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often seen, never fixed
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blubb
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Joined: 31 Jul 2005

PostPosted: Wed Feb 22, 2012 3:38 pm    Post subject:  often seen, never fixed Reply with quote  Mark this post and the followings unread

as stated above, i've seen this never fixed in TS so i suppose it's not really possible....

anyway for me this is a big bug that really makes me angry, you build a tech centre, and sell it, but still you have tech centre build options then, that is stupid, and it's the same with a couple of other buildings too, is there a way to fix this? if tech centre gets sold/ destroyed all tech centre build options are gone?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Feb 22, 2012 4:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

The only way i know, is to actually use the greyed-out-options-bug, as this forces the sidemenu to update the buildoptions and this way also remove the now not available options.

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blubb
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Joined: 31 Jul 2005

PostPosted: Wed Feb 22, 2012 4:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

how is that done???

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Crimsonum
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Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Feb 22, 2012 5:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think he means the bug where you give a unit/building Owner=GDI,Nod, but invalid prerequisite(s) for the other side. That way the object appears in the sidebar, but is unbuildable. Also, everytime you build/deploy something, you hear the message "New Construction Options" if the object is in the sidebar.

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blubb
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Joined: 31 Jul 2005

PostPosted: Wed Feb 22, 2012 6:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

ah ok...but i dont really know how to benefit from that o_O

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Nordos
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Joined: 10 Jan 2012
Location: Germany, Berlin

PostPosted: Wed Feb 22, 2012 6:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Whenever a thing is built, the sidebar gets updated... And thus, the techs get removed.
Am I right? Very Happy

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blubb
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Joined: 31 Jul 2005

PostPosted: Wed Feb 22, 2012 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmmm so....example i build tech centre for nod -> reaper, i sell tech centre -> reaper is there but blacked out and unavaiable? or can it be completely removed again?...i dont quite get how to archieve anything like that and what keys i use to do it

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Nordos
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Joined: 10 Jan 2012
Location: Germany, Berlin

PostPosted: Wed Feb 22, 2012 6:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

as far as I understood it, it will remain. As long as you didn't build anything. After you build something,t he reaper should vanish if you dont got a tech center anymore.
Well, I never tested it myself, though, I can be wrong...

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blubb
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Joined: 31 Jul 2005

PostPosted: Wed Feb 22, 2012 6:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmmm is there an example how to code this up?

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OmegaBolt
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Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Feb 22, 2012 6:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well this really isn't a bug, it's the same way in TD and RA1.

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Nordos
Cyborg Cannon


Joined: 10 Jan 2012
Location: Germany, Berlin

PostPosted: Wed Feb 22, 2012 7:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

for Nod, for example, give the GDI WF Owner=Nod, GDI. As far as I undertood it anyway Very Happy

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blubb
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Joined: 31 Jul 2005

PostPosted: Wed Feb 22, 2012 8:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
Well this really isn't a bug, it's the same way in TD and RA1.


to me it is, it wouldn't make sense, and in RA 2 this is fixed, you shouldn't benefit from buildings that aren't there, plus tech centres need enormous energy, players just sell it after they build it, i see this as cheap bug....it is researching the tech centre technology with no paiment of energy and only half the price of a tech centre, its plain stupid

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SMIFFGIG
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Joined: 03 Mar 2003
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PostPosted: Wed Feb 22, 2012 8:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
Well this really isn't a bug, it's the same way in TD and RA1.

its an unfixed bug imo

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CCHyper
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Joined: 07 Apr 2005

PostPosted: Wed Feb 22, 2012 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is it worth me fixing this then?

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blubb
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Joined: 31 Jul 2005

PostPosted: Wed Feb 22, 2012 9:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

if there's a fix possible anytime soon yeah, it's a major tech problem

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OmegaBolt
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Joined: 21 Mar 2005
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PostPosted: Wed Feb 22, 2012 10:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Perhaps. I mean the risk of selling it off is if you lose any of your production facilities you lose the tech and have to rebuild the factory AND the lab which takes way more time and is a waste of cash.

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blubb
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PostPosted: Wed Feb 22, 2012 10:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

wouldn't make sense to take a tech lab out at all, or as faction who builds a tech lab its even stupider to have the tech lab staying then, its far better in RA 2, i just thought about this recently while watching starcraft replays, if important buildings are destroyed you simply cant benefit from them, end of story, and then i look at TS and think ..."its completely broken"

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Team Black
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Joined: 25 Sep 2006
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PostPosted: Thu Feb 23, 2012 3:09 am    Post subject: Reply with quote  Mark this post and the followings unread

the greyed out bug happens when you have a generic prerequisite (like "TECH" or "BARRACKS") but you are not the owner.

I think the repeating "new construction options" over and over would counterbalance any advantage of exploiting that #Tongue

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blubb
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PostPosted: Thu Feb 23, 2012 6:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Team Black wrote:
the greyed out bug happens when you have a generic prerequisite (like "TECH" or "BARRACKS") but you are not the owner.

I think the repeating "new construction options" over and over would counterbalance any advantage of exploiting that #Tongue


i dont need the "new construction options" sound to begin with, i'd replace it with a silent dummy instead if everything else works

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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Thu Feb 23, 2012 9:00 am    Post subject: Reply with quote  Mark this post and the followings unread

This is something that has annoyed me for a long time. There are a few ways to kinda get rid of the problem.

1. Tie something else to the tech structure, like a superweapon or it gives you power. Then if you sell it you lose something.

2. The alternative warfactory thing can be used to tie units to a production building. In my mod Forgotten commandos are available only when you have a mercenary camp (high tech barracks). If you sell the mercenary camp, the commandos disappear from the sidebar, even if you still have a regular barracks.

blubb wrote:
i dont need the "new construction options" sound to begin with, i'd replace it with a silent dummy instead if everything else works


The sidebar jumps around randomly with this bug if I recall correctly. And it can easily get reordered all the time.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Feb 23, 2012 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

1. Are you sure that this works? If i give a unit the powerplant as prerequisite, the unit will still be available even if i sell all powerplants.

2. This works for warfactories, yes. But for a Tech Centre which doesn't produce anything this is not working unfortunately.


SuperJoe wrote:
The sidebar jumps around randomly with this bug if I recall correctly. And it can easily get reordered all the time.

If you have the buildings ordered well in the BuildingTypes list, then this is actually an improvement, as you always have a well ordered list. Not like the vanilla TS list which is a complete mess once the CY was undeployed and deployed again.

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blubb
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Joined: 31 Jul 2005

PostPosted: Thu Feb 23, 2012 10:28 am    Post subject: Reply with quote  Mark this post and the followings unread

If you have the buildings ordered well in the BuildingTypes list, then this is actually an improvement, as you always have a well ordered list.



is that even possible?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Feb 23, 2012 11:18 am    Post subject: Reply with quote  Mark this post and the followings unread

sure
1. Order the buildings in the BuildingTypes List
2. edit ai.ini so the big numbers in the Scripts point again to the correct buildings. (e.g. 131072 for the first building in the buildingtypes list)
3. edit the campaign maps, so their scripts use the new numbers too

Maybe a bit work, but definitely worth it.

TI uses this too and Dutchygamer can tell you one or two stories about me adding a new building to the list and him fixing the ai.ini for the umpteenth time Very Happy

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blubb
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Joined: 31 Jul 2005

PostPosted: Thu Feb 23, 2012 12:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

meh, this sounds like something i haven't got time for

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Thu Feb 23, 2012 3:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

I guess this is the next enhancement for UMP Wink

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blubb
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Joined: 31 Jul 2005

PostPosted: Thu Feb 23, 2012 4:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

i hope so since i'm using UMP #Tongue would be good if you could point out in UMP the tag as "extra" so that i can basically copy & paste what i need into the UMP i'm modifying, it'll be a pain if the other way around

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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Thu Feb 23, 2012 11:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
1. Are you sure that this works? If i give a unit the powerplant as prerequisite, the unit will still be available even if i sell all powerplants.


I meant that the player would lose something else if he sold a tech structure that also had another fuction, like the soviet nuclear reactor (tons of power). In my mod I made the Temple of Nod and GDI Upgrade Center prerequisites to the very highest tech units. Since the structures also do a double role as superweapons, the player can't simply sell them after unlocking the tech (or he loses the superweapon).

Lin Kuei Ominae wrote:

2. This works for warfactories, yes. But for a Tech Centre which doesn't produce anything this is not working unfortunately.


It works with barracks too, not sure what happens with helipads.


Not sure if the randomly moving sidebar was caused by reordering of the icons, or if it happens even if the list is already ordered. Also, wouldn't there be a single darkened icon at the bottom of the sidebar? The one you need for the bug to happen.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Feb 24, 2012 8:09 am    Post subject: Reply with quote  Mark this post and the followings unread

SuperJoe wrote:
It works with barracks too, not sure what happens with helipads.

The workaround works for every Factory Wink But that doesn't helps with the tech centre as it isn't any factory.
Though that gives me an idea:
If you make the tech centre some kind of special construction yard, then the buildings which need this would be removed again once the tech centre is destroyed. Though I'm not sure if it would remove units which depend on it as well.
The only real problem would be the internal error which you get when you try to cancel the construction of the tech centre (though you could use a deploying unit instead).

The random movement of the sidebar happens only for unordered building lists and if the greyed out building stands in the middle of the list.
The game first tries to put it in the place according to the list between the other buildable buildings. But since it's unbuildable it then jumps back to the end of the list, which makes the sidebar buildinglist move a bit. SO if you make sure the dummy greyed out building is the last in the buildingtypes list, it can't jump anymore in between the other buildings.

Yes, you would have the greyed out icon, but that could be changed into some kind of placeholder cameo that blends well into the sidebar background.

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Allen
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Joined: 13 Feb 2007
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PostPosted: Fri Feb 24, 2012 8:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Why would you want to change it?

Once the plans for the Mammoth Mk. II are made by the Tech Center they are sent to all of the Weapons Factories. Now all Weapons Factories have all the plans to build a Mammoth Mk. II. This make the Tech Center useless to keep.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Fri Feb 24, 2012 9:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Allen wrote:
Why would you want to change it?
you've answered the question
Allen wrote:
This make the Tech Center useless to keep.

You can also say, the tech centre produces the high tech parts which are used in the warfactory to construct the high tech unit. Thus once the tech centre is lost, the high tech units can't be produced anymore.

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Orac
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Joined: 11 Jul 2008
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PostPosted: Fri Feb 24, 2012 10:37 am    Post subject: Reply with quote  Mark this post and the followings unread

If you keep it, then it's just a target.

And that's the point. A player should be able to attack refineries, powerplants, and tech centers to hinder their opponent. If you can just sell the tech centre then it's hardly a key part of a late game base, as it arguably should be.

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blubb
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Joined: 31 Jul 2005

PostPosted: Wed Feb 29, 2012 11:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
If you keep it, then it's just a target.

And that's the point. A player should be able to attack refineries, powerplants, and tech centers to hinder their opponent. If you can just sell the tech centre then it's hardly a key part of a late game base, as it arguably should be.


thats the reason why it should remove again it's benefits from the sidebar if it's sold or destroyed

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Allen
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Joined: 13 Feb 2007
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PostPosted: Thu Mar 01, 2012 9:40 am    Post subject: Reply with quote  Mark this post and the followings unread

I will point out it is WW fault that tech centers became useless. In C&C95 the both gave super weapons. RA-1 water it down since the Soviet Tech Center had no use after being built while the Allied gave you the GPS and it couldn’t be sold or the whole map would re-shroud if the GPS had been launched.

In TS both are useless to keep. I found it best to just remove them both and make the Temple of Nod and GDI Upgrade Center tech centers. This dose not work as well as it did in C&C95 since the Temple of Nod dosn't use Nuke/Multi Missile.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Mar 01, 2012 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

@blubb: Another way to make the Tech Centre useful, is to use the AuxBuilding key on the Superweapons for each side.
In TI i made it this way, so it's necessary to have the SW-Building as well as the Tech Centre to fire the weapon and this way prevent the Tech Centre from being sold by the player.

e.g.
AuxBuilding=NATECH for MultiSpecial and AuxBuilding=GATECH for IonCannonSpecial


I wonder if there might be a workaround to shut down all high tech defenses with the loss of the tech centre, the same way the SWs would become unavailable when using AuxBuilding.
It would offer a cool new tactic, if all obelisks would shut down once the tech centre is destroyed.


I've never really tested much the ThreatRatingNode stuff and only used the recommended better values for the DumbEffectiveness-Keys. But maybe the Tech Centre could become the one building providing the TRN bonus.
If your units would this way become more "intelligent", no one would dare to sell the Tech Centre again. Wink

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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Thu Mar 01, 2012 2:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

The issue with TRN that it's effect is permanent.

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CCHyper
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Joined: 07 Apr 2005

PostPosted: Thu Mar 01, 2012 3:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Correct.

I look at this a whole back, but it seems to set the House with HasThreatRatingNode once the BuildingType is produced, but then the House variable its never used?

I did used to do a lot of my research when drunk...

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SMIFFGIG
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PostPosted: Thu Mar 01, 2012 5:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

So hyper
A bit off topic here, but what exactly are all the effects of the TRN in detail?

I remember DeeZire wrote alot but I think much of it was concjecture and incorrect

I know some of the things it does but nothing in great detail

Maybe this should be a new topic?

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CCHyper
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Joined: 07 Apr 2005

PostPosted: Thu Mar 01, 2012 6:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Last time i checked the TS code, HasThreatRatingNode is applied to all houses created in the game, aswell as when a building that is a Threat Rating Node is placed or captured.

But that value is never used. I need to check this, but i doubt i missed anything.

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