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Re: Sneaky wrecks

Posted: 25 Aug 2009, 21:26
by Caydr
*salivating*

Re: Sneaky wrecks

Posted: 25 Aug 2009, 21:27
by CarRepairer
Caydr wrote:
luckywaldo7 wrote:
REVENGE wrote:do you realize how much of a pain it would be to have to re queue your reclaim orders every time you lost los of some wrecks? Because with the current change, reclaim is not feature aware outside of los.
Use fight command
Quoted for retarded... regardless of whether it works or not... I will stand up and say "NO! I WILL NOT ORDER UNITS TO FIGHT WRECKS!"
Okay. Rename the button from
Fight
to
Go over there and do something useful while you're headed that way, please. And pick up around here, it's a mess!

Re: Sneaky wrecks

Posted: 25 Aug 2009, 21:33
by REVENGE
CarRepairer wrote:
Caydr wrote: Okay. Rename the button from
Fight
to
Go over there and do something useful while you're headed that way, please. And pick up around here, it's a mess!
Woman Mode

On|Off

Re: Sneaky wrecks

Posted: 25 Aug 2009, 23:27
by hunterw
conbots always seemed kinda feminine to me

Re: Sneaky wrecks

Posted: 26 Aug 2009, 04:04
by Hacked
took me some time to process that

anyways the wrecks need to stay within our view once we see them
so we can do stuff to them

Re: Sneaky wrecks

Posted: 27 Aug 2009, 17:32
by Beherith
And once more, I would like to give a firm pat on the back to the really smart dude who made this change, all while accounting for flying comm wrecks. What makes this whole fucking change even more golden, is that you can still issue an area reclaim and the widget will count it, just look for the magic 2500 number.

Re: Sneaky wrecks

Posted: 27 Aug 2009, 17:48
by TheFatController
Will revert this if possible next version as it doesn't sound like an improvement imo, or at least a case of "not broken, didn't need fixing".

Re: Sneaky wrecks

Posted: 27 Aug 2009, 21:16
by Wombat
just put it into game options and problem solved (as long as its not time draining :D)

Re: Sneaky wrecks

Posted: 27 Aug 2009, 21:18
by imbaczek
http://github.com/spring/spring/commit/ ... 9cca56b7e6

test it before it goes live or it's your fault if it's broken.

Re: Sneaky wrecks

Posted: 27 Aug 2009, 21:37
by TheFatController
If the new behaviour was added as a modoption and the existing behaviour untouched that wouldn't have been an issue :roll:

Re: Sneaky wrecks

Posted: 27 Aug 2009, 22:09
by imbaczek
the behavior was added because somewhere along the line there were some inconsistent changes. this wouldn't have happened if you tested the intermediate builds or one of the two rcs... anyway, please test if it works and let's be done with it.

i plan to add some ghost features facility btw, but it probably won't happen in time for 80.3.

Re: Sneaky wrecks

Posted: 27 Aug 2009, 23:40
by very_bad_soldier
I plan to make a widget 'ghost wrecks' but its a bit more frickly than I hoped (if you want correct rotation of the wrecks). But I think I get it finished in the next days...
BTW: I think that only enemy wrecks are invisible without LOS and allied wrecks not. Tobi said its a known bug if I got it right.

Re: Sneaky wrecks

Posted: 28 Aug 2009, 00:15
by SirMaverick
imbaczek wrote:http://github.com/spring/spring/commit/ ... 9cca56b7e6
test it before it goes live or it's your fault if it's broken.
Works. You see all wreckages again (mod unchanged, default value for featureVisibility).
very_bad_soldier wrote:I plan to make a widget 'ghost wrecks'
Not needed with next release.
BTW: I think that only enemy wrecks are invisible without LOS and allied wrecks not.
Confirmed by code and testing. :)