Bugfixes

Re: Bugfixes

Postby pip » 05 Feb 2014, 19:36

betelgeuze wrote:@pip: On preset SCU. I think in my last game I saw the symbol for one specific upgrade next to the Icon in the Infobox for an Enemy SCU. I will make a screenshot, but that will take until sunday.


The symbol of preset SCU is an icon upgrade. For example, the Aeon combat SCU uses the AOE upgrade symbol. So it will be displayed as a unit, with this icon. Thus, you can easily distinguish your SCU (but so can your opponent). Some presets combine several upgrades, but they use only one icon, it's something to get used to.
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Re: Bugfixes

Postby ZLO_RD » 06 Feb 2014, 19:55

Hope it is right place to report a bug

after this change "Bombers targeting a wreck are no longer permanently prevented from firing (By Brute51)."

i decided to test again, and indeed issue with wreck was fixed...
However for every non-carpet bomber (actually i had time to only test all t1 bombers uef/cyb t3 and ahwassa)
if you try to attack forest, does not matter by ground fire or not, you get similar issue, but bomber also produces sound when it tryes to drop a bomb, that loosk silly, i hope it will not be hard to fix in next patch or someday, and also it actually drops bomb well on 1rst time but then fails
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Re: Bugfixes

Postby Exotic_Retard » 13 Feb 2014, 22:03

not sure if the right place to post
but it would be great if uef tmd could shoot directly upwards - right now it seems to not be able to shoot down a tml launched right at it:
http://faforever.com/faf/vault/replay_vault/replay.php?id=1859827
(green player,me, gets tmled by orange com at ~9:20, when tml hits tmd which only fired at it once, when 4-5 seconds passed after the first shot)

yes, it was a commander tml, and the tmd should have died anyway, but it should have shot twice, and not once (unless i am blind/stupid)

seems that the tmd was pointing directly upwards,while the missile was coming at it from a very small angle so it couldn't align its barrel properly, not sure though

checked the unit db and it seems to be able to fire straight up, so i'm not sure why it didn't, and it should fire once every 2 seconds

oh well, not much to do about it, just a strange thing that i noticed :/
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Re: Bugfixes

Postby IceDreamer » 19 Feb 2014, 21:05

After some tracking down, I believe that Reddev32 may have fixed the bug which allows Atlantis to pull units such as the Tempest inside itself. The fix at present (Being tested more) is to remove the "Repair" category from the unit blueprint, and also from that of the other Aircraft Carriers (Which also exhibit this bug).

Strictly speaking this is a workaround rather than a fix, as it means that these units will no longer be able to use their BuildPower to assist other units under construction. I think this was unintentional anyway, so it's not too great a loss!
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Re: Bugfixes

Postby Apofenas » 22 Feb 2014, 16:15

I found out that alone Seraphim TMD is unable to counter 1 TML if it launched just enought to hit TMD with AOE. Idk if it's right topic to post this, but i think it should be fixed.
BalanceVictim wrote:I tried it out, and yes, the anti-torpedo is a useful tool now. Sadly, the rest of the unit is still extremely weak compared to any other frig
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Re: Bugfixes

Postby jmd3au1 » 22 Feb 2014, 16:44

I think I posted this into wrong forum in the first place :(

I came across a strange bug while messing around with AIs...

If you build a T3 pgen next to your Salvation, it fires faster. If you build two, or three, its even faster.
BUT, if you build four T3 pgens around it, it actually starts to fire slower then normal.

Also, surrounding it with T1 pgens do not give it +50% RoF anymore.
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Re: Bugfixes

Postby ArkonBGaming » 22 Feb 2014, 20:33

Hi,
I am a noob at FAF but I found a bug with the latest patch where my 2 megaliths wouldn't get up after i finished building them so they crawled everywhere. Just so you know in the game i am using cheats and a mod called Fiery Explosions 2.6 Beta. I have attached the replay and hopefully 2 steam screenshots of the megalith/ game

I dont know what caused this but if someone could look into it it would be good

Thanks
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2014-02-22_00003.jpg
Still crawning whilst attacking and moving half the map
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2014-02-22_00002.jpg
Screenshot of the megalith after moving about 100m from building area
2014-02-22_00002.jpg (626.25 KiB) Viewed 2924 times
Buggy Megalith.SCFAReplay
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Re: Bugfixes

Postby Ze_PilOt » 22 Feb 2014, 22:38

The mod you are using is integrated in FAF (well, not exactly, we did some work over it), and probably the cause of your problem.
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
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Re: Bugfixes

Postby RK4000 » 22 Feb 2014, 23:09

Mex rebuild fix thread, since it'll probably have different feedback from a few players due to 2 different options, I've made a separate thread for the fix:

viewtopic.php?f=41&t=6784
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Re: Bugfixes

Postby ArkonBGaming » 23 Feb 2014, 14:10

Ze_PilOt wrote:The mod you are using is integrated in FAF (well, not exactly, we did some work over it), and probably the cause of your problem.


Surely ( i'm not really sure) but this wouldn't have an effect on the build/ finishing animations of any unit. Also, it would be cool if the explosion were more 'explosive'.
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