Sneaky wrecks
Moderator: Content Developer
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: Sneaky wrecks
Okay. Rename the button fromCaydr wrote:Quoted for retarded... regardless of whether it works or not... I will stand up and say "NO! I WILL NOT ORDER UNITS TO FIGHT WRECKS!"luckywaldo7 wrote:Use fight commandREVENGE wrote:do you realize how much of a pain it would be to have to re queue your reclaim orders every time you lost los of some wrecks? Because with the current change, reclaim is not feature aware outside of los.
Fight
to
Go over there and do something useful while you're headed that way, please. And pick up around here, it's a mess!
Re: Sneaky wrecks
Woman ModeCarRepairer wrote:Caydr wrote: Okay. Rename the button from
Fight
to
Go over there and do something useful while you're headed that way, please. And pick up around here, it's a mess!
On|Off
Re: Sneaky wrecks
conbots always seemed kinda feminine to me
Re: Sneaky wrecks
took me some time to process that
anyways the wrecks need to stay within our view once we see them
so we can do stuff to them
anyways the wrecks need to stay within our view once we see them
so we can do stuff to them
Re: Sneaky wrecks
And once more, I would like to give a firm pat on the back to the really smart dude who made this change, all while accounting for flying comm wrecks. What makes this whole fucking change even more golden, is that you can still issue an area reclaim and the widget will count it, just look for the magic 2500 number.
- TheFatController
- Balanced Annihilation Developer
- Posts: 1177
- Joined: 10 Dec 2006, 18:46
Re: Sneaky wrecks
Will revert this if possible next version as it doesn't sound like an improvement imo, or at least a case of "not broken, didn't need fixing".
Re: Sneaky wrecks
just put it into game options and problem solved (as long as its not time draining :D)
Re: Sneaky wrecks
http://github.com/spring/spring/commit/ ... 9cca56b7e6
test it before it goes live or it's your fault if it's broken.
test it before it goes live or it's your fault if it's broken.
- TheFatController
- Balanced Annihilation Developer
- Posts: 1177
- Joined: 10 Dec 2006, 18:46
Re: Sneaky wrecks
If the new behaviour was added as a modoption and the existing behaviour untouched that wouldn't have been an issue
Re: Sneaky wrecks
the behavior was added because somewhere along the line there were some inconsistent changes. this wouldn't have happened if you tested the intermediate builds or one of the two rcs... anyway, please test if it works and let's be done with it.
i plan to add some ghost features facility btw, but it probably won't happen in time for 80.3.
i plan to add some ghost features facility btw, but it probably won't happen in time for 80.3.
- very_bad_soldier
- Posts: 1397
- Joined: 20 Feb 2007, 01:10
Re: Sneaky wrecks
I plan to make a widget 'ghost wrecks' but its a bit more frickly than I hoped (if you want correct rotation of the wrecks). But I think I get it finished in the next days...
BTW: I think that only enemy wrecks are invisible without LOS and allied wrecks not. Tobi said its a known bug if I got it right.
BTW: I think that only enemy wrecks are invisible without LOS and allied wrecks not. Tobi said its a known bug if I got it right.
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- Posts: 834
- Joined: 19 May 2009, 21:10
Re: Sneaky wrecks
Works. You see all wreckages again (mod unchanged, default value for featureVisibility).imbaczek wrote:http://github.com/spring/spring/commit/ ... 9cca56b7e6
test it before it goes live or it's your fault if it's broken.
Not needed with next release.very_bad_soldier wrote:I plan to make a widget 'ghost wrecks'
Confirmed by code and testing. :)BTW: I think that only enemy wrecks are invisible without LOS and allied wrecks not.