Author Topic: Development Version Bugs  (Read 898 times)

Recon

  • Lead Programmer
  • Administrator
  • Hero Member
  • *****
  • Posts: 1877
    • View Profile
Development Version Bugs
« on: March 25, 2008, 04:02:31 PM »
This thread is for reporting bugs in the Bleeding Edge latest version of ATW.  I will edit people's posts when bugs are confirmed to no longer be an issue.  This way the whole thread will only contain current bugs.
Don't take offense at your post being merged in and deleted ;)

One thing I want to make sure everybody understands is that this thread is not for reporting balance issues.  If you spot a balance issue, either talk about it in the forum topic relating to that unit or make a new thread. 
This thread is only for reporting actual bugs.  Broken things.  Units not doing something they should be able to do, etc...

Oh, and also lets keep known bugs from previous beta releases out of this thread.  Those can stay in the other threads, only stuff that is new (broke now but not broke before) should go here.
As a reminder you can get the absolutely latest updated mod here: ATW: Development Version

=== BUG LIST ===
  • Kykem reports the UEF SCU upgrades don't always give additional armor [FIXED]
  • Kykem reports the UEF SCU weapon upgrade for Area Damage doesn't work [FIXED]
  • Kykem reports the Aeon SCU weapon upgrade for Area Damage doesn't work [FIXED]
  • Sleepwarz noticed that the Seraphim ACU weapon upgrade doesn't work [FIXED]
  • BulletMagnet says the Cybran ACU is stealth even before he gets the upgrade [UNREPEATABLE]
« Last Edit: December 14, 2009, 06:34:26 AM by Pawz »
Logged

Recon

  • Lead Programmer
  • Administrator
  • Hero Member
  • *****
  • Posts: 1877
    • View Profile
Re: Development Version Bugs
« Reply #1 on: April 16, 2008, 10:08:46 PM »
Notes to those who have reported bugs:

Wankey:
I tested all four ACU overcharge weapons and they all fire at exactly the same range as the main gun.

Annihilator:
Seraphim ACU's Restoration upgrade bumps Pillar from 3 to 12.  Bumps Titan from 30 to 105.
According to the specs, the maximum regen by this upgrade is +75 which lines up with Titan's 30+75=105.
The standard multiplier is 0.0055555555 (unless it passes the max of 75).
Looks like 0.0055555555 is multiplied by the unit's armor.  So 1620 armor * 0.0055555555 = 9.
9+3 = 12 so that lines up with what we see for the Pillar.
ChickenBot's regen was boosted from 200 to 275, as expected.

Also, you can pause reclaiming by just stopping your engineers.  [S Key]
No need for using the actual pause button.
Also I just checked and even in Vanilla pausing a reclaim does nothing..

Kaer:
I just confirmed that T3 bombers do indeed damage underwater units BUT only if you have them attack a surface unit directly above the underwater unit!
They cannot be ordered to attack the underwater unit.  They can't even be ordered to attack the surface of the water. They will just abort and land.

Also, I noticed that the Seraphim T2 artillery does not appear to be any less accurate than any of the other factions' T2 artillery.  It is still the most accurate of all four.
Also, shooting at a single small structure like a PD or something is going to take a while to score a hit.  Artillery are not particularly accurate weapons and you count on collateral damage of misses striking enemy units near the target.  Max range doesn't appear to have any real decrease in accuracy from mid-range either.

Kykem:
I know you said the UEF Battlecruiser can't hit accurately, but...
I can't explain it better than this:  Video of Battlecruiser kicking ass

Also, I just tested all four Cybran ACU Microwave Laser upgrades, and they all appear to work exactly as designed.
The first upgrade has a short range, so often the ACU's regular gun will fire at things unless they are close.
The second upgrade is just a bit shorter than the main gun's range so the main gun rarely will fire. Usually it will be the beam.
The third and fourth upgrades visibly increase the red weapon range circle, and lock and fire on any enemy units which enter this circle.
I'm not sure what it is you noticed but I can't seem to make it break on my end.
« Last Edit: April 18, 2008, 11:39:58 PM by Recon »
Logged

BulletMagnet

  • Beta FAA Members
  • Hero Member
  • *****
  • Posts: 564
  • plz stop shooting at me
    • MSN Messenger - peskielil@gmail.com
    • View Profile
    • Email
Re: Development Version Bugs
« Reply #2 on: May 11, 2008, 06:55:01 AM »
just saw about a zillion of these filled in the log. i don't understand it, so i thought i'd throw it up on the forum. mind you, i never saw anything wrong in-game (i was too busy watching tanks fling hurt at each other at 4x the velocity) so nothing might actually be broken.

Code: [Select]
debug: Loading module '\000/lua/sim/tasks/enhancetask.lua\000'
debug: Loading module '\000/lua/sim/scripttask.lua\000'
warning: Error running /lua/sim/tasks/EnhanceTask.lua script in CScriptObject at 302d29b0: ...iance\gamedata\lua.scd\lua\sim\tasks\enhancetask.lua(40):
*ERROR: Ordered enhancement does not have the proper prereq!
         stack traceback:
          [C]: in function `error'
          ... - forged alliance\gamedata\lua.scd\lua\sim\unit.lua(1981): in function `OnWorkBegin'
          ...iance\gamedata\lua.scd\lua\sim\tasks\enhancetask.lua(40): in function <...iance\gamedata\lua.scd\lua\sim\tasks\enhancetask.lua:33>

oh, and i still see cybran commanders with stealth in the early game.
Logged

Kaerwek

  • Sr. Member
  • ****
  • Posts: 283
    • View Profile
Re: Development Version Bugs
« Reply #3 on: May 15, 2008, 12:10:24 PM »
We played Beta 19, and noticed that the UEF Acus Tac Upgrade and Nuke upgrade stop working after firing one-four missiles.

Tac launcher I typically could launch two or three missiles before it jammed, i.e. range ring disappeared and it loaded the missile but couldn't shoot it.

Same happened with nuke launcher once I upgraded it, but I only got off one nuke before it jammed.

Kaer
Logged

BulletMagnet

  • Beta FAA Members
  • Hero Member
  • *****
  • Posts: 564
  • plz stop shooting at me
    • MSN Messenger - peskielil@gmail.com
    • View Profile
    • Email
Re: Development Version Bugs
« Reply #4 on: May 22, 2008, 12:51:05 AM »
i'll check soonish and post up a verdict.
Logged

BulletMagnet

  • Beta FAA Members
  • Hero Member
  • *****
  • Posts: 564
  • plz stop shooting at me
    • MSN Messenger - peskielil@gmail.com
    • View Profile
    • Email
Re: Development Version Bugs
« Reply #5 on: May 22, 2008, 05:18:12 AM »
didn't crash for me, and i ended up building 8 arty's and have them shoot constantly.

though i did see something odd in the post-game stat screen; one of the bots (i doubt the fact that it was a bot had anything to do with it) had mass and energy scores of -1.#IND. wtf?
Logged

BulletMagnet

  • Beta FAA Members
  • Hero Member
  • *****
  • Posts: 564
  • plz stop shooting at me
    • MSN Messenger - peskielil@gmail.com
    • View Profile
    • Email
Re: Development Version Bugs
« Reply #6 on: May 22, 2008, 05:19:51 AM »
right, something i forgot to mention also; a long sera gunship cannot kill a sera T1 PD.
Logged

BulletMagnet

  • Beta FAA Members
  • Hero Member
  • *****
  • Posts: 564
  • plz stop shooting at me
    • MSN Messenger - peskielil@gmail.com
    • View Profile
    • Email
Re: Development Version Bugs
« Reply #7 on: June 25, 2008, 12:41:23 AM »
Aeon TMD doesn't fire against Sera TMLs.

it royally screwed me over in my last game.

...and is it me or do planes not repair any faster on stagings than in the air?

[EDIT:] i noticed that the range-ring changes too when built. coincidentally, this was brought up today in the community patch v2 threads.
« Last Edit: June 25, 2008, 02:16:55 AM by BulletMagnet »
Logged

IceFire

  • Full Member
  • ***
  • Posts: 147
  • Wait...what?
    • View Profile
Re: Development Version Bugs
« Reply #8 on: July 02, 2008, 11:40:06 AM »
I've noticed the aircraft dont repair fast on air repair pads.

maybe you could make the repair rate massively increase while on the air repair pad
Logged
UEF Journeyman:"And the moral son is that if we can see any metal on it, obviously, the design need an armor plate there."
UEF Apprentice: "But, all the armor plates are metal"
UEF Journeyman:"I think your getting the idea...

Hart

  • Full Member
  • ***
  • Posts: 205
  • The Map Man
    • View Profile
    • WWW
Re: Development Version Bugs
« Reply #9 on: July 02, 2008, 09:26:49 PM »
Dead-chicken-bot has veterancy issues.  I had one eat my Comm(With all UEF shield upgrades, no plating), One-shot 5 quantum gates(along with the rest of my primary base), after punching through 4 T3 UEF shield's. 

Now considering the thing has a 20-30 second lifetime.. that's a damned impressive result..  Further testing showed 1 chickbot was a match for 60-odd GC's, provided they were all in range when the CB died.

BulletMagnet

  • Beta FAA Members
  • Hero Member
  • *****
  • Posts: 564
  • plz stop shooting at me
    • MSN Messenger - peskielil@gmail.com
    • View Profile
    • Email
Re: Development Version Bugs
« Reply #10 on: July 02, 2008, 10:43:07 PM »
I've noticed the aircraft dont repair fast on air repair pads.

maybe you could make the repair rate massively increase while on the air repair pad
yep, i've seen that too.
Logged

Pawz

  • Project Lead
  • Administrator
  • Hero Member
  • *****
  • Posts: 855
    • ICQ Messenger - 5627253
    • MSN Messenger - pawz1981@hotmail.com
    • View Profile
    • Email
Re: Development Version Bugs
« Reply #11 on: December 14, 2009, 08:53:27 AM »
Fixed the air-repair bug.

Noticed a new minor bug - UEF gunships seem quite happy to land on water. O_O

Posted latest build to the bleeding edge - grab a copy if you like!
Logged