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Posted: 01 Sep 2005, 16:37
by TechnoTone
I always tell my factories to automatically order units to move and usually to patrol an area. Occasionally, however, units built by a factory will just leave the factory and stop where they are instead of performing whatever orders the factory is supposed to automatically have given them.
I'm guessing that this may related to the fact that units can be selected while they are being built. May be I inadvertantly selected these units while they were being built and changed their orders.
Is it intentional that units can be selected and given orders before they are totally built?
This also reminds me of another issue. When I have a factory that is part of a group and I select that group I also get the factory. This means that when I then tell that group to attack it applies to the factory too and the orders for the factory are changed which is never my intention. I then have to re-select the factory and re-do its move-patrol orders. Would it not be better for group selections to exclude factories (unless they are the only members of the group)?
Posted: 01 Sep 2005, 16:50
by shaddam
on various windows systems (9x-me) on singleplayer startup no units are created
Posted: 17 Sep 2005, 02:44
by Gillmor_TA
Im not sure if this is the right place to post this or if it hase been coverd before, but the hover transport wont put units inside, they just hang under the boom, it also gives an error about a mising peice or something
Posted: 13 Oct 2005, 04:22
by mecha
Running JCAI on any of the versions for which it has been made has caused graphical flickering and screen instability. Multiplayer runs fine however.
Posted: 14 Oct 2005, 20:43
by wired
umm i got a big bug.
on my new map the hieght of the mountains is about 255.
if a com is kileld on top of one the came crashes and a blue screen of death comes up saying it dumped my memory X_X
Posted: 18 Oct 2005, 05:30
by chrono
i didn't see this so i hope it hasn't been posted. but you can only share with 8 ppl, since there can be 10 teams this is bad
Posted: 20 Oct 2005, 18:32
by BadMan
1. Cons guarding other cons travel at a snail like speed.
2. Not sure if this is a bug or not but
Radar towers that are placed lower than surrounding areas cannot see units that are on plateaus for ex.
3. Cannot target mines even if you see them on radar.
4. Mines will not explode structures that are placed adjacent to them.
5. Not sure if this is a bug either but...
Ship yards are buildable in acid on acid maps.
6. Lastly, I don't know what to submit for this one but here is the details.
On acid bridge v3, after enemy sent 4 krogoths, I used my air to kill them all. After the last krogoth died due to bombing and hawks, we all crashed and got the BLUE SCREEN OF DETH :O
So yes....
Posted: 20 Oct 2005, 20:47
by Kixxe
One time playing metal-islands a con plane flew up really hig and then moved down at the speed of nanolathing partic- aw hell i'll just post a pic of it.
http://taspring.clan-sy.com/w/images/9/9e/Screen000.jpg
there
Posted: 21 Oct 2005, 03:41
by mongus
thats a reminicient of the "Lost transport" bug.
remember transports dissapearing? well, they didnt, they just flew sky high and stayed there for while, then come down very slowly..
On current bugs that dont worth filling something at SF, ive found that big naval units leave the dock incredibly slow. thats the warlord and some others (the biguest one in kurota..)
there's another bug i cant recall... ah!
when the commander gets attacked while its building something, sometimes it stops its queue and stands there without moving.. (still the queue is there, but it wont move). (i think this bug is very old.. not sure..).
if i recall anything else will add it here.
e: now i remember.
If you assign the metal maker ai to a metal maker, before it has being finished building, then it wont work, the mm will keep open as if ir has no especial ai.
Posted: 21 Oct 2005, 09:33
by SwiftSpear
BadMan wrote:1. Cons guarding other cons travel at a snail like speed.
2. Not sure if this is a bug or not but
Radar towers that are placed lower than surrounding areas cannot see units that are on plateaus for ex.
3. Cannot target mines even if you see them on radar.
4. Mines will not explode structures that are placed adjacent to them.
5. Not sure if this is a bug either but...
Ship yards are buildable in acid on acid maps.
6. Lastly, I don't know what to submit for this one but here is the details.
On acid bridge v3, after enemy sent 4 krogoths, I used my air to kill them all. After the last krogoth died due to bombing and hawks, we all crashed and got the BLUE SCREEN OF DETH :O
So yes....
#2 is a feature. Terrain blocks radar signals like it would with line of sight.
#5 is apparently a feature, although I would personally prefer better AI handling of hazards with the only REAL way of taking damage from something like that is an amphibous based unit getting exlpoded into the water (where it can navigate if it has enough health).
Do land based units that get exploded into the water still teleport out of it? because I'd really prefer it if they just died like any normal vehical or mech we have today would if you suddenly submerged it.
Posted: 21 Oct 2005, 20:45
by BadMan
Mmm cool, I just needed to be told that. Thanks :D
Posted: 21 Oct 2005, 21:06
by AF
When a factories yardmap changes when ti opens, untis can apss through as they should eb able todo, but what you can do is build structures, which then prevent the factory from closing or building new thigns. I posted a screenshot fo ti earlier
Posted: 21 Oct 2005, 21:24
by mongus
that is actually good alantai! (heh, on 2 exit labs you can get them to never close!). well not good.. but. who will build in its own lab.. well i did lastgame.. over a aircraft plant! (order was queued).
what is not good is cont units chasing planes to get to fix them..
and, repeat-repair units usually start chasing planes and ... well thats it.. they never get them..
at least they could wait till the plane is on the floor!
btw.. is that some check that has to be put into the nanolathor script?
e: .. not a bug.. but customkeys get overwritten every time by the installer.. a bit annoying.
Posted: 17 Nov 2005, 14:09
by Targ Collective
This is partially a map-specific bug.
In Crystal Harbour, the awkward terrain at the edge of the islands prevents the Commander from getting into the water.
This is easily fixed by calling the commander a hovering unit in the engine, so long as he is on the ground. A better idea would be to give him a much, much higher max-terrain value and much, much lower min-terrain value. These values control the Commander's ability to traverse steep inclines.
Seriously, it's an easy fix. TA:S team, fix it!
Posted: 21 Nov 2005, 19:26
by Forboding Angel
Edit: DIdn't read well enough
I believe that it is entirely a map problem as the smd file tends to mostly control how units move. I Could be wrong...
Posted: 22 Nov 2005, 05:53
by Maelstrom
SMD files dont really affect unit movment at all. The only way the SMD affects unit movment is with Speed multipliers, and Void tags. So unless the walls of the map are voided, or have a 0 speed multiplier, then the SMD will not affect it at all.
Posted: 22 Nov 2005, 12:42
by Targ Collective
False alarm. I was experimenting with creating skirmish TCs - in AA, the TC I was converting to Skirmish mode, the Commander is not registered as 'amphibious'. In the original TA the Commander was able to go anywhere, though, so my MaxSlope suggestion still stands.
Posted: 22 Nov 2005, 12:47
by Maelstrom
IIRC, the commander not being able to go everywhere is because of a discrepancy between how TA and TA:S handle slopes. I could be wrong, but I think this is how it works.
In TA, slopes were calculated as the angle between two points. So the slopes went from 0 (flat) to 90 (vertical).
In TA:S, slopes are calculated as the DIFFERENCE IN HEIGHT, not the angle. Because of this, and the fact that values range from 0 to 255, means that it is not possible for units to climb every type of cliff.
Im probably wrong, but I think I remeber a discussion about this somewhere, and people lobying for it to be changed back.
Posted: 01 Dec 2005, 03:51
by smokingwreckage
Has anyone else had the following unit patrol/move problems? I don't remember seeing these in the FAQ, and i don't see them anywhere in this thread.
Repair bots, planes and vehicles stop patrolling and just sit there forever (sometimes they stop moving but still scramble to new projects that need an assist; this is different).
Repair planes stop patrolling and just hover, folding and unfolding their wings like big, pretty, but useless, birds.
Planes on patrol stop patrolling.
Sometimes when you ctrl-group a big bunch of units and give them a right click move or attack-move order, they all stop moving and just sit there until you select them in smaller chunks and vary their destinations. I think this also happens on use of large numbers of units selected with ctrl-W or ctrl-Z, which makes controlling swarms masses or cleanup crews somewhat painful.
Posted: 01 Dec 2005, 21:28
by AF
Construction untis can repair other untis, btu theyc an repair themselves?!?!?!!? Super self healing!!!!
Also untis can guard themselves, err hwo does that work...... They just do nothigna dn you cant tell because the lines invisible.