Forged Alliance Forever Forged Alliance Forever Forums 2014-02-23T20:00:39+02:00 /feed.php?f=58&t=5693 2014-02-23T20:00:39+02:00 2014-02-23T20:00:39+02:00 /viewtopic.php?t=5693&p=66614#p66614 <![CDATA[Re: Bugfixes]]>
ArkonBGaming wrote:
Ze_PilOt wrote:The mod you are using is integrated in FAF (well, not exactly, we did some work over it), and probably the cause of your problem.


Surely ( i'm not really sure) but this wouldn't have an effect on the build/ finishing animations of any unit. Also, it would be cool if the explosion were more 'explosive'.



No offense, but people need to stop "being sure" about things they do not know enough about :) .

Looking at the script, the mod modifies several files that would cause something like this to happen. I know for myself because I've tried to implement this mod in my own and I know why it breaks things, so I for one am 100% certian that this mod is, indeed, the cause of the problems :) .


P.S. I will not be fixing it because the explosions in the current FAF patch look better anyway, and I have a few improvements planned for them :)

Statistics: Posted by RK4000 — 23 Feb 2014, 20:00


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2014-02-23T14:10:23+02:00 2014-02-23T14:10:23+02:00 /viewtopic.php?t=5693&p=66586#p66586 <![CDATA[Re: Bugfixes]]>
Ze_PilOt wrote:
The mod you are using is integrated in FAF (well, not exactly, we did some work over it), and probably the cause of your problem.


Surely ( i'm not really sure) but this wouldn't have an effect on the build/ finishing animations of any unit. Also, it would be cool if the explosion were more 'explosive'.

Statistics: Posted by ArkonBGaming — 23 Feb 2014, 14:10


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2014-02-22T23:09:48+02:00 2014-02-22T23:09:48+02:00 /viewtopic.php?t=5693&p=66519#p66519 <![CDATA[Re: Bugfixes]]>
viewtopic.php?f=41&t=6784

Statistics: Posted by RK4000 — 22 Feb 2014, 23:09


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2014-02-22T22:38:16+02:00 2014-02-22T22:38:16+02:00 /viewtopic.php?t=5693&p=66515#p66515 <![CDATA[Re: Bugfixes]]> Statistics: Posted by Ze_PilOt — 22 Feb 2014, 22:38


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2014-02-22T20:33:01+02:00 2014-02-22T20:33:01+02:00 /viewtopic.php?t=5693&p=66510#p66510 <![CDATA[Re: Bugfixes]]> I am a noob at FAF but I found a bug with the latest patch where my 2 megaliths wouldn't get up after i finished building them so they crawled everywhere. Just so you know in the game i am using cheats and a mod called Fiery Explosions 2.6 Beta. I have attached the replay and hopefully 2 steam screenshots of the megalith/ game

I dont know what caused this but if someone could look into it it would be good

Thanks
ArkonBGaming

Statistics: Posted by ArkonBGaming — 22 Feb 2014, 20:33


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2014-02-22T16:44:00+02:00 2014-02-22T16:44:00+02:00 /viewtopic.php?t=5693&p=66493#p66493 <![CDATA[Re: Bugfixes]]> I think I posted this into wrong forum in the first place :(

I came across a strange bug while messing around with AIs...

If you build a T3 pgen next to your Salvation, it fires faster. If you build two, or three, its even faster.
BUT, if you build four T3 pgens around it, it actually starts to fire slower then normal.

Also, surrounding it with T1 pgens do not give it +50% RoF anymore.

Statistics: Posted by jmd3au1 — 22 Feb 2014, 16:44


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2014-02-22T16:15:36+02:00 2014-02-22T16:15:36+02:00 /viewtopic.php?t=5693&p=66487#p66487 <![CDATA[Re: Bugfixes]]> Statistics: Posted by Apofenas — 22 Feb 2014, 16:15


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2014-02-19T21:05:08+02:00 2014-02-19T21:05:08+02:00 /viewtopic.php?t=5693&p=66077#p66077 <![CDATA[Re: Bugfixes]]>
Strictly speaking this is a workaround rather than a fix, as it means that these units will no longer be able to use their BuildPower to assist other units under construction. I think this was unintentional anyway, so it's not too great a loss!

Statistics: Posted by IceDreamer — 19 Feb 2014, 21:05


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2014-02-13T22:03:13+02:00 2014-02-13T22:03:13+02:00 /viewtopic.php?t=5693&p=65176#p65176 <![CDATA[Re: Bugfixes]]> but it would be great if uef tmd could shoot directly upwards - right now it seems to not be able to shoot down a tml launched right at it:
http://faforever.com/faf/vault/replay_vault/replay.php?id=1859827
(green player,me, gets tmled by orange com at ~9:20, when tml hits tmd which only fired at it once, when 4-5 seconds passed after the first shot)

yes, it was a commander tml, and the tmd should have died anyway, but it should have shot twice, and not once (unless i am blind/stupid)

seems that the tmd was pointing directly upwards,while the missile was coming at it from a very small angle so it couldn't align its barrel properly, not sure though

checked the unit db and it seems to be able to fire straight up, so i'm not sure why it didn't, and it should fire once every 2 seconds

oh well, not much to do about it, just a strange thing that i noticed :/

Statistics: Posted by Exotic_Retard — 13 Feb 2014, 22:03


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2014-02-06T19:55:13+02:00 2014-02-06T19:55:13+02:00 /viewtopic.php?t=5693&p=64341#p64341 <![CDATA[Re: Bugfixes]]>
after this change "Bombers targeting a wreck are no longer permanently prevented from firing (By Brute51)."

i decided to test again, and indeed issue with wreck was fixed...
However for every non-carpet bomber (actually i had time to only test all t1 bombers uef/cyb t3 and ahwassa)
if you try to attack forest, does not matter by ground fire or not, you get similar issue, but bomber also produces sound when it tryes to drop a bomb, that loosk silly, i hope it will not be hard to fix in next patch or someday, and also it actually drops bomb well on 1rst time but then fails

Statistics: Posted by ZLO_RD — 06 Feb 2014, 19:55


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2014-02-05T19:36:08+02:00 2014-02-05T19:36:08+02:00 /viewtopic.php?t=5693&p=64231#p64231 <![CDATA[Re: Bugfixes]]>
betelgeuze wrote:
@pip: On preset SCU. I think in my last game I saw the symbol for one specific upgrade next to the Icon in the Infobox for an Enemy SCU. I will make a screenshot, but that will take until sunday.


The symbol of preset SCU is an icon upgrade. For example, the Aeon combat SCU uses the AOE upgrade symbol. So it will be displayed as a unit, with this icon. Thus, you can easily distinguish your SCU (but so can your opponent). Some presets combine several upgrades, but they use only one icon, it's something to get used to.

Statistics: Posted by pip — 05 Feb 2014, 19:36


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2014-02-05T16:30:12+02:00 2014-02-05T16:30:12+02:00 /viewtopic.php?t=5693&p=64221#p64221 <![CDATA[Re: Bugfixes]]> Statistics: Posted by betelgeuze — 05 Feb 2014, 16:30


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2014-02-05T15:38:40+02:00 2014-02-05T15:38:40+02:00 /viewtopic.php?t=5693&p=64219#p64219 <![CDATA[Re: Bugfixes]]>
Gorton wrote:
I think we should just remember that pip never said "Deal with it" in his post, and that errorblankfield misquoted him to make him look bad


pip wrote:
SCU not doing their queued order after telporting is hard to fix. Just baby sit them after teleporting, that's not that hard.


I'm not trying to hide anything, I paraphrased. My entire point is that he said this horribly wrong and it came off flippant and non-carrying. As such, the best why to express that was to paraphrase the subtext.
Also, my intent wasn't to shame pip, it was to remind how things sound a lot different in your head then on text. As I said, he likely didn't mean to come of that way -but he did to me (at first). My only goal was to bring that up cause the leadership in this game tend to forget the view looking from the outside in.

Now you on the other hand are trying to make me look bad by putting words in my mouth. There is a huge difference between paraphrasing and misquoting.

You should know by know Gorton. I speak my mind and I don't lie or sugarcoat it.

On topic: My point was made. I don't really see the logic in 'SCU is suppose to have a weaker telly, so this is okay' (again, paraphrased gorts). I don't use the things enough to care (cybran XD) but still think it's worth fixing later on. I don't see a huge balance impact and it's an inconsistency.
I can also never agree that queing up orders the way you plan can ever be a balance issue. Queing is a trade for APM now for APM later that is set in stone -mostly. The ratio isn't even and the tradeoff is perfect. That said, this is another discussion for which this isn't time or place for.

Cheers!
:mrgreen:

Statistics: Posted by errorblankfield — 05 Feb 2014, 15:38


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2014-02-05T15:09:14+02:00 2014-02-05T15:09:14+02:00 /viewtopic.php?t=5693&p=64218#p64218 <![CDATA[Re: Bugfixes]]> Statistics: Posted by Gorton — 05 Feb 2014, 15:09


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2014-02-05T11:23:19+02:00 2014-02-05T11:23:19+02:00 /viewtopic.php?t=5693&p=64212#p64212 <![CDATA[Re: Bugfixes]]> Statistics: Posted by pip — 05 Feb 2014, 11:23


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