Forged Alliance Forever Forged Alliance Forever Forums 2014-04-01T20:15:25+02:00 /feed.php?f=2&t=7114 2014-04-01T20:15:25+02:00 2014-04-01T20:15:25+02:00 /viewtopic.php?t=7114&p=70203#p70203 <![CDATA[Re: Insane repair cost for upgrading buildings.]]> Statistics: Posted by keyser — 01 Apr 2014, 20:15


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2014-04-01T01:00:15+02:00 2014-04-01T01:00:15+02:00 /viewtopic.php?t=7114&p=70163#p70163 <![CDATA[Re: Insane repair cost for upgrading buildings.]]>
Crotalus wrote:
Yeah true... it's just irritating that damaged mexes still are damaged to the same degree after spending an upgrade on them. You have to remember to repair them before you upgrade them to not "waste" hitpoints.

Another solution would be to slowly increase maximum hitpoints and hitpoints when you upgrade something, instead of right now when it jumps right up after upgrade is complete.


In replays you can see T2 mexes being upgraded to T3's as T3 mexes with increasing health on top of Full health T2 mexes

Statistics: Posted by E8400-CV — 01 Apr 2014, 01:00


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2014-03-31T17:54:29+02:00 2014-03-31T17:54:29+02:00 /viewtopic.php?t=7114&p=70133#p70133 <![CDATA[Re: Insane repair cost for upgrading buildings.]]> Statistics: Posted by Vee — 31 Mar 2014, 17:54


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2014-03-31T17:53:46+02:00 2014-03-31T17:53:46+02:00 /viewtopic.php?t=7114&p=70132#p70132 <![CDATA[Re: Insane repair cost for upgrading buildings.]]>
Crotalus wrote:
Fixed bug with wrong consumption values when repairing upgrading structures


What are the 'right' consumption values when repairing upgrading structures? Is it based off of the current level structure or the upgraded level (or somewhere in between)?

Statistics: Posted by JeeVeS — 31 Mar 2014, 17:53


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2014-03-31T17:32:56+02:00 2014-03-31T17:32:56+02:00 /viewtopic.php?t=7114&p=70131#p70131 <![CDATA[Re: Insane repair cost for upgrading buildings.]]>
Another solution would be to slowly increase maximum hitpoints and hitpoints when you upgrade something, instead of right now when it jumps right up after upgrade is complete.

Statistics: Posted by Crotalus — 31 Mar 2014, 17:32


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2014-03-31T16:39:32+02:00 2014-03-31T16:39:32+02:00 /viewtopic.php?t=7114&p=70128#p70128 <![CDATA[Re: Insane repair cost for upgrading buildings.]]>
Crotalus wrote:
  • Made damage on structures after upgrade more logical, instead of using % of old structure's HP it substracts the damage from the new structures maximum hitpoints. Otherwise you have to manually repair a structure before upgrading.


i want point out, that this change is not really fixing any bug, it is more like balance change, that improves defender advantage alittle bit, not sure if i am against that change tho...

Statistics: Posted by ZLO_RD — 31 Mar 2014, 16:39


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2014-03-31T11:52:08+02:00 2014-03-31T11:52:08+02:00 /viewtopic.php?t=7114&p=70116#p70116 <![CDATA[Re: Insane repair cost for upgrading buildings.]]> :mrgreen:

Statistics: Posted by E8400-CV — 31 Mar 2014, 11:52


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2014-03-31T07:46:14+02:00 2014-03-31T07:46:14+02:00 /viewtopic.php?t=7114&p=70109#p70109 <![CDATA[Re: Insane repair cost for upgrading buildings.]]>
Whole list of bugfixes:

  • Avoid triggering death explosions (SCU / Paragon) when giving units at player death. This is an old fix that somehow got lost in the repository before getting live.
  • Fixed bug with enhancing units that are paused but assisted by engineers . The progress bar didn't update and enhancements never counted as complete until unit was unpaused
  • Fixed bug with mexes not having right production values if mass storages are built while they are upgrading
  • Fixed bug with wrong consumption values when repairing upgrading structures
  • Made damage on structures after upgrade more logical, instead of using % of old structure's HP it substracts the damage from the new structures maximum hitpoints. Otherwise you have to manually repair a structure before upgrading.

Statistics: Posted by Crotalus — 31 Mar 2014, 07:46


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2014-03-30T21:34:03+02:00 2014-03-30T21:34:03+02:00 /viewtopic.php?t=7114&p=70097#p70097 <![CDATA[Re: Insane repair cost for upgrading buildings.]]> Statistics: Posted by ZLO_RD — 30 Mar 2014, 21:34


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2014-03-30T21:31:17+02:00 2014-03-30T21:31:17+02:00 /viewtopic.php?t=7114&p=70096#p70096 <![CDATA[Re: Insane repair cost for upgrading buildings.]]> Statistics: Posted by Nombringer — 30 Mar 2014, 21:31


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2014-03-30T20:36:38+02:00 2014-03-30T20:36:38+02:00 /viewtopic.php?t=7114&p=70091#p70091 <![CDATA[Re: Insane repair cost for upgrading buildings.]]> this can realy f*** up your eco

Statistics: Posted by Mr-Smith — 30 Mar 2014, 20:36


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2014-03-30T20:12:41+02:00 2014-03-30T20:12:41+02:00 /viewtopic.php?t=7114&p=70088#p70088 <![CDATA[Re: Insane repair cost for upgrading buildings.]]> Statistics: Posted by Blackheart — 30 Mar 2014, 20:12


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2014-03-30T19:59:48+02:00 2014-03-30T19:59:48+02:00 /viewtopic.php?t=7114&p=70086#p70086 <![CDATA[Re: Insane repair cost for upgrading buildings.]]> Statistics: Posted by ZLO_RD — 30 Mar 2014, 19:59


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2014-03-30T19:12:36+02:00 2014-03-30T19:12:36+02:00 /viewtopic.php?t=7114&p=70078#p70078 <![CDATA[Insane repair cost for upgrading buildings.]]>
This is likely the reason you have stalled hard while tending to an upgrading building under fire.

Statistics: Posted by JeeVeS — 30 Mar 2014, 19:12


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