Author Topic: Prerelease/Expans 2.001V (New font, 5 new ships, 11 new AI types)  (Read 4295 times)

Offline dumpsterKEEPER

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Re: Prerelease/Expans 2.001V (New font, 5 new ships, 11 new AI types)
« Reply #15 on: December 17, 2009, 05:45:57 pm »
Oooh, I like the new font! It is much more readable than the previous pre-releases and looks very clean and professional. A couple things that stood out to me from a new game I just started.

First, I had a wave of ships attack my home planet which included some Zenith Paralyzer ships. They paralyzed one of my turrets and after the battle I noticed that the paralysis timer counted down to 00:00 but the turret remains paralyzed and the timer remains at 00:00. If it matters, the turret was in the process of being constructed so the build time remaining indicator is still visible.

Secondly, as the turret was still being built, two of my FRD engineers began trying to assist it even though it is still paralyzed. Shouldn't engineers ignore paralyzed units, if they're not able to do anything with them?

I thought I'd post these things here as I'm not sure if they're issues or not, but I can also post them in the appropriate forums as necessary.

Glad the font is a hit!  I've made a bug report issue for the other things you noted, those are definitely not by design:  http://arcengames.com/forums/index.php/topic,2636.0.html

Thanks for that.  As I've been sick lately my mind is rather fuzzy, so I wanted to double-check myself before jumping to the conclusion that they were bugs :)

Offline FFLaguna

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Re: Prerelease/Expans 2.001V (New font, 5 new ships, 11 new AI types)
« Reply #16 on: December 17, 2009, 06:05:07 pm »
x4000 and Revenantus, thanks so much! I'm going to make the changes and I'll post back again tomorrow on how it played out. You guys rock. :)

Offline Revenantus

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Re: Prerelease/Expans 2.001V (New font, 5 new ships, 11 new AI types)
« Reply #17 on: December 17, 2009, 06:27:11 pm »
x4000 and Revenantus, thanks so much! I'm going to make the changes and I'll post back again tomorrow on how it played out. You guys rock. :)

No problem! :)

Offline x4000

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Re: Prerelease/Expans 2.001V (New font, 5 new ships, 11 new AI types)
« Reply #18 on: December 17, 2009, 06:34:33 pm »
My pleasure, to both of you!
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Offline Lancefighter

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Re: Prerelease/Expans 2.001V (New font, 5 new ships, 11 new AI types)
« Reply #19 on: December 17, 2009, 10:34:36 pm »
I note as for my recent play, that anti-starships are still tractor-beam resistant... Yet they use lasers now...

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Offline x4000

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Re: Prerelease/Expans 2.001V (New font, 5 new ships, 11 new AI types)
« Reply #20 on: December 17, 2009, 10:36:29 pm »
I note as for my recent play, that anti-starships are still tractor-beam resistant... Yet they use lasers now...



Yep, they have always been tractor-resistant.  They are a specialized raider, it wasn't because of their inability to hit tractors or anything (their tractor immunity predates that).
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Offline Lancefighter

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Re: Prerelease/Expans 2.001V (New font, 5 new ships, 11 new AI types)
« Reply #21 on: December 17, 2009, 10:59:51 pm »
Oh.. Well, I've got my timeline screwed up then.

In other news, are forcefields supposed to regenerate while they are being shot at? I seem to remember them not being able to be repaired for the same 3 seconds before they could be engineer-repaired..
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Offline x4000

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Re: Prerelease/Expans 2.001V (New font, 5 new ships, 11 new AI types)
« Reply #22 on: December 17, 2009, 11:02:11 pm »
Looking at the code for regen, I can see that it is also only able to work if the regenerating ship has not been damaged in the last 3 seconds.  Should be working...
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Offline Lancefighter

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Re: Prerelease/Expans 2.001V (New font, 5 new ships, 11 new AI types)
« Reply #23 on: December 17, 2009, 11:16:36 pm »
well err... my flagships were shooting at it and it was regenerating. Perhaps you could post the code, and we of the forums could lend some spare eyes?
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Offline x4000

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Re: Prerelease/Expans 2.001V (New font, 5 new ships, 11 new AI types)
« Reply #24 on: December 17, 2009, 11:20:06 pm »
It's pretty simple...

Code: [Select]
if ( this.UnitData.RegenRate > 0 && this.Health < this.UnitData.MaxHealth &&
                    this.LastDamagedGameSecond + Configuration.DamageAssistThreshold <
                    GameForm.Instance.GameSecond )
                    this.Health += this.UnitData.RegenRate;

Unless LastDamagedGameSecond is not being set properly (which would make any ships repairable under duress, I'd think), this should be working okay.
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Offline Lancefighter

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Re: Prerelease/Expans 2.001V (New font, 5 new ships, 11 new AI types)
« Reply #25 on: December 17, 2009, 11:27:28 pm »
I agree, i cant see anything wrong with that code. However; I am uploading a savegame under V, no expansion, where a group of dreadnaughts on Murdoch (should be a p8 world) are pounding on a forcefield in the north-eastish area of the planet... The dread's are staggared enough that it cant be repaired in between, but its still regenerating instantly after each shot.
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Offline x4000

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Re: Prerelease/Expans 2.001V (New font, 5 new ships, 11 new AI types)
« Reply #26 on: December 18, 2009, 12:22:17 am »
I agree, i cant see anything wrong with that code. However; I am uploading a savegame under V, no expansion, where a group of dreadnaughts on Murdoch (should be a p8 world) are pounding on a forcefield in the north-eastish area of the planet... The dread's are staggared enough that it cant be repaired in between, but its still regenerating instantly after each shot.

Awesome, thanks for the savegame.  This was a bug in some nearby code caused by the implementation of the Cursed Golem.  It's all fixed for W!
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Offline x4000

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