A new test release, sorry this time in the post_release branch because it mainly contains only bugfixes. To fix compilation with boost 1.50 streflop was adjusted at many parts, so sync-testing / multiplayer games are important as desyncs are possible.
- partially revert the "lock-on targeting" behavior: If a user-selected target moves out of range, the lock is now broken as it used to be and automatic targeting is not blocked anymore (though this can take some SlowUpdate's). For ground-attack orders it is still in place, since the behavior seems to be preferred (so a unit that is told to attack a position and then to move away will keep firing even when other targets are available)
There's no need to have the ground-attack behaviour lock like this, it was an easy maneuver (attack ground while moving) to do with older engine as well - you just made an attack command, then a subsequent move command while holding shift. Then it would fire there whenever the patch of ground was in range. Which is much preferable to it always locking on to the ground unless you give stop command. There's many reasons to shoot at ground, but in most of those cases shooting there indefinitely is NOT preferable.
I'd prefer the rest of the attack lock stuff to be also optional, either by modside or firestate (nobody ever uses return fire? could replace that with an attack lock mode and keep fire-at-will like it always was).
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
Quote:
For ground-attack orders it is still in place, since the behavior seems to be preferred (so a unit that is told to attack a position and then to move away will keep firing even when other targets are available)
This is not acceptable (it causes very real problems). Put it on a meta key or just leave it to be done as Johannes points out!
I'll just point out (again) that I implemented a much better target lock in 88.0 in lua. It is better because it does not interact with the normal command queue structure at all. A target can be set or removed with by widgets, hotkeys or by selecting the command from the command menu.
I don't see any reason for it to be done engine side. Anyone who wants target lock can include the gadget in their game and let players do what they want with it. I even made a widget which implements the behaviour later added to the engine.
I'll just point out (again) that I implemented a much better target lock in 88.0 in lua. It is better because it does not interact with the normal command queue structure at all. A target can be set or removed with by widgets, hotkeys or by selecting the command from the command menu.
I don't see any reason for it to be done engine side. Anyone who wants target lock can include the gadget in their game and let players do what they want with it. I even made a widget which implements the behaviour later added to the engine.
I'm happy about current target lock behavior (only thing is that it should include a cooldown when going out of range (3-5s and it stops targeting dude)).
It makes for much more fun micro - coms are easier to snipe cause you can micro away from dgun without losing target.
1) pathfinding is changed again and groups of small units in NOTA choose their path very nice as I remember from some older versions.
2) the problem I was posting here is in this current engine version solved by teleporting transporter into needed flight level. In one moment aircraft is near ground, in second jump 100 elmos up or more (depends how high is the hill) and continue in flight
all tested with NOTA 1.681 + last engine release
Last edited by PepeAmpere on 12 Aug 2012, 12:42, edited 1 time in total.
I'm happy about current target lock behavior (only thing is that it should include a cooldown when going out of range (3-5s and it stops targeting dude)).
It makes for much more fun micro - coms are easier to snipe cause you can micro away from dgun without losing target.
Quote:
Anyone who wants target lock can include the gadget in their game and let players do what they want with it. I even made a widget which implements the behaviour later added to the engine.
I think it's important to fix these bugs (from "Spring 89.0!" thread):
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Even after removing dragoon teeth units cannot go though where dt use to br . U need to individually micro step by srep every single unit So that work
and
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I have troubles with constructors every time I play on water (BA). I build many constructors to guard factory and they pushed to factory and factory don't produce because of pushed constructor ships into it.
I will test this test release today to understand: are these bugs fixed or not yet.
Joined: 24 Jan 2006, 21:12 Location: There is no god - and reality is his prophetess
smoth wrote:
zerver wrote:
Johannes wrote:
nobody ever uses return fire?
+1
I do. Deal with it.
I do to. Its the only way to controll economic spill in my mod. Otherwise soldiers would pump expensive ammonition into worthless buildings all day long, bleeding you dry.
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