Author Topic: 3.113 (Minor faction timing changes, arachnid rebalance, other rebalance)  (Read 7178 times)

Offline dumpsterKEEPER

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dumpsterKEEPER, I think Keith responded in the other thread, but apparently it's related to the chase logic change.

Cool, thanks. I thought I'd link to it here also as it seemed to be an important enough issue that I didn't want it to inadvertently get overlooked in the bug reports forum.

Offline x4000

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For sure -- thanks!
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Offline Rustayne

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Odd glitch, not sure if it is due to the patch or not, but would seem to be as it wasn't happening before.  My ships refuse to go into a wormhole.  When I select the group, and ctrl right click, they start inching their way, not moving anywhere near the right speed.  I then moved them all to the hole in question and tried then, same result.  Here is my save game if this can help figure out what is going on.

Offline dumpsterKEEPER

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Odd glitch, not sure if it is due to the patch or not, but would seem to be as it wasn't happening before.  My ships refuse to go into a wormhole.  When I select the group, and ctrl right click, they start inching their way, not moving anywhere near the right speed.  I then moved them all to the hole in question and tried then, same result.  Here is my save game if this can help figure out what is going on.

It sounds like this is the same issue that I linked to earlier in this thread.

Offline keith.lamothe

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I'll try to fix the stop-start thing in the next half hour or so, since it is quite serious.  Not sure if I can figure out how to get it to do that and not go back to the old excessive closing behavior, but that was at least playable.
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Offline Rustayne

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Ahh, my apologies.  I skimmed through the post, and didn't bother to click your list in your post.  If i did, probably wouldn't of posted it.  

Offline x4000

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I'll try to fix the stop-start thing in the next half hour or so, since it is quite serious.  Not sure if I can figure out how to get it to do that and not go back to the old excessive closing behavior, but that was at least playable.

Looking at the code history may help there.  Because the game, as of 3.060 and somewhat after, was working perfectly with this.  But some of the new changes messed that up somehow.  I know you said it's not related to the aggregate targeting, so possibly there is just something small that got changed that can be reverted.  I'll be honest, during alpha this chase behavior was an absolute nightmare for me to get working over the course of several months, so I highly doubt you can duplicate that in any reasonable amount of time without just reverting it.  There are just too many odd cases, like going to gather points, wormholes, snipers and their logic, FRD versus attack move, etc, etc, etc...
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Offline keith.lamothe

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The tricky thing is that I don't remember making any changes to the actual chase logic... but will figure it out, anyway.
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Offline x4000

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Yeah, it's tricky either way, and that's why I was thinking the svn diffs might be helpful.  It's something on ForegroundObject.cs for sure.  It may be that one of the variables that the chase logic keys off of is being set inappropriately (used for some other purpose that it was originally supposed to be), or something.  Or possibly the stop logic was changed, or something along those lines.  If some secondary method or property was changed to fix some other bug that was seemingly unrelated, maybe it caused this.  There are only a handful of methods and properties used by the chase logic at this stage, though, so that should limit the search path if you're going through the diffs.  I can't think of another way that would be feasible to find this one in any fast timeframe.
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Offline keith.lamothe

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Ok, fix is committed.

If this doesn't work, will be time to start reverting things, but that approach seemed to involve more time and loss of other work (even very narrowly focused), so I wanted to give it one more try.
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Offline x4000

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Thanks, Keith.  Hopefully so!

Updates in 3.113:

-All mines now have 35,000 health instead of 20,000, which means they also do the same amount more damage.

-The paralysis effect (but not damage) of EMP mines now effects ships in an area of effect radius.  The damage of them is still applied to the target that hit them only.

-Last version seriously broke move logic (wormhole orders, space dock gather points, etc); this should be fixed now, while maintaining the fix preventing excessive closing of range.
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Offline vonkolberg

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Just wanted to drop in another thanks for the great support...  I often check in "fixes" to my project's CVS that take a lot longer to address, keep up the good work!

Offline keith.lamothe

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Well, I try to keep the rate at which I fix things proportional to the rate at which I break them... which is alarmingly fast sometimes ;)
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Offline vonkolberg

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One side effect of the EMP mines doing area-of-effect EMP is that ships caught in the minefield can be paralyzed for a long time...  it seems like ships get the 30 seconds (or whatever) of EMP * the number of mines that went off...  just flew a group of bombers into an EMP minefield and now they're all paralyzed for 10-20 *minutes*.  Is it the expected behavior?

Offline Mánagarmr

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  • if (isInRange(target)) { kill(target); }
-Increments to total AI Progress now show in a small alert box listing the time, amount, and cause of the 6 most recent increments.  This box doesn't show if there is nothing to display, and once it is showing you can minimize it by right-cliking the box title bar, or clear it (and thus hide it until the next increment) by ctrl+alt+right-clicking it.  Alternatively you can just right-click the box title bar and it will "minimize" down to that bar.  You can drag it around by left-click-and-drag on the box title bar.
It would be absolutely AWESOME if this also displayed reductions. It's an absolutely awesome function, but reductions would be even better.
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