BA 7.65 UPDATE - Page 2

BA 7.65 UPDATE

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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: BA 7.65 UPDATE

Post by Beherith »

Updated to 7.65, range bug is almost fixed by lua trickery, so stay tuned for 7.66 :D
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marciolino
Posts: 268
Joined: 06 Sep 2010, 22:59

Re: BA 7.65 UPDATE

Post by marciolino »

Awesome Beherith!

Updated on http://balancedannihilation.org/download/
klapmongool
Posts: 843
Joined: 13 Aug 2007, 13:19

Re: BA 7.65 UPDATE

Post by klapmongool »

Cool, thx!
DavidTalbot
Posts: 4
Joined: 15 Mar 2012, 13:11

Re: BA 7.65 UPDATE

Post by DavidTalbot »

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?
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FabriceFABS
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Joined: 28 Jul 2010, 16:20

Re: BA 7.65 UPDATE

Post by FabriceFABS »

Cool :mrgreen:
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Silentwings
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Joined: 25 Oct 2008, 00:23

Re: BA 7.65 UPDATE

Post by Silentwings »

tyvm
klapmongool
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Joined: 13 Aug 2007, 13:19

Re: BA 7.65 UPDATE

Post by klapmongool »

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?
DavidTalbot
Posts: 4
Joined: 15 Mar 2012, 13:11

Re: BA 7.65 UPDATE

Post by DavidTalbot »

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
klapmongool
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Joined: 13 Aug 2007, 13:19

Re: BA 7.65 UPDATE

Post by klapmongool »

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.
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very_bad_soldier
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Joined: 20 Feb 2007, 01:10

Re: BA 7.65 UPDATE

Post by very_bad_soldier »

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.
DavidTalbot
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Joined: 15 Mar 2012, 13:11

Re: BA 7.65 UPDATE

Post by DavidTalbot »

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...
klapmongool
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Joined: 13 Aug 2007, 13:19

Re: BA 7.65 UPDATE

Post by klapmongool »

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.
DavidTalbot
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Joined: 15 Mar 2012, 13:11

Re: BA 7.65 UPDATE

Post by DavidTalbot »

k thx reinstalling smartnano and disable mobilebuilders helped
BaNa
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Joined: 09 Sep 2007, 21:05

Re: BA 7.65 UPDATE

Post by BaNa »

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.
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nrv
Posts: 24
Joined: 05 Aug 2010, 10:06

Re: BA 7.65 UPDATE

Post by nrv »

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 ?
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jamerlan
Balanced Annihilation Developer
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Joined: 20 Oct 2009, 13:04

Re: BA 7.65 UPDATE

Post by jamerlan »

nrv, this is a known issue of 87 spring engine. It was fixed already. So wait for 88.0
Bosque
Posts: 36
Joined: 29 Oct 2011, 06:40

Re: BA 7.65 UPDATE

Post by Bosque »

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.
klapmongool
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Joined: 13 Aug 2007, 13:19

Re: BA 7.65 UPDATE

Post by klapmongool »

Bosque wrote: though I do miss group selection.
Put unbindaction specteam into your uikeys or type /set unbindaction specteam into the chat ingame.
abma
Spring Developer
Posts: 3798
Joined: 01 Jun 2009, 00:08

Re: BA 7.65 UPDATE

Post by abma »

from infolog.txt:

Code: Select all

[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
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