Page 7 of 7
Posted: 02 Dec 2005, 18:23
by Sean Mirrsen
There still are bugs with flying constructors' patrol orders. If you set one to patrol, it has a tendency to freeze at one end of the route and do nothing.
Posted: 04 Dec 2005, 02:28
by smokingwreckage
The patrol bug and builders: judicious use of guarding helps avoid the necesssity of buildpatrols, since builders will assist the builder they are guarding, if he starts to build. That behaviour sems to work very consistently.
Posted: 04 Dec 2005, 09:47
by Sean Mirrsen
Yes, but I sometimes want to have a few flyers patrol my base to assist&repair, and also some 3rd party mods have armed builders and flying commanders (TAFF), that sometimes really need to be set to patrol.
Posted: 04 Dec 2005, 11:57
by Kuroneko
just set the patrolling builder to repeat. it'l lwork fine then.
Posted: 04 Dec 2005, 13:00
by smokingwreckage
Sean: Oh I do want patrolling to work and I do see it as a major issue, just mentioning my workaround. Kuroneko has a better one though, thanks, kuroneko!
Posted: 04 Dec 2005, 17:46
by AF
Tarjectory fire settings and move settings on units are changed by NTAI, but the engien doesnt always accept these commands for some reason. I've looked through spring source and found the code that handles the commands and changed NTAI to suti but no change......
Also if I add the Shift parameter to an option ti should ahve the same affect as the player holding down shift while giving a command. Instead the command is never executed.
Posted: 13 Dec 2005, 03:52
by brainxp
I keep getting an overflow buffer every time I play the game in Skirmish mode, and it uses up more memory and causes huge lag. Is there a fix for this?
Posted: 13 Dec 2005, 05:23
by Dragon45
Sys specs (Procesor, RAM, how much virt mem you allocated, HD space, OS, etc) please?
Posted: 13 Dec 2005, 19:18
by AF
I get the same, I spent ages and ages searchign for the bug in NTAI and then saw in the lgo that soemthignv eryw rong was happening.
I tested using AI free for alls that didnt include NTAI and got the same result. I tested each and every AI in turn and got the same results at different stages in the most unlikely palces, palces where there was no potential for a bug to occur at all, no memory leak possibilities whatsoever.
This is an engien bug not an AI bug, and ti is a bug that ahs crept in in versions 0.67 and above. It did not exist before this, and is likely a memory leak in the engine.