Labs stops working when cancelling
Moderator: Moderators
Labs stops working when cancelling
I just played my very first game at this version of spring, and i had to reclaim my labs every time when i wanted to build some other unit.
It was very annoying... very annoying... can you fix it?
It was very annoying... very annoying... can you fix it?
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- Posts: 250
- Joined: 22 Jul 2006, 19:58
It is temporary to begin with, and then gets worse and worse. I have only been able to get it to lock with multiple ctrl left and right commands. You can restart the lab with ALT commands, or by fiddling with it some more. Easiest way to avoid this is pick a proper build order to begin with and use the repeat key, and only increment singly with the mouse.
1) build a lab
2) start building unit A
3) keep building unit A, put it build unit B as well.
4) cancel building unit A
5) bug, it doesnt build unit B
http://replays.unknown-files.net/replay.php?id=143
edit: Oh fuck, now i know what you mean, the ctrl key which increases it more at a time!
yes i use that, and i have always used, but this new spring version seems to be bugged...
i use CTRL+SHIFT to build 100 units a time.
2) start building unit A
3) keep building unit A, put it build unit B as well.
4) cancel building unit A
5) bug, it doesnt build unit B
http://replays.unknown-files.net/replay.php?id=143
edit: Oh fuck, now i know what you mean, the ctrl key which increases it more at a time!
yes i use that, and i have always used, but this new spring version seems to be bugged...
i use CTRL+SHIFT to build 100 units a time.
Because it shoves it into the front of the queue. The
"lock" time is due to the fact that the cancelled build
orders are actually converted to STOP commands.
The bug introduced by the deleted lines makes it so
that these STOP commands are not immediately
deleted, but instead have to wait their turn at the
SlowUpdate() booth.
"lock" time is due to the fact that the cancelled build
orders are actually converted to STOP commands.
The bug introduced by the deleted lines makes it so
that these STOP commands are not immediately
deleted, but instead have to wait their turn at the
SlowUpdate() booth.