BA 7.66 Fixed area reclaim and cons getting stuck
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BA 7.66 Fixed area reclaim and cons getting stuck
7.65 -> 7.66
3/15/2012
- Fixed area reclaim
- Fixed cons getting stuck
- Fixed mexupgrader
Enjoy!
Thanks goes to pako for the basis of fixes! And VBS too
Also, if someone finds bugs, dont just whine in the battle room, report the bugs here - or if it is an engine bug, report it on mantis.
If you do not leave a paper trail, the bugs cant and wont be fixed.
Download
3/15/2012
- Fixed area reclaim
- Fixed cons getting stuck
- Fixed mexupgrader
Enjoy!
Thanks goes to pako for the basis of fixes! And VBS too
Also, if someone finds bugs, dont just whine in the battle room, report the bugs here - or if it is an engine bug, report it on mantis.
If you do not leave a paper trail, the bugs cant and wont be fixed.
Download
- FabriceFABS
- Posts: 354
- Joined: 28 Jul 2010, 16:20
Re: BA 7.66 Fixed area reclaim and cons getting stuck
Thx !
[ACE]Serveurs updated !
[ACE]Serveurs updated !
Re: BA 7.66 Fixed area reclaim and cons getting stuck
- nano turrents seem to not be set on patrol after beeing built. (means they don't automaticly assist building/repair)
- in BACD i got this lua-error:
(this is a BA gadget)
- in BACD i got this lua-error:
Code: Select all
Error: LuaRules::RunCallIn: error = 2, AllowCommand, [string "LuaRules/Gadgets/unit_mex_upgrader.lua"]:487: attemp to index field '?' ( a nil value)
Re: BA 7.66 Fixed area reclaim and cons getting stuck
Thanks abma, I'll look into the nano thing.
Re: BA 7.66 Fixed area reclaim and cons getting stuck
2/3 of vanguard shots went right through a 100% shield on the game attached around min 28-30 at top center. IMO that's not OK - is it?
- Attachments
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- 20120320_150208_Kappa_Basin_87.sdf
- (2.05 MiB) Downloaded 102 times
- [LOeT]Zinn
- Posts: 33
- Joined: 19 Oct 2009, 01:27
Bug when viewing last label/point (F3)
In BA7.66, when i press F3 to view the last label/point set it also takes my viewport to the last line drawn if there happened to be one after the label.
Repost from http://balancedannihilation.org/forums/ ... lpoint-f3/
Repost from http://balancedannihilation.org/forums/ ... lpoint-f3/
- very_bad_soldier
- Posts: 1397
- Joined: 20 Feb 2007, 01:10
Re: BA 7.66 Fixed area reclaim and cons getting stuck
I will look into that, thanks for the report. Does it happen every time or any special hints how to reproduce?abma wrote: - in BACD i got this lua-error:Code: Select all
Error: LuaRules::RunCallIn: error = 2, AllowCommand, [string "LuaRules/Gadgets/unit_mex_upgrader.lua"]:487: attemp to index field '?' ( a nil value)
Re: BA 7.66 Fixed area reclaim and cons getting stuck
to reproduce: set "Upg Mex On" at a T2 builder. while its moving to a t1 mex to upgrade it, destroy it...very_bad_soldier wrote: I will look into that, thanks for the report. Does it happen every time or any special hints how to reproduce?
Re: BA 7.66 Fixed area reclaim and cons getting stuck
I think you should disable the factoryguard assist by default. It tooks me a while to find out the reason why I have no reclaimer front.
Re: BA 7.66 Fixed area reclaim and cons getting stuck
I agree. Otherwise good job, almost playable now despite the engine fail.
- very_bad_soldier
- Posts: 1397
- Joined: 20 Feb 2007, 01:10
Re: BA 7.66 Fixed area reclaim and cons getting stuck
I prefer it the way it is. Disabling a widget should be an easy task for a regular player who knows what a widget is and knows the F11 menu.
But a newbie has no chance to know that and will be annoyed by the idling builders.
But a newbie has no chance to know that and will be annoyed by the idling builders.
Re: BA 7.66 Fixed area reclaim and cons getting stuck
Hmm, a way to detect newbieness for that widget would be to check for a factory rally point - if one exists, player is probably not a newbie, thus no need to send cons to assist lab.
Re: BA 7.66 Fixed area reclaim and cons getting stuck
I think noob need to master the basic concepts of the game before having all the widget think of them. Moreover this widget is just a waste of time cause you need to manually click several time on cons so they go front cause of pathing issue. And even then, when there is a lot of unit at the same place, cons does not go far enough from fact and start assisting again.
With nano, no need of the widget anyway
With nano, no need of the widget anyway
- very_bad_soldier
- Posts: 1397
- Joined: 20 Feb 2007, 01:10
Re: BA 7.66 Fixed area reclaim and cons getting stuck
I think the widget is fine when activated. Cons assist factory, other units go to the rally point.Beherith wrote:Hmm, a way to detect newbieness for that widget would be to check for a factory rally point - if one exists, player is probably not a newbie, thus no need to send cons to assist lab.
The question if it should be enabled by default is surely debatable. But when it comes to default settings I would always target what is best for newbies.
Experienced players are supposed to customize everything themselfs anyway. They need to reconfigure their keybindings and they will want to go through the widget list and decide upon every single widget if they want it or not. So no need in trying to set appropriate defaults for them. Its impossible anyway since the configurations of the experienced players differs in terms of keybindings and activated widgets while it is reasonable to agree upon a sensible set of defaults for newbies.
- marciolino
- Posts: 268
- Joined: 06 Sep 2010, 22:59
Re: BA 7.66 Fixed area reclaim and cons getting stuck
I completely agree. Experienced players can deactivate them easily but newbies cant do the same.very_bad_soldier wrote: The question if it should be enabled by default is surely debatable. But when it comes to default settings I would always target what is best for newbies.
Re: BA 7.66 Fixed area reclaim and cons getting stuck
That's a pretty good idea. Since it's basically always better to have a rally point than not (even if it was right next to lab), it'll show a new player that the fac can actually be assisted.Beherith wrote:Hmm, a way to detect newbieness for that widget would be to check for a factory rally point - if one exists, player is probably not a newbie, thus no need to send cons to assist lab.
But if you've got that rally point, the widget won't ever bother you.
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- Posts: 843
- Joined: 13 Aug 2007, 13:19
Re: BA 7.66 Fixed area reclaim and cons getting stuck
Yea, that is also my experience. Units tend to do silly things (scattering around the lab, walking up hills that happen to be next to the lab) on the default rally mode. Why is that? Can it be changed?Johannes wrote:That's a pretty good idea. Since it's basically always better to have a rally point than not (even if it was right next to lab), it'll show a new player that the fac can actually be assisted.
Re: BA 7.66 Fixed area reclaim and cons getting stuck
It actually did for me. That is the reason I am arguingJohannes wrote:That's a pretty good idea. Since it's basically always better to have a rally point than not (even if it was right next to lab), it'll show a new player that the fac can actually be assisted.Beherith wrote:Hmm, a way to detect newbieness for that widget would be to check for a factory rally point - if one exists, player is probably not a newbie, thus no need to send cons to assist lab.
But if you've got that rally point, the widget won't ever bother you.
Re: BA 7.66 Wall building...
Mark out the stretch of wall you want and watch in awe as the T2 conbots randomly construct portions of it. In fact get them to just build one bit of wall and gaze in wonder as they build it, then reclaim it.
- very_bad_soldier
- Posts: 1397
- Joined: 20 Feb 2007, 01:10
Re: BA 7.66 Wall building...
I can confrim this. Happens for dragon teeth too. IIRC I saw this quite a while ago already. So I think its an engine issue but not a new one. Not sure though.GuyNoir wrote:Mark out the stretch of wall you want and watch in awe as the T2 conbots randomly construct portions of it. In fact get them to just build one bit of wall and gaze in wonder as they build it, then reclaim it.