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 PostPosted: 03 Jun, 2010 
 

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If a Sera commander is upgraded with Lambda and gets on a Sera t3 transport it will occasionally die as soon as it gets off the transport. It's a really weird bug and really intermittent, so I can't tell you more than that. When we first saw it we had a guy die to it twice (cheating was enabled for some reason, so one of us spawned a new ACU for him since it was death by bug), but I've had limited success in recreating it since then. That said, there may be a link between a commander firing while being loaded and dying when unloaded.

That transport loads weirdly though, often times the commander has to walk way out in front of it, then it snaps back onto the transport. It also rattles around a lot when on the ground.

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 PostPosted: 03 Jun, 2010 
 
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This happens in unmodded FA, any version. I don't think anyone knows why it happens? At least, I've never heard of any common thread between instances.


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 PostPosted: 03 Jun, 2010 
 

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Hmm, I never saw it before Unleashed 3.0 was released, but that doesn't mean it didn't happen before :P Guess this is one for the bug fix mod.

Yup just went looking for it and found it in unmodded FA. Shows how often I play as Seraphim doesn't it?

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 PostPosted: 03 Jun, 2010 
 
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lol


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 PostPosted: 04 Jun, 2010 
 

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Exavier Macbeth wrote:
Um streaks... your playing a wargame where the average battle consists of high energy weapons, low yield nuclear weapons, and antimatter detonations... The heat & radiation alone from such weaponry would fry any unprotected living thing for 100 miles in any direction (and maps are only about 41 miles (81km) across at the most) as it is :P

If your going to bring real life mechanics into it please at least consider ALL the mechanics not just the ones you choose to include :P
But now your just being silly.


Holy cr*(, you're right! Then...that means that the Maelstorm isn't that bad. Wooohooo!

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 PostPosted: 05 Jun, 2010 
 
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Status Update :)

Well with the exception of some minor last min value adjustments this thing is about ready to go. As promised some information on the UEF's Spysat & 1 slight change that ppl should be aware of...

UEF Tier 2 Intel Upgrade:
Name: Spysat Control System

This system will spawn a small spysat for the UEF commander to control. This sat is compact but contains highly advanced electronics. While it does provide a Range 50 Radar & Range 25 Omni its optical systems are reletivly narrow focused at onyl Range 10. This means while it can root out stealth/cloaked units it has a very limited capacity for direct visual observation..

While this sat is capable of free range movment over the battlefield a commander should be alert of where they are sending it as it is very vulnerable to enemy SMD fire and the reconstruction/respawn time is lengthy. (The respawn time is set to prevent ppl from emptying a players SMDs)

Aeon Tier 2 Intel Upgrade:
Name: Farsight Optics

This system is a remote viewing system that will temporarily create a visable window roughly Range 25 in radius at a specific point of the commanders choosing. The max radius of the target is Range 300 from the commander (a little further than the teleporter designator) and the fact that your spying on something is not seen by the enemy in any fassion. Useful to spy on firebases, possible teleport locations, or artillary strikes.

While this system can't see cloaked units the enemy also doesn't know if your using it to spy on them.

Seraphim Tier 3 Intel Upgrade:
Name: Phasic Cloaking System

This system gives the seraphim commander a personal cloak & stealth system as long as it remains still and is not charging its teleporter. There is also a cooldown period after a teleport before the system can re-initialize. The unit is however capable of firing normally so enemies should beware of a high powered sentry sitting in the middle of nowhere.

While I wanted to include OC in the decloak system I was unable to do it in time for this release. This means players should be al ittle more alter when facing a possible cloaked seraphim ACU as they can be dangerous.

Additional Note on Seraphim:
I finally got annoyed with trying to balance the Seraphim ACU when it is underwater with an active lambda field... Seraphim should beware that as of the next release the lambda system will no longer effect torpedos in any fassion and will need to rely on armor/regen to keep themselves alive just like the other 4 factions. I realize this will probobly make the Seraphim ACU the weakest when it comes to surviving underwater but if you think about it their area regen field can be a significant asset for any escorting subhuters :P

Also note the Phasic Cloaking system does provided Radar Stealth but not Sonar Stealth... A Seraphim ACU standing still underwater will still show up on sonar.


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 PostPosted: 05 Jun, 2010 
 

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I assume you balanced the build time of the spy sat based on a commander with t4 engineering. What's the build time in that case? And resource cost? And how many can be in use at one time?

That's all the questions for now, but I really like the changes for the Seraphim, I think both the cloak and their new watery vulnerabilities add depth to the faction.

For a future release:
I understand the difference in projectile speeds between torpedoes and everything else means one set can't rule them all, but couldn't you set up some lambda emitters that only affect torpedoes and balance them accordingly?

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 PostPosted: 05 Jun, 2010 
 
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@the86th: Actually the Tier 2 Intel pack's costs are based on a commander with a Tier 2 engineering suite... While overall costs never change the drain & build time will vary if you have a different engineering suite installed. It has always been that way.

As for the sat itself... You don't actually "build" the sat itself. Its spawned & respawned via script and this function is outside player control. Basically I am treating the sat in a similar fassion to the Aeon Farsight Optics. Once the pack is build the ability is avalible & reusable. The only really big difference is that if the UEF sat gets shot down you will have a long wait before another sat is spawned.

As for the Lambda... Technically yes I could write custom emitters that only work on torpedos. Unfortunatly this is too much a pain in the reare and in truth the Seraphim's armor & regen values are still pretty similar to the other factions that its not really needed. Besides if you really fear subs that much there is always a torpedo upgrade which is quite nasty damage wise :P


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 PostPosted: 06 Jun, 2010 
 
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Version Update

A new version is avalible for download. Check the first post for links or download the mod from the vault.


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 PostPosted: 08 Jun, 2010 
 
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Guess it seems I broke something else in BOGIS in the last release... I plan to do a patch mod release this comming weekend (which means updates to all blackops projects). If you find any bugs or issues needing immediate look at please let me know before friday so I can tyr and include them.


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 PostPosted: 08 Jun, 2010 
 
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KNOWN BUG: A bug has been found with the Seraphim Tier 3 Lambda causing am inor script glitch in the regen system. Lambda not effected but regen value may not be updated correctly when this upgrade is applied causing a noticable drop in regen.

Side effect of my conversion to using BP values for my regen rather than hard coded script values... I missed a regen tag dealing with this upgrade (even though I think the value is 0)... Oops :P


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 PostPosted: 08 Jun, 2010 
 

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Seraphim AA can't fire at the same target at the same time, and their damage is pretty weak. Also saw the Seraphim commander not recloaking ever, may have something to do with the cloak effect being used instead of the phasing effect post-teleport.

It looks like the lambda received from the intel tree is as good as the second level of lambda in the main lambda system, is that right?

Noticed the Aeon get no regen buffs from their intel tree (and maybe UEF too, can't remember for sure), and Sera only get 50. I think that's probably ok though, they do get a lot of health.

On the engineering arms, all but the Cybran have the combat side on the left and RAS on the right, and it's reversed for the Cybrans. That should be more consistent.

UEF commanders still start with sizeable sonar and radar, that should be removed because it's a real advantage at t1 and makes the intel tree less appealing.

I like what you did with the UEF spy sat though (even if it is still named "defense satellite), making it something 100% scripted and not affected by build time.

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Last edited by the86th on 08 Jun, 2010, edited 2 times in total.

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 PostPosted: 08 Jun, 2010 
 
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Seraphim AA: They should be able to but if not its probobly because the arcs are a little odd on it.

Seraphim Recloak:I have seen it glitch and not recloak. Still trying to figure out what caused it.

Intel Lambda: Yes the lambda strength is the same as 2 tiers of the normal lambda but less the regen & health.

Engineering Icons: This is controlled by something out of my control. I never could figureo ut hwo it weighted upgrade icons but they shift if i add/remove upgrades.

UEF Radar/Sonar : Oops forgot to disable those.


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 PostPosted: 08 Jun, 2010 
 

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Oh, two more things:

The text saying why the teleport failed is handy, but, if possible, the text should be a percentage of the screen, not a size in units, because you'd never know unless you zoom in on the commander immediately after the failed teleport. Adding a similar feature for the UEF spy sat's spawning would be handy since you can't control when the thing launches and it dies after a set period of time.

Aeon commander's artillery kills its own structures, as in the fired shells don't pass through them.

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 PostPosted: 08 Jun, 2010 
 
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Teleport Fail Text: lol I don't know of any way to display it on the UI or I would.

Aeon Com's Artillary: I will take a look at it. I do know that that weapon is set to have friendly fire enabled so that might be a side effect of the shell not being able to clear the friendly building's collision box.


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 PostPosted: 08 Jun, 2010 
 

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I also had a Cybran ACU refuse to fire for a good ten seconds or so following a teleport. It was weird, nothing seemed unique about that specific jump and I teleported it several times before and after that without any problems. The weapon equipped was the maser, if that helps.

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 PostPosted: 09 Jun, 2010 
 

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No idea if I should post it here or in TVg thread but since the latest Blackops version upgrades my ACU gets silly fast level upgrades when finish commander updates.

Get to lvl 400+ by just doing all the upgrades on Commander.


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 PostPosted: 09 Jun, 2010 
 
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lempet wrote:
No idea if I should post it here or in TVg thread but since the latest Blackops version upgrades my ACU gets silly fast level upgrades when finish commander updates.

Get to lvl 400+ by just doing all the upgrades on Commander.


You posted in the right place...
This change is represented more as code removal from my mod than code additions. I'm sure you know of mine & Ghaleons arguments. Since I decided to tell him not to mod anything in relation to my mod anymroe (no updated mini-mods) I removed the code I had added to my commanders that reduced the leveling speed when TVg was running.

Quite simply since Ghaleon has flat out refused to be civil with me over simple questions or inqueries I see no more reason to even attempt even minor compatability with his project.

EDIT: In fact is has been listed in the OP for a while...
Quote:
Known Conflicts:
-----Special Rules (See Below)
-----4th Dimension (Descriptions & Balance Specifically)
-----TotalVet Old (Breaks RAS Effect - Otherwise no issue)
-----TotalVet TVg by Ghaleon (Compatability Not Supported)


Basically I am just sick of trying to ask a simple question to him that even mentiones something related to my mod (wether balance based on his mini-mod or how to make something compatable better) and getting nothing but a rude dismissal in return.


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 PostPosted: 09 Jun, 2010 
 

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Hey man it's all good, Ghaleon is just outright rude. In the end it's his loss, I'd rather have BO:ACUs than TVg any day.


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 PostPosted: 10 Jun, 2010 
 
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Exavier Macbeth wrote:
KNOWN BUG: A bug has been found with the Seraphim Tier 3 Lambda causing am inor script glitch in the regen system. Lambda not effected but regen value may not be updated correctly when this upgrade is applied causing a noticable drop in regen.

Side effect of my conversion to using BP values for my regen rather than hard coded script values... I missed a regen tag dealing with this upgrade (even though I think the value is 0)... Oops :P

Bug squished... I had the value it was looking forin the BP... I guess in my haste I accidentally put it 1 bracket too far down so it wasn't actually within the upgrade it was suppost to be for :P

Recoding the Seraphim cloaking system so that it works a bit better... Will probobly disable temporarily like it should when OC is fired if i can pull it off this time around :P


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 PostPosted: 10 Jun, 2010 
 
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Woohoo & I squished the decloak/recloak bugs with the Seraphim phasic cloak. It should no longer randomly stay cloaked or decloaked due to bad script stacking :)

Note to Seraphim Players: In the next release firing off the OC will trigger a 5 second decloak phase if you are running the phasic cloak... Be carful not to put yourself in a bad spot by firing it off aginst something that might kill you before you vanish again :P

EDIT: I updated the 2nd post with list of changes so far. If you see something wrong thats not listed please post about it so I can get it fixed before the release this weekend.

TODO:
-Look into Cybran ACU stalling out temporarily after teleport.

@the86th: I think I found the issue with the Aeon't Artillary... There was a global breakdown in the OnCollision checks caused by my addition of the phasic teleport system. It was causing every projectile in the game to have friendly fire issue reguardless of it the flag was set or not. Was also effecting BO:U (as the script is mirrored in both mods).

I have corrected this bug and its functioning like it use to lol.


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 PostPosted: 12 Jun, 2010 
 
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Version Update
New version has been released and can be downloaded from the vault or the first post. Changelog can be found in the 2nd post of the thread.


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 PostPosted: 19 Jun, 2010 
 
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So does noone have any comments or issues to report?!?


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 PostPosted: 19 Jun, 2010 
 
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I wish I could comment and such, But I cant play it atm, since my Comp had its meltdown, and can no longer run FA =p But before it did melt down, I did manage to try out the new Intel Upgrade that has the Spysat ^^

Excellent work ^^


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 PostPosted: 19 Jun, 2010 
 

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I've only played a limited amount, but everything seems to be working great so far! Thx!


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