Bugs/little discrepancies in XTA
Posted: 31 Jul 2009, 05:50
:3
Post here any bugs/wrong wording etc in xta that you see, nor wanted a list so I made one but probs missed some stuff. and we all know of the anni/pene/ddm bug.
Some of these are...as noruas put it "perfectionist" but meh. <_<
Arm hover transport wreck gives 532 metal if containing a unit, no matter which unit. - Fixed
Core hover transport wreck gives 520 metal if containing a unit, no matter which unit. - Fixed
Construction Subs cannot make Hovercraft platforms but can make all other sea labs. - Fixed
Arm Ranger needs radar, it has one on model and the Core Frigate has radar. - Fixed
Core Missle Frigate fires higher than ranger meaning can fire over cliffs while Ranger can not. - Fixed - Differentiation reduced, but core still fires slightly higher.
Both Missle Frigates give too much metal in their wreck. - Fixed
Conqueor, Crusador, Executioner and Enforcer need "D Gun" button removed. - Fixed
Tech 2 air labs need radar as their models show. - Fixed
Arm T1 air lab needs radar on model.
Both decoy D guns need to look like real D guns, the starting animation is wrong it seems.
Decoys also need an "attack" button and "D Gun" button. - Fixed
Mines need to be compeletly re done.
Both T1 radars leave wreck when they self destruct.
Jethros and samsons sometimes don't shoot land targets automatically.
Arm T2 con sub can't make fort wall, core can. - Fixed
Both T2 subs can't make any T2 labs or subs pen. - Fixed
Core Eraser and Arm Spector (Kbot jammers), once turned off no longer spin even when turned on.
Same problem with both faction Kbot radars.
Arm vehicle jammer has no change betwen on/off animation, always spinning in upright position.
Same problem for air labs and light carriers.
Arm vehicle jammer doesn't have a name, just "jammer", core missle frigate is just "Rocket Frigate".
No Tech 2 constructors can make sub pens.
Floating Dragon's Teeth should be described as "Floating permimiter Defence"? - Fixed
Different faction's kamikaze subs have different descriptions. - Fixed
Stunner needs descrption changing or the EMP to actually work. - Fixed
Some defences are built packed up, while others popped up already (anni/dmm vs popups/viper).
T2 construction subs need water radar next to standard radar in build menu.
Core diplomat fires different rocket to the one in load animation.
Core Diplomat build picture is also wrong.
Arm Jeffy is "Fast Attack Vehicle" while Core Weasel is "Scout". - Fixed, should be "fast attack vehicle" for wezel
Fark and Rez bot need similar descriptions, both do same thing but different descriptions. - Fixed
description=- Resurrection Fast-Builder Kbot;
Pelicans are seen as hovers even when walking (had *2 speed on icy run)
Pelicans aren't hit by torpedos.
Lurker and Snake need different descriptions, "submarine" is too vague now. - Fixed description=- Long-Ranged Sniper Sub
T2 AA ships fire through themselves. - Cannot recreate?
Phoneix is "bomber" hurrican is "strategic bomber". - Fixed
Torpedo gunships aren't that "broken", they still work. - Fixed
Spy kbots have SPY instead of Spy in description. - Fixed
Description- Invisible Spy Kbot
Many units have a "fight" button despite not having a weapon eg: Spy bots, construction units, minelayers, jammers, radars etc.
Some structures have "Wait", "Repeat" and "Stop" despite no need, eg fusion reactors.
Core t2 air constructer makes +11 e, arm makes +12, same for t1, arm makes 5.5, core 5. - Problem?
Light carriers have "Reclaim", "Restore" and "Repair", despite not being able to do any (unless a plane lands on them).
Annhiliator has description "Energy WEAPON", no need for caps lock. - Fixed
Maybe different descriptions to distinguish DDM and Annni, different roles same descrption. - Fixed
DDM needs 3rd weapon for model.
Nanos need different description? Maybe just "Assists construction" rather than "Assists lab construction".
Maybe apply CA style build menu for sea/land stuff, hard to know hovers can be built on water nevermind nanos and airpads.
Post here any bugs/wrong wording etc in xta that you see, nor wanted a list so I made one but probs missed some stuff. and we all know of the anni/pene/ddm bug.
Some of these are...as noruas put it "perfectionist" but meh. <_<
Arm hover transport wreck gives 532 metal if containing a unit, no matter which unit. - Fixed
Core hover transport wreck gives 520 metal if containing a unit, no matter which unit. - Fixed
Construction Subs cannot make Hovercraft platforms but can make all other sea labs. - Fixed
Arm Ranger needs radar, it has one on model and the Core Frigate has radar. - Fixed
Core Missle Frigate fires higher than ranger meaning can fire over cliffs while Ranger can not. - Fixed - Differentiation reduced, but core still fires slightly higher.
Both Missle Frigates give too much metal in their wreck. - Fixed
Conqueor, Crusador, Executioner and Enforcer need "D Gun" button removed. - Fixed
Tech 2 air labs need radar as their models show. - Fixed
Arm T1 air lab needs radar on model.
Both decoy D guns need to look like real D guns, the starting animation is wrong it seems.
Decoys also need an "attack" button and "D Gun" button. - Fixed
Mines need to be compeletly re done.
Both T1 radars leave wreck when they self destruct.
Jethros and samsons sometimes don't shoot land targets automatically.
Arm T2 con sub can't make fort wall, core can. - Fixed
Both T2 subs can't make any T2 labs or subs pen. - Fixed
Core Eraser and Arm Spector (Kbot jammers), once turned off no longer spin even when turned on.
Same problem with both faction Kbot radars.
Arm vehicle jammer has no change betwen on/off animation, always spinning in upright position.
Same problem for air labs and light carriers.
Arm vehicle jammer doesn't have a name, just "jammer", core missle frigate is just "Rocket Frigate".
No Tech 2 constructors can make sub pens.
Floating Dragon's Teeth should be described as "Floating permimiter Defence"? - Fixed
Different faction's kamikaze subs have different descriptions. - Fixed
Stunner needs descrption changing or the EMP to actually work. - Fixed
Some defences are built packed up, while others popped up already (anni/dmm vs popups/viper).
T2 construction subs need water radar next to standard radar in build menu.
Core diplomat fires different rocket to the one in load animation.
Core Diplomat build picture is also wrong.
Arm Jeffy is "Fast Attack Vehicle" while Core Weasel is "Scout". - Fixed, should be "fast attack vehicle" for wezel
Fark and Rez bot need similar descriptions, both do same thing but different descriptions. - Fixed
description=- Resurrection Fast-Builder Kbot;
Pelicans are seen as hovers even when walking (had *2 speed on icy run)
Pelicans aren't hit by torpedos.
Lurker and Snake need different descriptions, "submarine" is too vague now. - Fixed description=- Long-Ranged Sniper Sub
T2 AA ships fire through themselves. - Cannot recreate?
Phoneix is "bomber" hurrican is "strategic bomber". - Fixed
Torpedo gunships aren't that "broken", they still work. - Fixed
Spy kbots have SPY instead of Spy in description. - Fixed
Description- Invisible Spy Kbot
Many units have a "fight" button despite not having a weapon eg: Spy bots, construction units, minelayers, jammers, radars etc.
Some structures have "Wait", "Repeat" and "Stop" despite no need, eg fusion reactors.
Core t2 air constructer makes +11 e, arm makes +12, same for t1, arm makes 5.5, core 5. - Problem?
Light carriers have "Reclaim", "Restore" and "Repair", despite not being able to do any (unless a plane lands on them).
Annhiliator has description "Energy WEAPON", no need for caps lock. - Fixed
Maybe different descriptions to distinguish DDM and Annni, different roles same descrption. - Fixed
DDM needs 3rd weapon for model.
Nanos need different description? Maybe just "Assists construction" rather than "Assists lab construction".
Maybe apply CA style build menu for sea/land stuff, hard to know hovers can be built on water nevermind nanos and airpads.