Never heard of the AI being unable to control units off the play-area. Sure about this one? AFAIK, even RA2's AI has no problems what-so-ever handling such cases (unless play-area is terrain/overlay-walled). Not only that, but I've never seen the AI paradrop outside of it either. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Yes I'm very pretty sure about this because this happens to me A LOT OF TIMES when my enemy computer/s has/have a paradrop super weapon and always sending paradrops at the very edge of the map. I always have this problem for years. QUICK_EDIT
Here's my proof, showing the 3 factions sent paradrops at the edge of the map.
So after cleaning up the enemy computer AIs, there, they're still not defeated. Even my ally computer can't find any more enemies and if it finds something, it should be using its super weapon to eliminate the remaining enemies but it couldn't.
Unfortunately I forgot to screenshot the minimap to show you a more solid evidence that I totally cleaned them up but if you want to since it's still not convincing enough for you, it's fine because I can totally replicate it to show more a concrete proof.
I really hope Ares will try to fix this bug. QUICK_EDIT
In TS, hunter seeker can destroy units outside map area. If Ares has enabled
it the same way, it should work in YR too. There is also option of using
Insignificant on units that causes it. QUICK_EDIT
AFAIK, the issue is Paradrop Planes not Paradroppers themselves. They are sometimes not correctly deleted after leaving the map. I remember getting that locked games too. It was pretty common on Alamo (2) for some reason.
So, here's the first RC for Ares 0.D (currently available only on the Unstable Binaries page). I already know that there is gonna be a second one, because some bugs already emerged before I wrote this announcement post. Anyhow, this means I really should finish setting up the issues on Launchpad so they can be checked off as confirmed working, and also I'll have to start writing the documentation. No idea how long this will take. My goal is to release end of May or very early June.
Known issues (will be fixed in the next build):
- some cursors in waypoint mode are wrong
- UnitDelivery SW can't place water bound structures
Fixes and Minor Additions
Deliver.Buildups again. Does the hunt mission still work?
Promote infantry in occupiable structures immediately
Fixed the out of range cursor
Customizable move cursors
[TechnoType]Cursor.Move= (mouse cursor, defaults to Move)
The cursor to use for representing the move action.
[TechnoType]Cursor.NoMove= (mouse cursor, defaults to NoMove)
The cursor to use for representing the no-move action.
Both actions might be used as a fallback for representing no-* actions like "no attack", no-enter, ...
Removed old global cursor tags
Removed the global tags EngineerDamageCursor, TogglePowerCursor, TogglePowerNoCursor, InfantryHealCursor, and UnitRepairCursor.
This is a breaking change. The cursors can be customized using the [MouseCursors] section now. _________________ QUICK_EDIT
AFAIK, the issue is Paradrop Planes not Paradroppers themselves. They are sometimes not correctly deleted after leaving the map. I remember getting that locked games too. It was pretty common on Alamo (2) for some reason.
You can check what AI has left by taking a map snapshot (was that what it is called) and checking the map file on such game. [Aircraft] section must have some stuff left.
Yep. I haven't played without Short Game being enabled in so long because of this. I wasn't able to finish a good third of all skirmishes. And checking with Map Snapshot, it was a Paradrop plane 9/10 times, and occasionally a pad aircraft or spy plane. _________________ Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029 Last edited by PePsiCola on Mon May 22, 2017 2:12 am; edited 1 time in total QUICK_EDIT
Most likely it is a known issue with planes having small ROT values like 2.
When the gap between the inner and outer boundary of maps (gap between
red and blue lines) is not enough for such planes to make a full turn, they
get stuck. It can be solved by either increasing the ROT value or editing the
map to increase the gap. QUICK_EDIT
Can you get me a memory dump (from the Ares keyboard command in the Development group) at the point in time the game should be over but isn't? _________________ QUICK_EDIT
A bit late, as always, but finally nearing the end. Here's the second and most likely last release candidate for Ares 0.D. It contains no new features, just a few bug fixes and some internal changes. This one here comes with preliminary documentation, with only a few bits missing. Also included is a newer Syringe.
Thank you all for testing so far! Special thanks to mevitar, who already commented on several Launchpad blueprints and bug reports. I still have to check off all the features and bugfixes confirmed working, but for now I'd expect a release some time next week.
Fixes and Minor Additions
Deliver.Buildups has been deprecated. It now defaults to yes.
Unit Delivery SW placement of water bound buildings was broken
Hunter Seekers no longer target Iron Curtained or warping out objects
Wrong cursors appeared in waypoint mode
Verses should now be defaulted correctly if a warhead section is not defined
A few last minute changes. I hope it doesn't blow up.
Anyhow: Ares 0.D has been released. I'd like to thank all testers for their work finding bugs and problems, or for confirming the features working. Thank You!
Fixes and Minor Additions
Unit Cost default ignored vehicles (bug reported by PePsiCola)
Fixed a crash with Toggle Power mode introduced in a previous build
Fixed bug in crew handling introducted in a previous build
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