Insane repair cost for upgrading buildings.

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Insane repair cost for upgrading buildings.

Postby JeeVeS » 30 Mar 2014, 19:12

It appears that when you repair any upgrading building (factory, radar, sonar, mex, hive, kennel, etc), you are charged the fixed amount of 10 mass and 10 energy per unit of build capacity. So a t1 com (10 build power) repairing a t1 mex that is upgrading to a t2 mex is charged 100mass and 100energy per second. Obviously for most (all?) buildings this repair will quickly exceed the mass worth of the upgraded building. It is also much more expensive then the upgraded forms of these buildings are to repair.

This is likely the reason you have stalled hard while tending to an upgrading building under fire.
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Re: Insane repair cost for upgrading buildings.

Postby ZLO_RD » 30 Mar 2014, 19:59

you sure it happened with FAF version of game? i thought it was fixed, at least for extractors...
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Re: Insane repair cost for upgrading buildings.

Postby Blackheart » 30 Mar 2014, 20:12

That bug is still there , also for mexes (repairing upgrading mex = BAD)
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Re: Insane repair cost for upgrading buildings.

Postby Mr-Smith » 30 Mar 2014, 20:36

ya bug is still there
this can realy f*** up your eco
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Re: Insane repair cost for upgrading buildings.

Postby Nombringer » 30 Mar 2014, 21:31

Because cyb shields were not already annoying enough to upgrade
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Re: Insane repair cost for upgrading buildings.

Postby ZLO_RD » 30 Mar 2014, 21:34

500 hp is OP anyway
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Re: Insane repair cost for upgrading buildings.

Postby Crotalus » 31 Mar 2014, 07:46

Fixed the bug with repairing upgrading structures, I've committed the change to the repository so zep can include it in FAF.

Whole list of bugfixes:

  • Avoid triggering death explosions (SCU / Paragon) when giving units at player death. This is an old fix that somehow got lost in the repository before getting live.
  • Fixed bug with enhancing units that are paused but assisted by engineers . The progress bar didn't update and enhancements never counted as complete until unit was unpaused
  • Fixed bug with mexes not having right production values if mass storages are built while they are upgrading
  • Fixed bug with wrong consumption values when repairing upgrading structures
  • Made damage on structures after upgrade more logical, instead of using % of old structure's HP it substracts the damage from the new structures maximum hitpoints. Otherwise you have to manually repair a structure before upgrading.
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Re: Insane repair cost for upgrading buildings.

Postby E8400-CV » 31 Mar 2014, 11:52

Super!!! :mrgreen: :mrgreen:
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Re: Insane repair cost for upgrading buildings.

Postby ZLO_RD » 31 Mar 2014, 16:39

Crotalus wrote:
  • Made damage on structures after upgrade more logical, instead of using % of old structure's HP it substracts the damage from the new structures maximum hitpoints. Otherwise you have to manually repair a structure before upgrading.

i want point out, that this change is not really fixing any bug, it is more like balance change, that improves defender advantage alittle bit, not sure if i am against that change tho...
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Re: Insane repair cost for upgrading buildings.

Postby Crotalus » 31 Mar 2014, 17:32

Yeah true... it's just irritating that damaged mexes still are damaged to the same degree after spending an upgrade on them. You have to remember to repair them before you upgrade them to not "waste" hitpoints.

Another solution would be to slowly increase maximum hitpoints and hitpoints when you upgrade something, instead of right now when it jumps right up after upgrade is complete.
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