Forged Alliance Forever Forged Alliance Forever Forums 2019-02-25T05:52:34+02:00 /feed.php?f=3&t=17243 2019-02-25T05:52:34+02:00 2019-02-25T05:52:34+02:00 /viewtopic.php?t=17243&p=172262#p172262 <![CDATA[Re: SMD/Nuke Timers]]> Statistics: Posted by biass — 25 Feb 2019, 05:52


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2019-02-25T04:38:15+02:00 2019-02-25T04:38:15+02:00 /viewtopic.php?t=17243&p=172261#p172261 <![CDATA[Re: SMD/Nuke Timers]]>
PhilipJFry wrote:
zoom in on the smd with your minimap or enable split screen and zoom in on the smd there


Yes I know there are ways to deal with it, but does it really add to the game to turn a function involving a 4 minute timer altered by a production assistance bonus into an all out dust battle throwing sabotage at each other with full force? This leads to mental issues and health issues and defies the mathematical coding that underlies the designers intent for the game.

It's an easy thing to just add done at minute XX:XX and have it change as you add production power. This way if that timer goes bonkers, its easy to see, and easy to screenshot for debugging.

Statistics: Posted by Spy_Emanciator — 25 Feb 2019, 04:38


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2019-02-24T08:00:14+02:00 2019-02-24T08:00:14+02:00 /viewtopic.php?t=17243&p=172229#p172229 <![CDATA[Re: SMD/Nuke Timers]]> Statistics: Posted by PhilipJFry — 24 Feb 2019, 08:00


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2019-02-24T02:32:27+02:00 2019-02-24T02:32:27+02:00 /viewtopic.php?t=17243&p=172219#p172219 <![CDATA[Re: SMD/Nuke Timers]]>
Louvegarde wrote:
I have not worked a lot with SCFA's engine for the moment, but
- I have doubts that adding a timer display (UI) will solve any internal engine problem
- I have doubts that the position of your camera in the world effectively makes a building work slower or faster, except if we're talking of the whole simulation being slowed down or sped up
- I have doubts this technique is actively used to sabotage SMD of other players at it is the first time I ever hear of it.

However, I hope to be surprised with the replay you're going to bring up to back up your claim. If you can actually prove your point, I think that's going to be an interesting issue to look into.


Kind of hard to document because if i look at it then the problem is being cleared. thus making it a paradox. If i made a video of me micro'ing other units to demonstrate it's sluggish progress, then I would have no timer reference to compare to. So again, add numbers to the bar like doing comm upgrades, so we can even begin to understand if its a problem or not and how bad.

Statistics: Posted by Spy_Emanciator — 24 Feb 2019, 02:32


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2019-02-23T20:39:35+02:00 2019-02-23T20:39:35+02:00 /viewtopic.php?t=17243&p=172197#p172197 <![CDATA[Re: SMD/Nuke Timers]]> Thank's.

Statistics: Posted by Uveso — 23 Feb 2019, 20:39


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2019-02-23T19:39:34+02:00 2019-02-23T19:39:34+02:00 /viewtopic.php?t=17243&p=172196#p172196 <![CDATA[Re: SMD/Nuke Timers]]> Statistics: Posted by MayorDamage — 23 Feb 2019, 19:39


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2019-02-22T22:42:50+02:00 2019-02-22T22:42:50+02:00 /viewtopic.php?t=17243&p=172149#p172149 <![CDATA[Re: SMD/Nuke Timers]]> - I have doubts that adding a timer display (UI) will solve any internal engine problem
- I have doubts that the position of your camera in the world effectively makes a building work slower or faster, except if we're talking of the whole simulation being slowed down or sped up
- I have doubts this technique is actively used to sabotage SMD of other players at it is the first time I ever hear of it.

However, I hope to be surprised with the replay you're going to bring up to back up your claim. If you can actually prove your point, I think that's going to be an interesting issue to look into.

Statistics: Posted by Louvegarde — 22 Feb 2019, 22:42


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2019-02-22T22:33:01+02:00 2019-02-22T22:33:01+02:00 /viewtopic.php?t=17243&p=172148#p172148 <![CDATA[Re: SMD/Nuke Timers]]>
biass wrote:
so ya got a video of this happenin or


I'll take on next time I notice it. Its happened enought I'm sure its an issue. Its not a hard coding thing to add timer based numbers in, and this will make it impossible to break this part of the game.

Statistics: Posted by Spy_Emanciator — 22 Feb 2019, 22:33


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2019-02-21T13:39:11+02:00 2019-02-21T13:39:11+02:00 /viewtopic.php?t=17243&p=172098#p172098 <![CDATA[Re: SMD/Nuke Timers]]> Statistics: Posted by biass — 21 Feb 2019, 13:39


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2019-02-21T10:54:11+02:00 2019-02-21T10:54:11+02:00 /viewtopic.php?t=17243&p=172093#p172093 <![CDATA[Re: SMD/Nuke Timers]]>
ZLO_RD wrote:
Hard to understand... This is not Dune 2, you don't have to look at your silos to make them load faster.
But there is a problem with all silos right now (Nukes, antinukes, TMLs, nuke subs...). When you are stalling mass even a little bit they stop building missiles almost completely.


Yes it's not easy to see as you assume everything is working correctly, but i'm talking about green mass on the bar, no power stall and the timers can shut down completely only to jump back to life when focused on hard. (aka zooming in really close and monitoring the bar) There is a serious percentage being applied to the production power of building these objects (aka they take long but spend little mass) and it could be related to fractional rounding errors in this split of production time vs mass use.

All i'm asking for is a timer, relating for game clock that shows, ok at this number of engineers and base production, what game clock to the second will the smd be done. Same applies to nukes, and experimental builds. Will help people make better judgements and prevent sabotage from effecting these slow timers where an unaware player might not notice.

Statistics: Posted by Spy_Emanciator — 21 Feb 2019, 10:54


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2019-02-21T08:46:58+02:00 2019-02-21T08:46:58+02:00 /viewtopic.php?t=17243&p=172086#p172086 <![CDATA[Re: SMD/Nuke Timers]]> But there is a problem with all silos right now (Nukes, antinukes, TMLs, nuke subs...). When you are stalling mass even a little bit they stop builsing missiles almost completely.

Statistics: Posted by ZLO_RD — 21 Feb 2019, 08:46


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2019-02-20T20:23:14+02:00 2019-02-20T20:23:14+02:00 /viewtopic.php?t=17243&p=172080#p172080 <![CDATA[SMD/Nuke Timers]]>
Right now the timers are subject to an observation paradox where the timer functions at one speed while being closely monitored by the player and another much slower (if not completely halted) speed when the player is micro'ing other units or watching the whole board. This is leading to a sort of glitch battle of wills where nuke players and smd players are intentionally disrupting the function of their opponents long timer. This is not sportsmanlike play and adds nothing valuable to the game other than headaches and nausea.

Please use a more protected code for these important long timers and show a clock based finish time that prevents studdering and sabotage. The timers listed on by the units page should hold true and the addition of additional production power needs to be reflected in some way. Also noticing that engineering stations are getting a percentage benefit over engineers.

Spy_Emanciator.

Statistics: Posted by Spy_Emanciator — 20 Feb 2019, 20:23


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