 2008
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Joined: 12 Aug, 2008 Posts: 6
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Anyone else having problem that
- Aeon Tactical Missile Defense build preview now shows correct range
Doesn't work?
It still shows really small area even if this mod is enabled.
I'm not sure any more but I think it showed the same size are as other factions when I first tried this mod...
I've tried disabling and enabling in extras and in skirmish menu and installing it again but no help.
Currently only other mod installed is Sorians AI.
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brute51
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Posted: 27 Aug, 2008
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Joined: 08 May, 2008 Posts: 821
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Thanks for your feedback! I always like to get feedback so keep it coming
That fix does work. Try this:
1. Disable the bug fix mod
2. Start a skirmish game and get an Aeon T2 engineer or another engineer that can build the Aeon TMD
3. Click on the Aeon TMD build icon, then hover the mouse cursor over the battlefield as you would when deciding where to put the structure, check the range circle
4. Build the TMD
5. Click on it, check range again. They are different.
Now stop the skirmish game, enable the bug fix mod and redo the above steps from 2. Notice at step 5 that the ranges are the same: bug fixed!
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Moritz
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Posted: 27 Aug, 2008
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Joined: 06 Mar, 2008 Posts: 144
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The correct Aeon TMD defence area is that small area.
Moritz
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Baarikoira
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Posted: 28 Aug, 2008
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Joined: 12 Aug, 2008 Posts: 6
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Thanks for the replies.
Now they are the same size although I thought the correct size should be the bigger one.
Really nice and much needed mod by the way 
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Maranovski
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Posted: 30 Aug, 2008
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Joined: 29 Sep, 2007 Posts: 41 Location: Finland
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Greetings again brute!
I've finished the Seraphim flash through fog bug fix that I posted here some time ago. Now you and your allies can see the flash. Your enemies can see flash if they have a visual of the building.
Here is the code:
For buildings:
Code: local unitsArmy = unitBeingBuilt:GetArmy() local focusArmy = GetFocusArmy() if IsAlly(unitsArmy,focusArmy) then CreateLightParticle( unitBeingBuilt, -1, unitBeingBuilt:GetArmy(), unitBeingBuilt:GetFootPrintSize() * 7, 8, 'glow_02', 'ramp_blue_22' ) elseif IsEnemy(unitsArmy,focusArmy) then local blip = unitBeingBuilt:GetBlip(focusArmy) if blip ~= nil and blip:IsSeenNow(focusArmy) then CreateLightParticle( unitBeingBuilt, -1, unitBeingBuilt:GetArmy(), unitBeingBuilt:GetFootPrintSize() * 7, 8, 'glow_02', 'ramp_blue_22' ) end end
For experimentals: Code: local unitsArmy = unitBeingBuilt:GetArmy() local focusArmy = GetFocusArmy() if IsAlly(unitsArmy,focusArmy) then CreateLightParticle( unitBeingBuilt, -1, unitBeingBuilt:GetArmy(), unitBeingBuilt:GetFootPrintSize() * 4, 6, 'glow_02', 'ramp_blue_22' ) elseif IsEnemy(unitsArmy,focusArmy) then local blip = unitBeingBuilt:GetBlip(focusArmy) if blip ~= nil and blip:IsSeenNow(focusArmy) then CreateLightParticle( unitBeingBuilt, -1, unitBeingBuilt:GetArmy(), unitBeingBuilt:GetFootPrintSize() * 4, 6, 'glow_02', 'ramp_blue_22' ) end end
I tried it quite many times and everything seemed to be okay but I suggest that you test it also (I might be blind for my own mistakes).
Unless you already fixed the bug.
edit: I will give you the complete file. It contains the modified Seraphim build effect functions for buildings and experimentals.
edit2: Squashed a bug involving errors when the blip got a value of nil and tarmacs weren't spawned. The condition now checks if the blip is nil.
Updated file:
EffectUtilities.lua
Last edited by Maranovski on 31 Aug, 2008, edited 2 times in total.
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hudson
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Posted: 30 Aug, 2008
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Joined: 09 Feb, 2008 Posts: 4
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There might be a problem with this fix:
- Factories no longer destroy their last created unit upon their own destruction
I was playing as UEF vs Cybran and after my T2 air factory that was producing gunships was destroyed by a TM, I couldn't build in the same spot, because there was a half-built gunship hanging in mid-air.
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brute51
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Posted: 31 Aug, 2008
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Joined: 08 May, 2008 Posts: 821
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@Maranovski: Thanks! You probably saved a day worth of work  Much appriciated!
@hudson: The fix for that bug is basically a check for when the factory is killed, it checks whether the unit it built last is completed or not. If not then the unit is destroyed (e.g. it's removed from the game with no explosion or anything). Stock FA doesn't do this check and simply removed the last built unit.
I don't see how this could result in the issue you experienced. Maybe you've found a new bug. Can you try to recreate it and if you can, can you tell me how to do it?
edit: updated bug lists (2nd post)
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Dragon Fly
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Posted: 31 Aug, 2008
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Joined: 21 Feb, 2007 Posts: 559
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Yes I have seen this. The factory was destroyed but the unit it was building still sits as if the factory is building it.
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Manimal
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Posted: 31 Aug, 2008
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Joined: 11 Apr, 2007 Posts: 1915
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Dragon Fly wrote: Yes I have seen this. The factory was destroyed but the unit it was building still sits as if the factory is building it.
I've posted a similar bug report during beta testing...(I still have the screenshot somewhere)
I thought this error was fixed up a while ago !
_________________ Console Plus - Solo A.C.U. - Experimental Wars
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brute51
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Posted: 31 Aug, 2008
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Joined: 08 May, 2008 Posts: 821
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This bug does exist in stock FA but it should be in the CBFP. I've tested this quite extensively but I will do another set of tests before the next version comes out (which will not by any time soon by the way).
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Soul
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Posted: 02 Sep, 2008
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Joined: 07 Apr, 2007 Posts: 1968
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mephistophile_ua
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Posted: 03 Sep, 2008
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Joined: 02 Oct, 2007 Posts: 135
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who can make mod with 3 changes only?
1) fix sera field
2) fix restores
3) fix bombers first shoot bug
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brute51
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Posted: 03 Sep, 2008
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Joined: 08 May, 2008 Posts: 821
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Yes but I need more info than that. What values should be changed for the first 2? I'm not sure what I can do about the third. There are some fixes for bombers in the CBFP but I still sometimes notice them not dropping their bomb(s) on the first run.
Please PM me this info! Thanks!
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ppipp
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Posted: 03 Sep, 2008
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Joined: 17 Jun, 2007 Posts: 1187
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Mephistophile wrote : "
who can make mod with 3 changes only?
1) fix sera field
2) fix restores
3) fix bombers first shoot bug"
Brute, let's do a mod like this. Screw the community balance patch for now, let's make a consensual mod titled "Simple Community patch" which fix all the known bugs + Sera field + Restorers energy and buildtime requirements and that's it.
Sera Field : 15000 energy required
Restorers : 35000 energy, 7000 buildtime.
Everybody will agree on these changes.
Then consider it a definitive version. One mod, easy to be played, consensual.
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mephistophile_ua
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Posted: 03 Sep, 2008
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Joined: 02 Oct, 2007 Posts: 135
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Sera Field : 30000 energy required - better
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ppipp
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Posted: 03 Sep, 2008
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Joined: 17 Jun, 2007 Posts: 1187
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mephistophile_ua wrote: Sera Field : 30000 energy required - better
That's the cost of the lv2 ...
800 mass, 16000 energy = half the cost of lv2, quite expensive, but the upgrade is good, so I guess it's fair.
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FuryoftheStars
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Posted: 03 Sep, 2008
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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Graphical bug:
Aeon Support ACU has the same Icon Pic for the Heavy Personal Shield Generator (PSG) upgrade as the UEF's Shield Generator Field upgrade. Should really be changed to match that of the Aeon ACU Heavy PSG upgrade.
Edit: Also, I don't know if these would qualify for bug or balance, but:
Aeon SACU shield upgrades are weaker than that of the ACU, but still cost the same mass/energy to build and require more maintenance energy to run.
Cybran SACU Personal Stealth Generator requires more maintenance energy to run than the ACU's.
UEF SACU PSG and Shield Generator Field have the same maintenance energy costs.
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Maranovski
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Posted: 04 Sep, 2008
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Joined: 29 Sep, 2007 Posts: 41 Location: Finland
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EDIT: Forget it! The possible fix previously occupying this post didn't work at all.
I was trying to fix the incomplete airplanes surviving the destruction of the factory. It seems that the planes survive only when they are near completion.
EDIT2: I came to another possible solution. In the bugfix mod factories only destroy their units if they are not dead. Why is this condition needed? When I removed it the incomplete planes no longer stayed after the factory was destroyed.
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TAG_ROCK
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Posted: 06 Sep, 2008
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Joined: 03 Apr, 2007 Posts: 451 Location: Gibraltar
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- The Cybran hoplite now occupied the correct number of transport slots
It was always meant to be 6 in a t1 transport, we bought this up in beta. Apparently its cause hoplites are artillery. So why is it a bug?
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Maranovski
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Posted: 08 Sep, 2008
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Joined: 29 Sep, 2007 Posts: 41 Location: Finland
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I have a question about the Aeon TMD.
While using the bug fix mod, the Aeon TMD seems to become quite useless. Its range is so small that it doesn't have time to deploy its flares. The missile can go way past the TMD before it is intercepted and it looks quite wrong to see missiles doing U-turns when they change their direction towards the flare. The TMD has no chance of defending itself or the near vicinity. Without the mod the TMD launches the flare early enough that it intercepts the missile before it has passed the TMD.
Now the question: should the Aeon TMD behave like this? Shouldn't it be defenceless against TMLs coming towards it or its nearby area (about the size of the TMD area)?
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DeadMG
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Posted: 08 Sep, 2008
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Joined: 15 Feb, 2007 Posts: 20036 Location: Presumably, at the time of posting, his computer.
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Maranovski, the Bugfix mod should not have changed the actual range, only the preview range.
_________________ I'm watchin you!
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Maranovski
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Posted: 08 Sep, 2008
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Joined: 29 Sep, 2007 Posts: 41 Location: Finland
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DeadMG, I though so too but when usin bug fix mod, the TMD reacts too late.
I did a little digging. Seems that the max radius was dropped from 30 to 10. Could this mean that the TMD reacts when the missile is 10 (insert length unit) away and in vanilla FA its launches a flare when the missile is 30 lenght units away? This is quite a difference.
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brute51
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Posted: 09 Sep, 2008
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Joined: 08 May, 2008 Posts: 821
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It's range is set to 15. I did quite a few of tests to see which one of the 2 range circles is correct and changed the other range circle to that. I did not change the actual range, only the circle that you see when deciding where to build the TMD.
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