BA 7.65 UPDATE
Moderator: Content Developer
Re: BA 7.65 UPDATE
Updated to 7.65, range bug is almost fixed by lua trickery, so stay tuned for 7.66 :D
- marciolino
- Posts: 268
- Joined: 06 Sep 2010, 22:59
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- Joined: 15 Mar 2012, 13:11
Re: BA 7.65 UPDATE
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?
Will there be a bugfix in the next version?
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- Posts: 843
- Joined: 13 Aug 2007, 13:19
Re: BA 7.65 UPDATE
Passive is working for me I think. Also my nano's can repair stuff. Can you describe your problem in more detail?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?
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Re: BA 7.65 UPDATE
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
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
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Re: BA 7.65 UPDATE
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.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
- very_bad_soldier
- Posts: 1397
- Joined: 20 Feb 2007, 01:10
Re: BA 7.65 UPDATE
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.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
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.
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Re: BA 7.65 UPDATE
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...
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Re: BA 7.65 UPDATE
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 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...
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Re: BA 7.65 UPDATE
k thx reinstalling smartnano and disable mobilebuilders helped
Re: BA 7.65 UPDATE
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.
Re: BA 7.65 UPDATE
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 ?
Re: BA 7.65 UPDATE
nrv, this is a known issue of 87 spring engine. It was fixed already. So wait for 88.0
Re: BA 7.65 UPDATE
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.
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.
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- Joined: 13 Aug 2007, 13:19
Re: BA 7.65 UPDATE
Put unbindaction specteam into your uikeys or type /set unbindaction specteam into the chat ingame.Bosque wrote: though I do miss group selection.
Re: BA 7.65 UPDATE
from infolog.txt:
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[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