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Bugs/little discrepancies in XTA

Posted: 31 Jul 2009, 05:50
by babbles
: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.

Re: Bugs/little discrepancies in XTA

Posted: 31 Jul 2009, 09:35
by manolo_
green=done
red= to do?

there is a reload-script-bug for diplomat, while he reloads, the skid goes to far (nearly the double of the way it should be)

rename the air carrier to something liek supporting unit, coz of +E and radar

anni needs radar range coz of modell

laser beam of anni goes beyond his range, when he aims at something but misses coz of a lack of target facility

add new core arty modell

if pelicans should be hittable by torpedos hover should also

add the context build as gadget

add carrepairers metal-reclaiming-gadget (maybe modify it for E-reclaiming)

some stuff is seeable while its in the fog of war (pyros, e-storage)

"bug" of seaplane-lab, when its producing its over water and should be hitable by units then

change the weapon 2 to 1 of scouts, so u see the range of the aa-rockets

some barrel of ships are buged, they have a buckling while shooting

Re: Bugs/little discrepancies in XTA

Posted: 31 Jul 2009, 10:39
by troycheek
babbles wrote:Annhiliator has description "Energy WEAPON", no need for caps lock. - Fixed
I kind of like this one. I always imagine it as "Energy (booming voice) WEAPON weapon weapon on on on..."

Re: Bugs/little discrepancies in XTA

Posted: 31 Jul 2009, 10:46
by Noruas

Re: Bugs/little discrepancies in XTA

Posted: 31 Jul 2009, 11:35
by troycheek
I meant more like a deep echo effect. Like Street Fighter's "Sonic Boom!" or iCarly's "Random Dancing!"

First time I saw an Annhiliator, I was thinking "What is that?" Then it blew a huge hole in my assault force. Then I was thinking "What the #(&$(#& is that?" For a long time, the Annhiliator was my favorite weapon; I'd usually build one even if I didn't have a use for it and be upset if I played too well and the enemy never came within range. The WEAPON thing just seemed to emphasize how awesome it was.

Of course, now I've got video stuck in my head...

Re: Bugs/little discrepancies in XTA

Posted: 31 Jul 2009, 15:42
by babbles
No Tech 2 constructors can make sub pens.
Should be "can't". >_>

Re: Bugs/little discrepancies in XTA

Posted: 31 Jul 2009, 17:01
by Tobi
babbles wrote:Many units have a "fight" button despite not having a weapon eg: Spy bots, construction units, minelayers, jammers, radars etc.
Fight is just patrol without the implicit repeat. So for construction units and minelayers it still has a function, although they have no weapon: to walk somewhere while reclaiming features and repairing allied units on their path.

Re: Bugs/little discrepancies in XTA

Posted: 31 Jul 2009, 19:56
by Jools
babbles wrote::3
Arm vehicle jammer doesn't have a name, just "jammer", core missle frigate is just "Rocket Frigate".
True, but has been this was always. IMO, lack of name better than stupid name, such as pack-o-box or something similar.
babbles wrote::3
Mines need to be compeletly re done.
Why? I think they work very well.

Re: Bugs/little discrepancies in XTA

Posted: 31 Jul 2009, 20:09
by babbles
Mine pics are wrong, mine descriptions are wrong, some mines are overpriced etc

And about jammer, just thought seeing as all other jammers have one, it should do too.

Re: Bugs/little discrepancies in XTA

Posted: 31 Jul 2009, 21:38
by Jools
How about using technical names for the mines, because they are really devices and not units. Names such as MC-80, MC-200, and so on. Those types of names sound more realistic than kaboom mine and so on.

Maybe the biggest mines are a bit expensive, but otherwise I think the two variables of impact and range work really well. Better than in any other mod.

Re: Bugs/little discrepancies in XTA

Posted: 01 Aug 2009, 12:08
by manolo_
Tobi wrote:
babbles wrote:Many units have a "fight" button despite not having a weapon eg: Spy bots, construction units, minelayers, jammers, radars etc.
Fight is just patrol without the implicit repeat. So for construction units and minelayers it still has a function, although they have no weapon: to walk somewhere while reclaiming features and repairing allied units on their path.
couldnt u hide the buttons with a gadget, patrol button shouldnt be effected by that

Re: Bugs/little discrepancies in XTA

Posted: 02 Aug 2009, 09:39
by knorke
would be cool if the dgun buttons tooltip displayed how much energy is needed to fire.
upgrade tooltip should show which aspects are upgraded.

Re: Bugs/little discrepancies in XTA

Posted: 02 Aug 2009, 11:04
by Tobi
manolo_ wrote:
Tobi wrote:
babbles wrote:Many units have a "fight" button despite not having a weapon eg: Spy bots, construction units, minelayers, jammers, radars etc.
Fight is just patrol without the implicit repeat. So for construction units and minelayers it still has a function, although they have no weapon: to walk somewhere while reclaiming features and repairing allied units on their path.
couldnt u hide the buttons with a gadget, patrol button shouldnt be effected by that
Yes you can.

Re: Bugs/little discrepancies in XTA

Posted: 03 Aug 2009, 16:17
by Kloot
Bug: the arm_fibber points to a movement class (BOATS4) that doesn't exist. This isn't a problem in 79.1, but future Spring versions will be more strict and remove the unit from the game during loading, so beware.

Re: Bugs/little discrepancies in XTA

Posted: 03 Aug 2009, 21:43
by manolo_
-there is a missing texture at the scope of the sniper rifle of the sniper-bot

-what is max dmg of dgun (~30k?)

Re: Bugs/little discrepancies in XTA

Posted: 15 Aug 2009, 17:11
by hoijui
Kloot wrote:Bug: the arm_fibber points to a movement class (BOATS4) that doesn't exist. This isn't a problem in 79.1, but future Spring versions will be more strict and remove the unit from the game during loading, so beware.
could it be this is not yet fixed in 9.585?
i got two reports of AIs crashing (AAI and KAIK) with XTA and spring 0.80 RC.

Re: Bugs/little discrepancies in XTA

Posted: 16 Aug 2009, 23:49
by Caydr
In the AA forum people recently told me to look to XTA for an example of how "mines can be done right". Are you sure they're so broken?

Re: Bugs/little discrepancies in XTA

Posted: 17 Aug 2009, 00:47
by babbles
Caydr wrote:In the AA forum people recently told me to look to XTA for an example of how "mines can be done right". Are you sure they're so broken?
the way the mines are done are fine, range/damage etc, just some of the build pics are wrong/descriptions n stuff, but the way they're done works

Re: Bugs/little discrepancies in XTA

Posted: 20 Aug 2009, 19:54
by Helmud
I dguned under a hover, is it anything special? Llt is shooting at the hover at the same time.

http://img219.imageshack.us/img219/2493/screen003y.png

Re: Bugs/little discrepancies in XTA

Posted: 20 Aug 2009, 20:18
by babbles
The hitspheres have been changed, so units are harder to hit in some cases, you have to be more accurate, it's happened to a lot of people recently (flash) but not with a hover...:s

May have just been a random bug