Posted: Sun Apr 15, 2012 5:01 pm Post subject:
Bugs in version 1.11
Certain cheap units built by Nod Airstrip will not be built, and the cost refunded if a unit you've finished building is still exiting the strip. The problem appears to be caused by the plane animation. If I'm right in assuming this, the unit is only released by the factory halfway through said animation. I'd recommend shortening the transport plane's approach in the animation and removing this delay as it's annoying to queue up buggies or bikes and have half of them not build. Just time the plane to touch down when the unit starts driving off the pad I guess.
Voice rhythm is misnamed voic266m in themes.ini, so it doesn't show in the ingame list.
Nukes should explode on water, IIRC they did no damage when I tried to used them against a naval fleet, and the splash is silly considering mushroom cloud-producing nukes are designed to be detonated above the ground\water in the first place.
The hover MLRS attacks itself way too often, is there a way to deal with this? Maybe lessen the missiles' lock-on angle? I'd rather have less lock tolerance than suicidal missile launchers.
Sometimes, my light tanks won't accept infantry. It's inconsistent, have no idea what causes it.
MCVs are broken on the map "The crater". They're all replaced by a useless red square.
The Naval factory build offsets are super awkward. Not really a bug, but it would look better if units came from the southwest side if that's possible.
Now for the praise! I am in love with this mod. The old units are replicated accurately, and the new units are both visually and thematically appropriate. It's great to finally be able to use the Powersuit Keep up the great work. QUICK_EDIT
Units being build faster than the airstrip being able to deliver them is not such a big deal imo. It's the same as in TD when you've build an airstrip on the west side of the map, thus forcing the C17 to cross most of the map.
To avoid this, you can simply build a second airfield.
The passengers problem is known and only existent on normal ground. Bittah is working on it.
For now you should use other terrain like roads, rough ground etc and let the infantry enter there the transport.
Nukes exploding visible on water is impossible. The damage is still done though, just very few due to the warhead settings.
Naval exit coord is hardcoded like on all weapons factories. Only a bigger 3x3 factory could solve this, but this would need a fitting and new art. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Posted: Sun Apr 15, 2012 7:03 pm Post subject:
Re: Bugs in version 1.11
SkyNET wrote:
Certain cheap units built by Nod Airstrip will not be built, and the cost refunded if a unit you've finished building is still exiting the strip. The problem appears to be caused by the plane animation. If I'm right in assuming this, the unit is only released by the factory halfway through said animation. I'd recommend shortening the transport plane's approach in the animation and removing this delay as it's annoying to queue up buggies or bikes and have half of them not build. Just time the plane to touch down when the unit starts driving off the pad I guess.
The issue with buggies and bikes is a well known one and ingame it can only be prevented by building a secondary airfield (or pausing the production every time whenever you build bikes and buggies).
Making the animation shorter most likely would indeed help, but doing this would take away the idea that an airplane is actually flying by to drop the unit off, since it'll appear and disappear too close to the airfield.
SkyNET wrote:
Voice rhythm is misnamed voic266m in themes.ini, so it doesn't show in the ingame list.
Thanks for mentioning the typo in the themes; I just fixed it for the next version
SkyNET wrote:
Nukes should explode on water, IIRC they did no damage when I tried to used them against a naval fleet, and the splash is silly considering mushroom cloud-producing nukes are designed to be detonated above the ground\water in the first place.
Nukes use a work-around in order to allow them to do wide-area damage the way they do and this has the splashes as a side-effect. If I remember correctly however, these splashes also appear in Red Alert 1, so they shouldn't really be an issue....
SkyNET wrote:
The hover MLRS attacks itself way too often, is there a way to deal with this? Maybe lessen the missiles' lock-on angle? I'd rather have less lock tolerance than suicidal missile launchers.
The Hover(craft) MLRS ends up attacking your own units when you fire at targets that are close to your own units. The reason this happens is because of the way its weapon was coded; it works like the Cyborg Reaper's splitting missiles, only the missiles split right at the moment they're fired so that it seems like the unit fires 3 missiles at the same time. There's no way to change this behavior (which on the plus side allows the unit to also attack multiple enemy targets with a single shot), so it just means you'll have to pay closer attention when choosing the targets to attack with the unit.
I already increased the unit's strength from 200 to 300 for the next version however, so that should be a decent compensation already.
SkyNET wrote:
Sometimes, my light tanks won't accept infantry. It's inconsistent, have no idea what causes it.
Yeah, there appears to be a unit transport issue on either clear grass or clear dark sand (with dark sand I mean the original sand from TD) tiles on certain maps, while this issue never seems to occur on any other terrain (it never happens on snow or light sand for example). So this means that when an infantry won't enter a transport vehicle you should try moving the transport vehicle on top of a different type of terrain type, such as roads.
I have no idea what causes this either and already ran a lot of tests a while back, but I'll look into it some more soon.
SkyNET wrote:
MCVs are broken on the map "The crater". They're all replaced by a useless red square.
Looks like I've forgotten to remove some code from that map when I was making its minimap. Thanks for bringing it up; it'll be fixed in the next version.
SkyNET wrote:
The Naval factory build offsets are super awkward. Not really a bug, but it would look better if units came from the southwest side if that's possible.
That happens because the building has a 2x2 foundation. Units can only exit from the south-east if the building is given a foundation of either 3x3 or 4x3 and such a foundation is too large for its current graphics. So only if the graphics are replaced in the future I can give it a larger foundation in order to solve this issue.
SkyNET wrote:
Now for the praise! I am in love with this mod. The old units are replicated accurately, and the new units are both visually and thematically appropriate. It's great to finally be able to use the Powersuit Keep up the great work.
Thanks, we'll likely still be tuning this mod for quite a while _________________ QUICK_EDIT
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