Bugfixes

Re: Bugfixes

Postby pip » 30 Nov 2013, 15:19

Sovietpride wrote: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 2.png


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?


It has to do with the fact that the cybran strat sub has stealth against radar and it lacks stealth against sonar. This will be fixed in next patch. Good catch
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Re: Bugfixes

Postby FunkOff » 30 Nov 2013, 15:58

I figured that was the bug... but god damn has it really been in FA this long because nobody ever makes the stupid thing?
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Re: Bugfixes

Postby pip » 30 Nov 2013, 16:18

FunkOff wrote:I figured that was the bug... but god damn has it really been in FA this long because nobody ever makes the stupid thing?

Stealth for cybran strat sub has been introduced in last patch only.
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Re: Bugfixes

Postby Nombringer » 01 Dec 2013, 10:55

That explains a lot actually...
BC_Blackheart: i just copy his shit and do it 5% better leads to easy win usually xD

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Re: Bugfixes

Postby errorblankfield » 01 Dec 2013, 13:19

Well this is about to be a lot more viable. Omni over water isn't that common. Keep it off the beaten path and spy planes aren't a problem.

Lol at having radar cloaking though.
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Re: Bugfixes

Postby Lame » 01 Dec 2013, 23:14

has anyone experienced invisible selen that are shooting at you before?

that just happened to me on winter duel. i think it may have something to do with the land scout that approaches before stealth is enabled.
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Re: Bugfixes

Postby errorblankfield » 12 Dec 2013, 03:41

Is the chronodamper (Aeon ACU upgrade) suppose to dampen allies?

Cause it does...

Which largely sucks...

Your units are fine, so the work around is having them gift you units -making this even more stupid if intended.
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Re: Bugfixes

Postby pip » 12 Dec 2013, 11:43

It's not a bug, GPG made it this way to prevent the stacking of this upgrade. Several Aeon ACU + their armies would simply streamroll anything in their passage. You can call it stupid, but having allies immune to this would lead to even more stupid stacking possibilities and unfair games.
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Re: Bugfixes

Postby errorblankfield » 12 Dec 2013, 19:03

Still stupid. :P

So that's poorly worded -calling things stupid is immature and what not, but this 'solution' is the worst of many other ways to fix this problem.

First off, the problem isn't that bad cause stuns don't stack (IIRC) so the odds of actually perastunning a group is nil as you both basically proc at the same time.
The ONLY affect having two coms with the dampener would then be two time tables of stun. As in group A is stunned by comm A. Then group B moves into range while comm A is on CD, group B is stunned by comm B. Alternate indefinitely...

Second off, the many other solutions include:

1. If allies aren't aeon, their troops are immune. Simple enough. If you stack Aeon, at least one aeon half is being stunned. But not very good for the attacking team so other solutions preferred.

2. If there is any unit stunned by ally dampener in damp range, dampener cannot proc. BAM QED. Just tag dampened units a certain way, add that to the exception of when not to use this and you can't stack them at all. In the example above, comm B can't dampen as well because if any units of group A are in range, he never dampens. To make it cost fair, remove this limit one tick before the stun is over so comms alternate damps.

3. If a dampener procs while another comm in range, their dampener must also proc at the same time. Gives back some of the power, none of the permastun (unless units are inbetween the ranges...).

4. If a dampener procs for one commander, it procs for all. Now it costs more to stack Aeon dampeners and they are just as vulnerable to attacks as before -if not more so due to less control over procs- but now you are paying multiples of the dampen cost.

5. Remove this if there is only one aeon on the team. Easy solution, marginally better than current.

Long short, there is still no reason my allies have to donate units to me if I wish to use the dampener in a team game, especially when I'm the only Aeon.

I'll poke around the code when I'm not in the midst of finals.

-Cheers
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Re: Bugfixes

Postby Wild_Green » 27 Jan 2014, 12:28

O id like to post another bug ive found.

Teamgame, ive rushed acu t opponents base, tryed to capture a pd and when my capture went to 90% they gave that pd to other teammember and my whole capture got cancelled.

No way to counter this, no way to predict this, pure bug that should be removed.

Attaching replay.
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