Bugfixes

Bugfixes

Postby Zock » 03 Nov 2013, 22:27

This thread is to discuss everything regarding the bugfixes. Please make sure to read the overview and rules first: viewtopic.php?f=58&t=5681

- DifferentialUpgradeCostCalculation = true, in units/ZAB9602/ZAB9602_unit.bp
- Cybran t2 and t3 engineers hp fixed
- improved drop chances for UEF and Sera Fighter / bombers : Max Radius = 55 (from 45)
- fireball explosion is now red instead of green
- fixed Cybran SMD buildtime
- Czar central target bone removed to prevent the killing of ASF to be too easy with the laser ground firing.
- Fixed UEF TMD projectiles dieing too soon to kill Tac missiles launched from ACU; weapon unpacks = false (from true)
- Several Beam weapons improvements from Shadowknight mod (not all). They buff all beam units because they switch to a new target as soon as the first one is dead. Testing is necessary to see if adjustments are required for balance.
gg no re

ohh! what a pretty shining link! https://www.youtube.com/c/Zockyzock
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Re: Bugfixes

Postby Koecher » 03 Nov 2013, 23:19

I got the impression there is some bug regarding Cybran Shild Upgradings. If you try to assist them during the upgrade your eco will crash horrible.
I dont have a replay showing that, sorry :oops:
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Re: Bugfixes

Postby galacticfear » 04 Nov 2013, 00:51

That is correct Koecher, to my knowledge engineers assiting cybran shields upgrading, and repairing upgrading mexes cost -50 mass -50e (t1 engineers at least).
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Re: Bugfixes

Postby Ato0theJ » 04 Nov 2013, 01:17

What are the exclusions from the beam mod? I've tested it before, all beam weapons are much more effective, a 10% damage reduction may be necessary.
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Re: Bugfixes

Postby IceDreamer » 04 Nov 2013, 01:47

Yeah, removing the central target bone on the Czar doesn't actually work... As I note, I tried it, and it didn't work. They no longer shoot the middle, but they still fly right through the beam path.
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Re: Bugfixes

Postby errorblankfield » 04 Nov 2013, 03:37

I don't think it was meant as an end all (though maybe just to shut some people up).

More of a easy fix that remove some of the problem.
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Re: Bugfixes

Postby BRNKoINSANITY » 06 Nov 2013, 06:00

Someone needs to look into the fact that mass fabs still provide adjacency bonus when they are turned off. You can build a t3 fab, build 4 facs around it, switch it off, and get tons of free mass.
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Re: Bugfixes

Postby rootbeer23 » 06 Nov 2013, 06:18

no doubt: it is even cheaper to build a new t3 massfab with 4 factories, turn it off, collect +15 adjacency bonus,
than it is to build a pgen to drive the massfab in the first place to earn +12 from it.
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Re: Bugfixes

Postby RK4000 » 21 Nov 2013, 20:29

Seraphim T2 static artillery didn't shoot at targets within range at its 12'o clock position, due to non-standard bone orientations (most likely, due to the fact that increasing the pitch range worked).

Fixed by adjusting pitch range, shouldn't affect the unit gameplay-wise as the rotation rate is the same, just that now it can actually target that area.

Changes:
-Turret pitch range: 90 (from 60)

Fix: https://www.dropbox.com/s/2oadecdhkc69g ... 03_unit.bp
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Re: Bugfixes

Postby Mycen » 22 Nov 2013, 07:08

BRNKoINSANITY wrote:Someone needs to look into the fact that mass fabs still provide adjacency bonus when they are turned off. You can build a t3 fab, build 4 facs around it, switch it off, and get tons of free mass.


Is that really a bug though? They still explode when they're turned off, so why should they not provide adjacency as well? Providing adjacency while deactivated can seem somewhat counterintuitive, but if you're going to remove it, wouldn't it make sense to remove the death damage while deactivated as well?
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