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Posted: 05 Jul 2006, 14:23
by chlue
I have found two small glitches

1.
I postet this a week ago. After the first plane is repaired on an arm Airrepairpad, the repairpad seem to hover. I have seen this behavior on four different systems. It locks like the repairpad becomes a stucked unit and tries to move to another location.
2.
Nanotowers set on patrol sometimes try to repair/assist things a bit out of range, which results in the tower rotate to that direction and doing nothing. Is this a bug in the script or does it come frome the engine and is unavoidable? It is quite annoying to see an nanotower doing nothing while a defence stucture in his range is converted to dust by slow but steady emeny fire...

Posted: 05 Jul 2006, 16:21
by Caydr
My changes to artillery were planned before I decided to try giving them low-trajectory. I'll reconsider the cost decrease. Tremors will *never* be low trajectory. The only units affected are L1 and L2 artillery, and I consider tremor to be a sort of quasi-L3.

The cruiser changes will be a bandaid solution to correct their reported weakness and poor cost per usefulness versus other ships. A true rebalance for them will come in 2.13, which is the version I'm planning on focusing on water balance. Next patch, as stated, will primarily focus on hovers and L1 water, unless I somehow find some extra time. (unlikely... read on to find out why)

Air repair pads: I don't think I can fix this. What you describe sounds like an engine bug. If someone who has seen this behaviour could do a little writeup about it in the Development forum, that'd be great.

Not sure what to do about nanotowers trying to repair things out of their range. Technically speaking, they are "units", not "structures", so what's happening is that they are predicting that in roughly 300 years real-time they could be in range of that thing they're trying to repair, so they decide to give it a try and hope for the best. I'm not sure if the engine's smart enough to realize it's impossible if I reduce their movement speed to 0 (it is currently 0.00000000001 or something)... worth a try though.

So, just for kicks my computer crashed again. The new hard drive I got? S.M.A.R.T. errors and refuses to boot. Disabling S.M.A.R.T. gets me nowhere. So once again I'm confined to my laptop for the time being. I'm getting seriously disappointed in computers lately... Since my original hard drive is now "rescued", I'll install my OS onto it now instead and see if I can rescue my NEW hard drive with my OLD one. Ugh... Unbelievable. I'm wondering if maybe this recent rash of bad luck has been a result of my power supply not being strong enough. This new video card might be using up pretty much every amp, watt, volt, and coulomb I've got, so during peak activity my HDD isn't getting enough power and might be screwing something up.

Posted: 05 Jul 2006, 16:25
by NOiZE
Why are nanotowers units?

Posted: 05 Jul 2006, 16:26
by Caydr
They're units because structures are incapable of repairing units, only building them. Engine thing.

Posted: 05 Jul 2006, 17:13
by Acidd_UK
Someone write a patch... ;-)

Posted: 05 Jul 2006, 17:58
by chlue
Caydr wrote:Air repair pads: I don't think I can fix this. What you describe sounds like an engine bug. If someone who has seen this behaviour could do a little writeup about it in the Development forum, that'd be great.
Ok this means repairpads are units (repairing other units, so they can't be buildings), and they get an impulse once a plane land on them? Woudn't it help to increase the mass of the pads?
Caydr wrote:Not sure what to do about nanotowers trying to repair things out of their range. Technically speaking, they are "units", not "structures", so what's happening is that they are predicting that in roughly 300 years real-time they could be in range of that thing they're trying to repair, so they decide to give it a try and hope for the best. I'm not sure if the engine's smart enough to realize it's impossible if I reduce their movement speed to 0 (it is currently 0.00000000001 or something)... worth a try though.
Is it possible to let a unit return to their patrol every second? So if a nanotower decides he wants to repair a unit he will reach in 300years he has to reconsider this every second and maybe find a better target.
This leads to the question, why does nanotowers only choose units slightly out of there nanoarea. I never got a problem, when I build something far away from them.

Posted: 05 Jul 2006, 18:35
by Drone_Fragger
Caydr wrote:not being strong enough. This new video card might be using up pretty much every amp, watt, volt, and coulomb I've got, so during peak activity my HDD isn't getting enough power and might be screwing something up.
The coulomb is unit of charge. Ampage = Coulombs divided by time. Therefore, You've imcluded coulombs twice.


Also, Get a 550+ power supply from Antec. They make the best power supplies I'm told. Mine is a 550 watt antec truepower 2 silent server class power supply. It pwns tbh.

Posted: 05 Jul 2006, 18:38
by LordMatt
2.11 --> 2.12
It would be nice if the amphibious con vehicles could build tidal generators. They seem to be able to build all the other level one aquatic resource structures.

Posted: 05 Jul 2006, 21:03
by KDR_11k
chlue: Repair pads are a special case. Buildings can have "internal" nanolathers but they cannot spray nanobots at any outside target. If mobile factories get implemented the nano behaviour should no longer be tied to the unit type (building or mobile).

Posted: 05 Jul 2006, 21:19
by NOiZE
About level 1 sea..

Corvettes need te leave a wreck.. They can wreck a lot of stuff and when you kill it you don't even get his metal....

Also depcharges from destroyers are too good IMO, level 1 subs are nearly useless.

Maybe remove the laser from destroyers? i don't see why they need them tbh, just build a couple of skeeters to escort them.

This is based on a few games of Sands of War v2.

I hope this helps

Posted: 05 Jul 2006, 21:35
by Archangel of Death
On the nano towers, why is their site range longer than their build range? When on patrol, they attempt to repair anything within site range, and since they can't move... Maybe see what happens if the ranges are kept equal. I imagine the greater sight range is a holdover from way back in version .2somethingorother where it was actually slightly lower than build range.

Posted: 06 Jul 2006, 00:18
by Neddie
Min3Mat has a point with the Hovers, as does NOiZE. However, I have to state that as unit diversity increases, I hope Hovers aren't left in the dust.

The nano-towers would be good to fix, though I've been trying to minimize my use of them these days...

Corvettes need to leave a wreck, I agree.

Posted: 06 Jul 2006, 05:11
by Caydr
Air repair pads are technically buildings, not units. This is the one exception to the rule that I'm aware of.

One of the things that delayed .72 was a problem with structures being pushed around by units. It's very possible they just didn't think to check if their fix corrected air repair pads.

Posted: 06 Jul 2006, 05:15
by Pxtl
neddiedrow wrote:Min3Mat has a point with the Hovers, as does NOiZE. However, I have to state that as unit diversity increases, I hope Hovers aren't left in the dust.
Good point. Since Caydr is hacking away on balancing reapers, lugers, and diplomats, I hope he's keeping in mind what to do with their respective hovercraft counterparts.

Posted: 06 Jul 2006, 05:19
by Min3mat
artillery is perfect atm. DON'T do silly low traj things!

Posted: 06 Jul 2006, 11:20
by NOiZE
Banishers still shoot aircraft... they even shoot bombers out of the sky

intended?

Posted: 06 Jul 2006, 12:35
by Kixxe
Min3mat wrote:artillery is perfect atm. DON'T do silly low traj things!
It is?

When was the last time you built an artillery unit over a tremor?

Posted: 06 Jul 2006, 12:54
by Acidd_UK
Am I right in thinking that normal artillery is reasonably accurate if you have los? In which case, they're better than tremors for killing specific defences, tremors are better for putting a lot of firepower onto a wide area. Much like a BB vs Vulcan... Having said that, I rarely build regular artillery, will have to have a play with it and see how it goes...

Posted: 06 Jul 2006, 13:09
by Kixxe
Acidd_UK wrote:Am I right in thinking that normal artillery is reasonably accurate if you have los? In which case, they're better than tremors for killing specific defences, tremors are better for putting a lot of firepower onto a wide area. Much like a BB vs Vulcan... Having said that, I rarely build regular artillery, will have to have a play with it and see how it goes...
Even if they are, aren't merls like 200% better hitting and killing "specfic targets"?

Posted: 06 Jul 2006, 13:45
by ginekolog
well lvl1 and lvl2(lugers) arty is shiet atm. I have never seen them used by any halfdecent players.

They deserve some buff to be more used, althogh game is more fun with direct combat (who likes to die from units u cant see)

So dont make them too good, just usefull.