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Buggi
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Posted: 20 Aug, 2008
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Joined: 13 Jul, 2008 Posts: 344
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Lt_hawkeye
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Posted: 20 Aug, 2008
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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chances are it was because of the AIs, since AI take loads of CPU and memory, and the fact that you had 2 running..
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Z32
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Posted: 20 Aug, 2008
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Joined: 26 May, 2008 Posts: 10101 Location: somewhere around nothing
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St.Morpheus wrote: sorry but it seems the post i made got lost on page three. i was wondering that if, for anyone that plays against the AI(sorian 1.6.3) are they seeing a problem with them making aeon and serephim T3 units? they make mainly engineers, but VERY few tech 3 offensive units. this is true for land facs, not sure about air or water. i tested a game of 4 ai's battling each other with me observing. i tested it on a couple of 4 player 10x10 maps, with the ai set to AIX 3 build and 3 cheat. serephim and aeon were destroyed by cybran and UEF. i only use the community bugfix version 3 with the mod.
It seems also that the bombers(excluding the tech 2 cybran) are having difficulty dropping their bombs on the first and sometimes second pass. i think this is especially true of tech 1 aeon bombers.
now this could be me seeing as that no one else has reported this yet. any thoughts? suggestions?
SM
i have noticed this too, it seems to only effect ais using the factions mentioned and not players using those factions. however, i do believe this is a problem with the bugfix and not hawksmod, as i have tested this without mods and still seen it happen.
still, i will mention this to hawk and see if it can be resolved.
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Quenlar
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Posted: 20 Aug, 2008
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Joined: 15 Apr, 2007 Posts: 114
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@Buggi
Yea, crashing with 4gb isn't right, even if windows can only use 3.2 (unless you do have 64bit vista).
You might want to run memtest (out of windows), might be a bad stick you don't use until high usage. I had a bad stick and never noticed it because it was on the 1gb stick windowsXP wasn't using, lol.
Last edited by Quenlar on 21 Aug, 2008, edited 1 time in total.
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5i1
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Posted: 20 Aug, 2008
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Joined: 12 Nov, 2007 Posts: 1052
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Quenlar wrote: Yea, crashing with 4gb isn't right, even if windows can only use 3.2 (unless you do have 64bit vista).
You might want to run memtest (out of windows), might be a bad stick you don't use until high usage. I had a bad stick and never noticed it because it was on the 1gb stick windows wasn't using, lol.
It's an issue ALL 32-bit programs suffer from. It's not an issue we can fix.
@Mod makers,
Could you PLEASE make the Basilisk cannon noise quieter. It hurts my ears even if I set my speakers to the lowest volume setting I can.
_________________ Murphy's Law states that if there is anything that can go wrong will go wrong with these women as they are called accidents involving hazardous waste in accordance with Section 9 of the Constitution of the United States
~Google Scribe
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St.Morpheus
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Posted: 20 Aug, 2008
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Joined: 13 Aug, 2008 Posts: 57
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hawks mod v2 with bugfix v3 worked quite well that i can remember, and i have played alot of games with it. i see many tech three land facs for aeon and serephim producing nothing with the black ops mod though.
thank you for bringing it up, my group is only three players and one of us has to use an AI in 2v2. i am sure alot of people find themselves mismatched and depend on the ai on occasion.
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Lt_hawkeye
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Posted: 20 Aug, 2008
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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@alright 51, i'll make the cannon firing quieter.
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Sonsalt
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Posted: 21 Aug, 2008
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Joined: 15 Feb, 2007 Posts: 233
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Hey great work on the mod there,
found a little glitch. Can you change the explosion effect of the cluster rocket artillery to something more effect full?
I know this is just a minor, but it bothers me somehow.
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Lt_hawkeye
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Posted: 21 Aug, 2008
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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only if many people want it changed, i dont do requests on the desires of a single person(unless they are mine  ) but if you can get enough people to complain or suggest that then i'll change it.
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moddingman
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Posted: 21 Aug, 2008
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Joined: 18 Mar, 2007 Posts: 169
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did anyone read my G colossus idea? is it possible or perhaps possbile but not interesting to Hawks mod?
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isik
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Posted: 21 Aug, 2008
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Joined: 05 Mar, 2007 Posts: 8448
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Buggi wrote: Crash Bug when playing with BlackOps:
I played as UEF, versus two AI Sorians, one adaptive, and one balanced. I managed to capture a builder from each of the other teams, giving me access to both cybran and aeon tech trees.
Well into the game I was fighting back the AI finally, and I built a Basilisk (which, is supposed to be a snake...) anyway.
????
It's supposed to be a chicken, actually. Or a dragon, or a snake. There are a helluvalot of variations. Why can't it be a robot?
_________________ http://www.minecraft.net/play.jsp?serve ... f2a17d0edb
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Kirvesnaama
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Posted: 21 Aug, 2008
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Joined: 17 Mar, 2007 Posts: 560 Location: Finland
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danza
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Posted: 21 Aug, 2008
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Joined: 07 Apr, 2007 Posts: 2355 Location: Nottingham, England, UK, The World, Milky Way Galaxy
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Lt_hawkeye wrote: @ Danza- are you sure its the Cybran T3 transport? i just checked the blueprint and it has a a regen rate of 0, so it shouldn't regen at all.
Yeah, I will check again in sandbox, I remember it getting shot and the last 100 or so hp just came back instantly 
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Buggi
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Posted: 21 Aug, 2008
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Joined: 13 Jul, 2008 Posts: 344
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Lt_hawkeye
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Posted: 21 Aug, 2008
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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depends when Mike and i will have plenty of time to work on said unit. we both are rather busy, for the next couple of versions i would rather not add anything more(unless mike has em models done) so mostly will be made up of bugfixes/balance issues. so once i feel i have enough bugs fixed and more stuff balance we'll release v1.5 or 2 or whatever and then fix more bugs 
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meredith
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Posted: 21 Aug, 2008
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Joined: 04 Feb, 2008 Posts: 583
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Buggi wrote: The other races need something a cool as the Basilisk. I mean, it's a fraking transformer! I love it! Can you do other transformations? Like a huge UEF tank into a walker? or something?  I (heart) the Basilisk. Pity I use UEF mostly.
well optimus should be happy to work on it  note his name
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FuryoftheStars
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Posted: 21 Aug, 2008
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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Lt_hawkeye wrote: (has anyone even tried building a Novax center  ?)
I have... it sucked major balls. It causes about 3k dmg to a single target (no AoE) and there is approx 12 secs from the end of one shot to the start of the next. It's good in that it can't be shot down, but it's bad in that it doesn't cause enough dmg fast enough to be useful as anything other than a harrassment weapon. For an experimental, I think that's pretty lame, especially compared to what everyone else gets....
Edit: Oh, and did I mention it has a very narrow LoS and that despite the fact it can't be shot down, it feels as though it has to keep moving/circling it's target so you almost never get to see what condition it is currently in?
Last edited by FuryoftheStars on 21 Aug, 2008, edited 1 time in total.
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St.Morpheus
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Posted: 21 Aug, 2008
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Joined: 13 Aug, 2008 Posts: 57
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Buggi wrote: The other races need something a cool as the Basilisk. I mean, it's a fraking transformer! I love it! Can you do other transformations? Like a huge UEF tank into a walker? or something?  I (heart) the Basilisk. Pity I use UEF mostly.
yeah, i think it would be killer if they could in some way make a land factory transform into a bot if you needed it to. imagine the enemy walking into your base only to find it undefended, then all at once several factories transform into huge bots and attack HA HA. it would be a cool way to build a forward base, have the factory just walk up and plant itself down and start making units.
SM
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FuryoftheStars
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Posted: 21 Aug, 2008
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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St.Morpheus wrote: Buggi wrote: The other races need something a cool as the Basilisk. I mean, it's a fraking transformer! I love it! Can you do other transformations? Like a huge UEF tank into a walker? or something?  I (heart) the Basilisk. Pity I use UEF mostly. yeah, i think it would be killer if they could in some way make a land factory transform into a bot if you needed it to. imagine the enemy walking into your base only to find it undefended, then all at once several factories transform into huge bots and attack HA HA. it would be a cool way to build a forward base, have the factory just walk up and plant itself down and start making units. SM
Now that would be cool 
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Z32
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Posted: 21 Aug, 2008
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Joined: 26 May, 2008 Posts: 10101 Location: somewhere around nothing
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FuryoftheStars wrote: Lt_hawkeye wrote: (has anyone even tried building a Novax center  ?) I have... it sucked major balls. It causes about 3k dmg to a single target (no AoE) and there is approx 12 secs from the end of one shot to the start of the next. It's good in that it can't be shot down, but it's bad in that it doesn't cause enough dmg fast enough to be useful as anything other than a harrassment weapon. For an experimental, I think that's pretty lame, especially compared to what everyone else gets.... Edit: Oh, and did I mention it has a very narrow LoS and that despite the fact it can't be shot down, it feels as though it has to keep moving/circling it's target so you almost never get to see what condition it is currently in?
he meant in this mod.
we changed the novax up.
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5i1
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Posted: 21 Aug, 2008
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Joined: 12 Nov, 2007 Posts: 1052
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Lt_hawkeye wrote: @alright 51, i'll make the cannon firing quieter.
My ears and my neighbors love you now. Thanks.
EDIT:
I found an bug. The Aeon T3 Air staging platform footprint is off center. I'll post an pic in an min.

_________________ Murphy's Law states that if there is anything that can go wrong will go wrong with these women as they are called accidents involving hazardous waste in accordance with Section 9 of the Constitution of the United States
~Google Scribe
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moddingman
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Posted: 21 Aug, 2008
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Joined: 18 Mar, 2007 Posts: 169
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The age of the transformer bots have risen, lol, its because the Ultra hvy mech is also extremely cool and transforms with perfect animation into a cool design, i think the Aeon Colossus should get an expensive upgrade to become a likewise transforming being like the One I described in my idea as well as the Fatboy transformation like the FoTS and St morpheus are talking about, as soon as the mod team is not so busy ofc
I think this transformaiton would suit Aeon due to the popup nature of their turrets and things as well (I use 4th dimen)
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danza
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Posted: 21 Aug, 2008
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Joined: 07 Apr, 2007 Posts: 2355 Location: Nottingham, England, UK, The World, Milky Way Galaxy
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Lt_hawkeye wrote: depends when Mike and i will have plenty of time to work on said unit. we both are rather busy, for the next couple of versions i would rather not add anything more(unless mike has em models done) so mostly will be made up of bugfixes/balance issues. so once i feel i have enough bugs fixed and more stuff balance we'll release v1.5 or 2 or whatever and then fix more bugs 
I am very impressed all the same with your progress on this mod, if it continues to be as strong as it has been so far with you guys and the level of commitment I may consider donating to the cause, if said resources could be used of benefit when it comes to making more units and an even better mod
Danza 
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FuryoftheStars
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Posted: 21 Aug, 2008
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Joined: 20 Apr, 2007 Posts: 1524 Location: VT, USA
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Z32 wrote: he meant in this mod.
we changed the novax up.
Ah... so you did. I like the addition of that second Sat. Especially nice in it's weapon choice.  Makes it a bit more usful now, but not OP considering you can't shoot down the Sats.
I just got through playing a game against Cybran and was able to capture their tech and build for myself the new Ultra Hvy Mech. I dunno what others saying about it's being too loud... it came over my speakers at a volume that was about equal with the big explosions, if not a little under. Also, is that thing supposed to be able to move while in siege mode? It did for me, which is the reason I'm asking. It kind of seems small though for the amount of fire power it's supposed to be sporting around....
In addition, I built that giant T4 transport.... umm, is it only supposed to be able to hold 10 T1 units? That seems a bit low of a count for something boasting being able to xport a small army. Course, I did test this with the Avenger... I dunno if each unit has to be individually scripted as to how much space it takes up? Also with this transport, I noticed that when it was landed or loading units, it's AA wouldn't fire. They would track... but not shoot.
Finally, something does need to be done about the change in what can build experimentals. Against an AI, I'm going to almost never see exp in the way things currently are. If you don't want to change it back to the way it was, then I would suggest perhaps getting someone to change the AI to support it.
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Hotrod
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Posted: 21 Aug, 2008
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Joined: 06 Apr, 2007 Posts: 208 Location: Ontario, Canada
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About the Experimental building, I also think that it should be changed. I think that Tech 3 Engineers should be able to build them, like before, or at least the ones in FA, or weaker ones, and SACUs and ACUs can built the new or more powerful ones.
Also, the TH-104 Avenger's treads are messed up. The front ones go backwards, instead of forwards, and I think the texture is messed up on them as well.
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