View topic - BA 7.65 UPDATE



All times are UTC + 1 hour


Post new topic Reply to topic  [ 39 posts ]  Go to page Previous  1, 2
Author Message
 Post subject: Re: BA 7.65 UPDATE
PostPosted: 15 Mar 2012, 03:47 
Moderator
User avatar

Joined: 26 Oct 2007, 15:21
Updated to 7.65, range bug is almost fixed by lua trickery, so stay tuned for 7.66 :D


Top
 Online Profile  
 
 Post subject: Re: BA 7.65 UPDATE
PostPosted: 15 Mar 2012, 10:26 
User avatar

Joined: 06 Sep 2010, 21:59
Awesome Beherith!

Updated on http://balancedannihilation.org/download/


Top
 Offline Profile  
 
 Post subject: Re: BA 7.65 UPDATE
PostPosted: 15 Mar 2012, 10:30 

Joined: 13 Aug 2007, 12:19
Cool, thx!


Top
 Offline Profile  
 
 Post subject: Re: BA 7.65 UPDATE
PostPosted: 15 Mar 2012, 13:22 

Joined: 15 Mar 2012, 13:11
Since the last two versions i have problem with the nano turrets. Passiv isn't working anymore and so there is no chance to set the nano's to repairing only.
Will there be a bugfix in the next version?


Top
 Offline Profile  
 
 Post subject: Re: BA 7.65 UPDATE
PostPosted: 15 Mar 2012, 16:06 
User avatar

Joined: 28 Jul 2010, 15:20
Location: Lyon - FRANCE
Cool :mrgreen:


Top
 Offline Profile  
 
 Post subject: Re: BA 7.65 UPDATE
PostPosted: 15 Mar 2012, 16:08 
Balanced Annihilation Maintainer
User avatar

Joined: 24 Oct 2008, 23:23
Location: rawr
tyvm


Top
 Offline Profile  
 
 Post subject: Re: BA 7.65 UPDATE
PostPosted: 15 Mar 2012, 16:10 

Joined: 13 Aug 2007, 12:19
DavidTalbot wrote:
Since the last two versions i have problem with the nano turrets. Passiv isn't working anymore and so there is no chance to set the nano's to repairing only.
Will there be a bugfix in the next version?


Passive is working for me I think. Also my nano's can repair stuff. Can you describe your problem in more detail?


Top
 Offline Profile  
 
 Post subject: Re: BA 7.65 UPDATE
PostPosted: 15 Mar 2012, 17:02 

Joined: 15 Mar 2012, 13:11
in early versions in passiv mode they repair buildings and units maybe reclaim some wracks but nothing more.
and in active mode they do the same but also help constructing things.

now there is no difference all nano's act like being in active mode, switching the modes and saying stop also didn't help, nano restarts helping the next few seconds.
i thougt it was a widget but haven't found anything related to nano's, smartnanos seems to be vanished =)
two friends have the same problem, so i'm not alone with this problem :D


Top
 Offline Profile  
 
 Post subject: Re: BA 7.65 UPDATE
PostPosted: 15 Mar 2012, 17:07 

Joined: 13 Aug 2007, 12:19
DavidTalbot wrote:
in early versions in passiv mode they repair buildings and units maybe reclaim some wracks but nothing more.
and in active mode they do the same but also help constructing things.

now there is no difference all nano's act like being in active mode, switching the modes and saying stop also didn't help, nano restarts helping the next few seconds.
i thougt it was a widget but haven't found anything related to nano's, smartnanos seems to be vanished =)
two friends have the same problem, so i'm not alone with this problem :D


The widgets that can influence this issue are immobile builders, auto/reclaim/heal/assist and smart nanos. And possibly more, but those are the main ones which are being used. You don't have smart nanos on, but the first two? Often it is not a good idea to have multiple widgets perform the same task. I cannot test atm, might test later.


Top
 Offline Profile  
 
 Post subject: Re: BA 7.65 UPDATE
PostPosted: 15 Mar 2012, 17:12 
Lua Coder
User avatar

Joined: 20 Feb 2007, 01:10
DavidTalbot wrote:
in early versions in passiv mode they repair buildings and units maybe reclaim some wracks but nothing more.
and in active mode they do the same but also help constructing things.

now there is no difference all nano's act like being in active mode

If you want to keep nanos from working you have to use the wait command. Its keep cooler cause it keeps the current queue etc.
I dont use passive mode myself but I believe that nanos on passive mode just stop working when you are stalling. So it is just a matter a priority.


Top
 Offline Profile  
 
 Post subject: Re: BA 7.65 UPDATE
PostPosted: 15 Mar 2012, 17:55 

Joined: 15 Mar 2012, 13:11
the thing is if i have a defence line with nano's in the second line they should auto repair the first line but in the secound i build air defence or other things in the third line all nanos in range helped there so my metal/energy is gone a few seconds later and all are busy so nothing repairs the first line...


Top
 Offline Profile  
 
 Post subject: Re: BA 7.65 UPDATE
PostPosted: 15 Mar 2012, 19:43 

Joined: 13 Aug 2007, 12:19
DavidTalbot wrote:
the thing is if i have a defence line with nano's in the second line they should auto repair the first line but in the secound i build air defence or other things in the third line all nanos in range helped there so my metal/energy is gone a few seconds later and all are busy so nothing repairs the first line...


So did u check for those widgets? Immobile builders, auto/reclaim/heal/assist? Cos I just played a game and didnt experience the problems you describe.


Top
 Offline Profile  
 
 Post subject: Re: BA 7.65 UPDATE
PostPosted: 16 Mar 2012, 00:29 

Joined: 15 Mar 2012, 13:11
k thx reinstalling smartnano and disable mobilebuilders helped


Top
 Offline Profile  
 
 Post subject: Re: BA 7.65 UPDATE
PostPosted: 16 Mar 2012, 13:21 

Joined: 09 Sep 2007, 20:05
Passive and active do not mean they will do different things, it means that nanos in passive mode will be lowest priority in using m and e so they dont out-spend your builders. Take a look at roam/hold position/whateverthemiddlesettingis, because that effects whether they will assist build or not.


Top
 Offline Profile  
 
 Post subject: Re: BA 7.65 UPDATE
PostPosted: 16 Mar 2012, 17:25 
User avatar

Joined: 05 Aug 2010, 09:06
Location: Paris
Not sure wheter it's BA or the engine, but when the com has a construction queue, it sometimes drops some of them. It could be a pathing problem combined with a timeout. Anyone else observed this ?


Top
 Offline Profile  
 
 Post subject: Re: BA 7.65 UPDATE
PostPosted: 16 Mar 2012, 17:40 

Joined: 20 Oct 2009, 12:04
nrv, this is a known issue of 87 spring engine. It was fixed already. So wait for 88.0


Top
 Offline Profile  
 
 Post subject: Re: BA 7.65 UPDATE
PostPosted: 18 Mar 2012, 19:58 

Joined: 29 Oct 2011, 05:40
With 87 and 7.65 Construction units sometimes just don't do anything. Their ques are intact, but they just don't move even when on flat clear open ground.

Units still do some absurd bouncing things. Mines fling units across entire maps (which sometimes opens up some great opportunities when the unit in question is a construction unit).

Pathfinding is still horribly broken. When units run into something now, instead of bouncing repeatedly into it forever, they just stop now. At least with the bouncing there was a visual cue that I would notice that pathfinding was busted.

Thanks for the attempts to fix, but it's not really there yet.

I do really like the rank display, the arrows showing factory exit, and the ability to save groups again is nice, but I'll keep using 85 and 7.63. I guess I just like the bugs in it better than the new ones though I do miss group selection.


Top
 Offline Profile  
 
 Post subject: Re: BA 7.65 UPDATE
PostPosted: 18 Mar 2012, 20:32 

Joined: 13 Aug 2007, 12:19
Bosque wrote:
though I do miss group selection.


Put unbindaction specteam into your uikeys or type /set unbindaction specteam into the chat ingame.


Top
 Offline Profile  
 
 Post subject: Re: BA 7.65 UPDATE
PostPosted: 18 Mar 2012, 23:40 
Spring Developer

Joined: 31 May 2009, 23:08
from infolog.txt:
Code:
[f=0000000] Warning: too many unit categories (32), skipping turret
[f=0000000] Warning: too many unit categories (33), skipping satellite
[f=0000000] Warning: too many unit categories (34), skipping swim
[f=0000000] Warning: too many unit categories (35), skipping gunship
[f=0000000] Warning: too many unit categories (36), skipping float
[f=0000000] Warning: too many unit categories (37), skipping sub


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 39 posts ]  Go to page Previous  1, 2

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group

Site layout created by Roflcopter et al.