Forged Alliance Forever Forged Alliance Forever Forums 2015-12-01T22:34:04+02:00 /feed.php?f=2&t=11013 2015-12-01T14:42:51+02:00 2015-12-01T14:42:51+02:00 /viewtopic.php?t=11013&p=115057#p115057 <![CDATA[Re: Patch 3652 (beta) changelog]]>
NodCommander wrote:
I am excited!


me too, can't wait untill the patch is out. Also as suggestion, is it possible to make a hotkey to toggle auto overcharge?

Statistics: Posted by wasdf — 01 Dec 2015, 14:42


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2015-12-01T13:54:34+02:00 2015-12-01T13:54:34+02:00 /viewtopic.php?t=11013&p=115056#p115056 <![CDATA[Re: Patch 3652 (beta) changelog]]> Statistics: Posted by NodCommander — 01 Dec 2015, 13:54


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2015-12-01T04:34:34+02:00 2015-12-01T04:34:34+02:00 /viewtopic.php?t=11013&p=115045#p115045 <![CDATA[Re: Patch 3652 (beta) changelog]]> Statistics: Posted by bugblatterbeast — 01 Dec 2015, 04:34


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2015-12-01T01:39:10+02:00 2015-12-01T01:39:10+02:00 /viewtopic.php?t=11013&p=115043#p115043 <![CDATA[Re: Patch 3652 (beta) changelog]]> Statistics: Posted by quark036 — 01 Dec 2015, 01:39


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2015-11-30T21:11:00+02:00 2015-11-30T21:11:00+02:00 /viewtopic.php?t=11013&p=115031#p115031 <![CDATA[Re: Patch 3652 (beta) changelog]]> Statistics: Posted by IceDreamer — 30 Nov 2015, 21:11


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2015-11-30T20:56:32+02:00 2015-11-30T20:56:32+02:00 /viewtopic.php?t=11013&p=115030#p115030 <![CDATA[Re: Patch 3652 (beta) changelog]]>

- Auto-overcharge


Does that mean that the best OC-targets are automatically picked? If so, that would be a gamechanger, taking away interesting micro and part of the excitement of the game, I'd say. If on the other hand the ACU just takes the first target that it faces, then I would be afraid that valuable OC's are wasted and I think I wouldn't use auto-OC at all.
If it stays, you need a tooltip on the OC-button to explain that it's there: "Right-click to toggle Auto-Overcharge", like for autobuild missiles.


i guess it target the first unit, allowing manual OC to be more effective, and provide only an advantage when you have to OC exp for exemple.

Statistics: Posted by keyser — 30 Nov 2015, 20:56


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2015-11-30T16:48:25+02:00 2015-11-30T16:48:25+02:00 /viewtopic.php?t=11013&p=115025#p115025 <![CDATA[Re: Patch 3652 (beta) changelog]]>

- Prevent host from changing teams of others while ready

People "x" when they are OK to play as it is, but that does not mean that they would not favour a better balance. If the host cannot change positions while people are x-ed, he/she will have to ask everytime to un-x. I think this change would have more disadvantages than advantages. In the current production situation players have to accept again after changing of location, I think that is good enough. I would not implement this proposed change.


- Auto-overcharge

Does that mean that the best OC-targets are automatically picked? If so, that would be a gamechanger, taking away interesting micro and part of the excitement of the game, I'd say. If on the other hand the ACU just takes the first target that it faces, then I would be afraid that valuable OC's are wasted and I think I wouldn't use auto-OC at all.
If it stays, you need a tooltip on the OC-button to explain that it's there: "Right-click to toggle Auto-Overcharge", like for autobuild missiles.


- Order repair on a wreck to rebuild it if possible by some of the selected engineers.

To me it is non-intuitive that that would be possible. I would not include this feature or else I would add a new "rebuild" order in stead (that starts rebuilding and only works for engineers of the right tech level).


- Units explicity repairing (not assisting) a structure that dies will automatically try to rebuild it

Like above.
I did some testing repairing a T1 land fac under fire with engy and SCU. It seems unpredictable if the building will be rebuilt from 50% or reclaimed and rebuilt from 0%. I even had a case where the engineer or SCU tried something and did not rebuild. If this rebuild after repair stays, I'd make it behave as every rebuild and always start at 50%.
This feature would be useful with shield generators when they die while assisted, but that is assist, not repair. (It would be a buff to shields, which probably is not desirable.)


- Fixed bug with not able to target a blip of a given / upgraded structure

In the past I had cases where I could target the radar blip of an upgraded structure, but it did not do damage (targeted the wrong spot?). Is that the bug you mean? Would be great if that would be fixed. (Example: https://youtu.be/fjkbB7D40Pg?t=945)


- Fixed bug with omni buff instead getting radius of radar

This sentence is unclear to me. Omni is buffed now? Omni in general or the T3 radar? How and why? Or was the buff the result of a bug?

It is not clear which version we play. At the moment some people (including me) do not play the Beta on water maps because of the invisible subs. How to know if the current version is a new one that fixed that? I would at least for Beta versions show a subnumber like "3652.06" or version number + build number in the game lobby.

A few strange things that I have seen only recently, maybe they are there since 3650? (this is not about 3652):
- When you give a build queue to a group of units or to one unit assisted by others, they sometimes start to build 2 buildings (pgens, pd's, etc) out of that queue at the same time. I would prefer to stick with one at a time with all build power on that. Example: 4115022 18:45 Greenio starting some pgens. In sandbox I cannot reproduce it now.
- Sometimes the build queue of a factory gets corrupted. I twice had a navy factory that took over the build queue of the air factory. It stopped making navy, was not able to make air, made engineers. Example: 4114343 30:00 my T3 navy HQ. As you can see it even takes units in the queue that already are out of the queue of the air fac. Stopping the factory and giving it new orders solves it.

A suggestion for improvement of the showing of reclaim values, in case you missed it:
viewtopic.php?f=2&t=9468&start=20#p114253

Thanks for all your work

Statistics: Posted by ax0lotl — 30 Nov 2015, 16:48


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2015-11-30T01:14:46+02:00 2015-11-30T01:14:46+02:00 /viewtopic.php?t=11013&p=115013#p115013 <![CDATA[Re: Patch 3652 (beta) changelog]]>
Derek wrote:
Loving this mod so far. My fav is seeing T3 arty effin stop RIGHT when they get in range of their target. It wasn't mentioned for T3 arty, only ships, right? But I don't remember T3 arty engaging at max range w/o micro.

The bug I noticed: When units target something and you hover over your attacking unit, instead of showing what they're attacking it shows the same picture as what the unit is. So my arty has a picture of itself both in the bottom left of the box and the bottom right. The % damage changes as it should with how damaged the target is. This is for both known and unknown targets.

Great job on this one. I'm really looking forward to playing it.

Derek-


Thanks for this bug report Derek, we hadn't had it before. I believe it's now been fixed in the development branch, which will be pushed to beta patch (hopefully) tomorrow.

Statistics: Posted by IceDreamer — 30 Nov 2015, 01:14


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2015-12-01T22:34:04+02:00 2015-11-29T22:18:13+02:00 /viewtopic.php?t=11013&p=115010#p115010 <![CDATA[Re: Patch 3652 (beta) changelog]]>
IceDreamer wrote:
Stellar testing Petric! if only we had 100 like you...


I can become an official test slave and work 100 times harder, if only i had my fluffy tail ava uploaded and given to me <3 (Active proposition :p)
Edit: Proposition taken, wait for the updates... Contract signed, tails obtained <3

Statistics: Posted by Petricpwnz — 29 Nov 2015, 22:18


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2015-11-29T22:17:13+02:00 2015-11-29T22:17:13+02:00 /viewtopic.php?t=11013&p=115009#p115009 <![CDATA[Re: Patch 3652 (beta) changelog]]>
The bug I noticed: When units target something and you hover over your attacking unit, instead of showing what they're attacking it shows the same picture as what the unit is. So my arty has a picture of itself both in the bottom left of the box and the bottom right. The % damage changes as it should with how damaged the target is. This is for both known and unknown targets.

Great job on this one. I'm really looking forward to playing it.

Derek-

Statistics: Posted by Derek — 29 Nov 2015, 22:17


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2015-11-29T22:01:07+02:00 2015-11-29T22:01:07+02:00 /viewtopic.php?t=11013&p=115007#p115007 <![CDATA[Re: Patch 3652 (beta) changelog]]>
Crotalus, I think you should be able to fix the transport stuff by adding in defensive checks at crucial points. Units attaching attach to a bone, so you should be able to manually check that. It may also be simple to keep a non-functional clamp>unit table tracking what's going on, just so you can shut down illegal moves.

Statistics: Posted by IceDreamer — 29 Nov 2015, 22:01


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2015-11-29T16:46:53+02:00 2015-11-29T16:46:53+02:00 /viewtopic.php?t=11013&p=114976#p114976 <![CDATA[Re: Patch 3652 (beta) changelog]]>
I don't have a clue how to fix it though, would probably have to re-implement the whole transport-attach system and override GPGs own which seems like a bit of tedious work... Unless someone has an idea we'll probably have to pull out the locking mechanism for now.

Statistics: Posted by Crotalus — 29 Nov 2015, 16:46


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2015-11-29T15:15:15+02:00 2015-11-29T15:15:15+02:00 /viewtopic.php?t=11013&p=114971#p114971 <![CDATA[Re: Patch 3652 (beta) changelog]]> Here is the replay, i write everything happening in chat, the most important stuff is from like min 20 i guess.
So im playing with this abuse and then i order a drop, leave a couple of units unlocked while all others locked but it just starts dropping random big amounts of units. Either lock is not working properly or all those units are actually not locked and only look locked in the ui? In any case i did lots of drops there locking all units except 1-2 and it then dropped some random amount of them. Check the replay for more details.
Ah and important, probably the reason i didnt spot the bug on the 1st replay, in this one im using an order to just drop all units, in previous test i manually clicked on unit icons in transport 1 by 1 and then locked them 1 by 1 too (too bad there is no button to lock all :( ).
Last update, attaching 2nd replay, I see that you can "force drop" locked units, you just need to double click on the icon in trans instead of single click. And probably this "drop all" order sometimes force drops (but again sometimes it works fine so no idea, but again i leave the replay, might help).

Statistics: Posted by Petricpwnz — 29 Nov 2015, 15:15


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2015-11-29T15:36:49+02:00 2015-11-29T14:37:38+02:00 /viewtopic.php?t=11013&p=114970#p114970 <![CDATA[Re: Patch 3652 (beta) changelog]]> Well 1st thing is that factories still have no UI support for upgrading multiple tech lvls in 1 click.
2nd (around like minute 4) is that if u move a transport attached to the ferry while some units are moving to this ferry or transport with units from that ferry is flying, it disappears (the ferry). While if you move the transport from that ferry while there are no units ordered to that ferry it acts like a persistent one.
And the final thing, which starts after ferry testing is... well i had too much fun with that one xD All in the replay, juicy stuff from when i spawn the beetles (min 8 was it?). Basically if you have lets say 5 units in trans, you order to drop 4 of them and while the trans is flying you lock them (after more testing found out that you can lock them before ordering a drop and abuse still works, but only with "drop all" key, more info on that in the next posts), the trans comes to the destination point and does nothing, but it registers as if you dropped the units, so you go ahead and load new 4 units in and good job, now you can do 200 bettle drops! Have fun xD (Gunna go try some juicy ghetto ( ° ͜ʖ°) )

Statistics: Posted by Petricpwnz — 29 Nov 2015, 14:37


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2015-11-28T09:25:41+02:00 2015-11-28T09:25:41+02:00 /viewtopic.php?t=11013&p=114903#p114903 <![CDATA[Re: Patch 3652 (beta) changelog]]> https://github.com/FAForever/fa/blob/re ... angelog.md

Statistics: Posted by IceDreamer — 28 Nov 2015, 09:25


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