Bugfixes

Re: Bugfixes

Postby Pokute » 22 Nov 2013, 18:12

Repairing (with repair command or r-key) any upgrading building which is damaged results in way too costly repairing at the same repair speed. Tested with Cybran shields, land factories and people claim it happens with mexes too. Tested on public "balancetesting" version just an hour ago. Did not test with ACUs or SCUs

How to reproduce:
Build a structure that can be upgraded.
Damage or reclaim part of it's health.
Start the upgrade for that structure.
With an engineering unit, repair (either with r-key or repair icon) the structure.
Watch your engineering unit drain all your mass.

Screenshot illustrates!
Attachments
allthemass.png
Finally something with less than 1 energy/mass ratio!
allthemass.png (1.36 MiB) Viewed 2173 times
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Re: Bugfixes

Postby Mr-Smith » 23 Nov 2013, 14:26

ya that bug is kinda worse.

sometimes a engi you have sent on patrol starts repairing/assiting a shield upgrade. and your whole eco colapses.
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Re: Bugfixes

Postby Gorton » 26 Nov 2013, 21:22

This isn't really a bug per se, but an oversight imo - the commander drone behaves stupidly, as it flies around building/reclaiming/capturing if it loses vision range on the target (often as it is moving and doesn't stop quickly) it forgets the order and moves on
Also the drone will do the exact same thing when it flies out of the buildrange (again, this happens often)
Solution: make drone have a larger vision radius and buildrange.
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Re: Bugfixes

Postby McGeifer » 28 Nov 2013, 16:09

@ Pokute

Nice to know how this bug happens. I'm wondering every time again what the hell kills my eco, especially when you only got 10 or 20 t1 engies on the field and your mass bar shows -400 :D.
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Re: Bugfixes

Postby McGeifer » 28 Nov 2013, 16:17

I got another bug.

In many games I have the problem that my engies (most times T1) that are assigned to assist my ACU are not assting it when I richt klick on the ACU and instead are repairing it. It is ok if the ACU have no build or upgrade orders but even if the ACu is bulding something I can't find a way to tell my engies to not repair the ACU. I have to wait until my ACU is back on full hp until the assis order is working properly.

Can't reproduce the bug currently.
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Re: Bugfixes

Postby errorblankfield » 29 Nov 2013, 12:50

Odd, there may be some hidden 'if com below 50% and assisted by build capcity, heal thy commander!' code in there.

Can we demote the repair action to 'if mass/energy above 50%' only when assisting. If repairing, go for it of course. But if just an assist (or ground assist), only if there is extra resources lying around. Otherwise, build with me or stare at my... helm.

Wild and crazy idea, if assisting and mass/energy below 5%, reclaim anything within reach.
(I said wild and crazy, don't give me that look.)
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Re: Bugfixes

Postby errorblankfield » 29 Nov 2013, 14:17

On/off topic; attack-moving engies from a factory doesn't work some of the time.

Some times the engies come out and reclaim like they should. Other times they just move to the end of the order like if was a move order. (This is at any mass %, I know this is normal behavior when full baring.
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Re: Bugfixes

Postby Icy » 29 Nov 2013, 14:58

Did you delete the default move order in front of the factory? I find that factory attack move almost never works if you don't, and always works when you do. (This is the blue move order directly in front of the factory. It should just be a red attack order from the fac to work right)
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Re: Bugfixes

Postby errorblankfield » 30 Nov 2013, 01:24

I don't shift add it if that's what you mean. I click the factory, then alt-click elsewhere so the only order is a red attack move from the factory. (Not a blue move-to then attack-move.)
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Re: Bugfixes

Postby Sovietpride » 30 Nov 2013, 02:45

Replay ID 1587005.

Cybran nuclear submarine has personal stealth, yet for some reason in this game the t3 sonar could detect it.
I double checked - As with all cybran stealth, the presence of an "off" field will yield the "off" icon above it. The submarine was thus "stealthed" in principle, even if not in practice.

Sonar vs stealth bug 1.jpg
Sonar vs stealth bug 1.jpg (384.99 KiB) Viewed 1933 times

Sonar vs stealth bug 2.png
Sonar vs stealth bug 2.png (2.08 MiB) Viewed 1933 times


I had power, so it wasn't a matter of it failing - Throughout the replay, he could clearly see it moving.
The T3 sonar is NOT omni and thus should not be able to detect it. - for those in doubt, merely 20-30 seconds later my t3 sonar escorts my Bship. From his perspective, everything that was under the stealth field was stealthed.(There were no t3 radar in the area either). HOwever, the submarine that should still be stealthed regardless, was detected.

Any pointers?
Anything to do with it building a nuclear warhead?
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