Help needed testing 3.2.x Campaign games!

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Re: Help needed testing 3.2.x Campaign games!

Postby alfred007 » 15 Oct 2017, 17:28

Berserk Cyborg wrote:Forgot about Beta 3, all the other Beta/Gamma mission factories were made faster. Wonder if we should make the last Beta mission have faster reinforcement timers for the land units.


I played the last beta mission in 3.2.3 and 3.1.5 and I agree that the reinforcement timer should be decreased, but not too much or it becomes too tough on insane. For the first try I propose to decrease both by one minute. And if I understand the javascript file for cam2-end right you coded 8-15 units for reinforcements. That are not enough. The tank group in the north were not less than 13 units, and the cyborg group in the south were not less than 20 cyborgs plus constant 4 lancer panther tracked tanks and 3 hyper-velocity cannon panther tracked tanks.
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Re: Help needed testing 3.2.x Campaign games!

Postby Berserk Cyborg » 15 Oct 2017, 18:55

alfred007 wrote:I played the last beta mission in 3.2.3 and 3.1.5 and I agree that the reinforcement timer should be decreased, but not too much or it becomes too tough on insane. For the first try I propose to decrease both by one minute. And if I understand the javascript file for cam2-end right you coded 8-15 units for reinforcements. That are not enough. The tank group in the north were not less than 13 units, and the cyborg group in the south were not less than 20 cyborgs plus constant 4 lancer panther tracked tanks and 3 hyper-velocity cannon panther tracked tanks.
Reduced the reinforcement timers by a minute and the unit amount ranges from 18-25 per queue.
Updated-Campaign.wz
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Bethrezen wrote:Although I'm curious why you have never seen that bug because that happens to me pretty much every time I play alpha 12, question is are you just playing through from alpha 11 or are you starting from a save made on alpha 12 ?
I always start from the pre-away mission and I save and reload about 4-5 times as I progress along on insane difficulty. Maybe it happens because you build a repair facility on an island?
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Re: Help needed testing 3.2.x Campaign games!

Postby alfred007 » 15 Oct 2017, 19:06

Berserk Cyborg wrote:Maybe it happens because you build a repair facility on an island?


No, I also often build repair facilities on islands for my hover squad. That's not what cause this bug.
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Re: Help needed testing 3.2.x Campaign games!

Postby alfred007 » 16 Oct 2017, 01:11

My new test with the latest mod of beta 3 showed again no problems. I noticed only one thing that the collective run out of energy. With the decrease of factory throttles we should also increase the energy of the collective and nexus.
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Re: Help needed testing 3.2.x Campaign games!

Postby Berserk Cyborg » 16 Oct 2017, 17:34

alfred007 wrote:My new test with the latest mod of beta 3 showed again no problems. I noticed only one thing that the collective run out of energy. With the decrease of factory throttles we should also increase the energy of the collective and nexus.
This mod increases power for Beta and Gamma missions plus making the Gamma factories produces faster (were around two-three minutes before). I guess the ultimate question is: Should the AI player have almost infinite power (something like 999999) regardless of difficulty?

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Re: Help needed testing 3.2.x Campaign games!

Postby alfred007 » 16 Oct 2017, 21:15

Berserk Cyborg wrote: I guess the ultimate question is: Should the AI player have almost infinite power (something like 999999) regardless of difficulty?


If we say the AI should be able to produce units till the end of each level no matter what happens it would be the easiest way to ensure that. And I'm the opinion the AI should be able to do that. So my answer is yes.
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Re: Help needed testing 3.2.x Campaign games!

Postby -Philosopher- » 16 Oct 2017, 21:25

Hey @Beserk Cyborg

Alpha 05

Are you likely to look at the commander behaviour again?
viewtopic.php?f=1&t=12714&start=450#p138674

Alpha 06

Any luck with having objective markers show for LZs only when they open?
viewtopic.php?f=1&t=12714&start=435#p138626

Alpha 12

Is there interest in aligning the victory conditions on this stage to wzcam/the original?
viewtopic.php?f=1&t=12714&p=138299#p138299

Power Bonus

I'm wondering if it's too generous. In wzcam, there are stages where power management is a factor, but this dimension is absent entirely from jscam - there's huge excess of power on pretty much every stage. To take an extreme example:

On 1.10 I (literally) left Alpha 01 running overnight so I wouldn't have to worry about power levels while I tested things. Even with my build-spammy approach to playing the stages, here's where I was at by the beginning of Alpha 12:
Image

On master, I put no effort whatsoever into finishing any stage early or trying to conserve resources, and yet ended up here by the start of Alpha 12:
Image

i.e. far more than I got by "abusing the exploit" to an extreme!

On beta, so far, it's much the same. I sort of had to watch my spending slightly on Beta 01, but by the start of Beta 03 I'm back to having a huge excess, and it's only going to grow.

I think making it so you're not penalised for being quick to finish a stage is a great idea, but does there need to be a bonus as well? For me, time saved is incentive enough, and power levels over c. 20k are pretty much worthless anyway - it'll never get spent on anything. Or, if there really must be a bonus, how about 10% rather than 25%?
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Re: Help needed testing 3.2.x Campaign games!

Postby Berserk Cyborg » 17 Oct 2017, 22:25

All AI power is now set to 999999 regardless of difficulty which is more than enough than what any mission could use. I am sure we all can agree that the AI should never run out of power for any mission.

-Philosopher- wrote:Are you likely to look at the commander behaviour again?
viewtopic.php?f=1&t=12714&start=450#p138674
Sometime later. Needs a whole new tactic order for it.

-Philosopher- wrote:Any luck with having objective markers show for LZs only when they open?
viewtopic.php?f=1&t=12714&start=435#p138626
I guess turning it into a base, thus making it detectable, when the mixed base trigger is entered will suffice for this unique situation.

-Philosopher- wrote:Is there interest in aligning the victory conditions on this stage to wzcam/the original?
viewtopic.php?f=1&t=12714&p=138299#p138299
Destroying all bases victory condition? Will work on it next.

-Philosopher- wrote:Power Bonus
I'm wondering if it's too generous.
Yeah, I noticed it as well. Not sure how to quite balance it though I now have it as a 10% bonus on easy/Normal, 5% on hard, and no bonus for insane (see function camNextLevel() in libcampaign.js). I also made oil intake slower on hard/insane and increased it for easy. If anyone is interested, you could play around with the power values in the resetPower() function included in the rules.js file.

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Re: Help needed testing 3.2.x Campaign games!

Postby alfred007 » 17 Oct 2017, 22:39

@Berserk Cyborg
I wonder that you coded setPower for alpha 3, alpha 7, beta 1, beta 2 and beta 11. In these levels are no enemy factories not even phantom factories like in gamma mission.

I'm not sure if a power limit of 12000 is too tight for gamma mission or not. For alpha it is enough, beta I would say also but in gamma you need a lot more energy for every unit. But let it as it is, we'll see when we are testing gamma mission.
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Re: Help needed testing 3.2.x Campaign games!

Postby alfred007 » 19 Oct 2017, 22:15

I have an idea why the enemy units get stuck in their factories like in this picture from Philosopher.

Image

At the end of the jscam site of the wiki http://developer.wz2100.net/wiki/jscam is described how to label an assembly (=rally) point for enemy factories. And for example in alpha 9 there are only assembly points for the scavenger factories coded in the labels.json file. And all scavengers move away from their factory, NP units not. Maybe we have to define assemblies for all factories in every level. And maybe, but just maybe, this helps with the problems Bethrezen has with the cyborgs in alpha 12.
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Re: Help needed testing 3.2.x Campaign games!

Postby Bethrezen » 20 Oct 2017, 10:51

And maybe, but just maybe, this helps with the problems Bethrezen has with the cyborgs in alpha 12.


TBH I'm not sure if that would solve the problem because what I'm observing on alpha 12 is that there units stop trying to attack me now that is understandable if i convert all my units to hover craft, because there land units can't get me when i pull back over the water, however if i leave 1 squad as land based units then they should switch there focus to the squad they can reach which there are not doing currently, from my preservative this seems to be an issue with there tactics because its affecting the units from there factories and from there drop zone.
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Re: Help needed testing 3.2.x Campaign games!

Postby Berserk Cyborg » 23 Oct 2017, 19:31

Fixed offworld LZ based victory for missions that do not force return to lz and do not force total annihilation. Alpha 12 now ends when all enemy units are destroyed and all the bases are eliminated. Seems I messed up Alpha 6 with the previous mod, so it works again in this mod.
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Re: Help needed testing 3.2.x Campaign games!

Postby Forgon » 23 Oct 2017, 20:03

Please push your changes to Github.

On a personal note: Could you review some of my unclosed tickets?
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Re: Help needed testing 3.2.x Campaign games!

Postby Berserk Cyborg » 25 Oct 2017, 01:13

Forgon wrote:Please push your changes to Github.

On a personal note: Could you review some of my unclosed tickets?
Ok, pushed campaign updates into 1b60377. I was more or less going to leave Per to review your patches.

I wonder that you coded setPower for alpha 3, alpha 7, beta 1, beta 2 and beta 11. In these levels are no enemy factories not even phantom factories like in gamma mission.
I did it for consistency as I think it is a good idea for the AI player to have power regardless if they should use any. it is one less thing a potential mod maker would have to do.

Setting assembly points would do nothing for what Bethrezen encounters. It appears to be save related, though I am going to start investigating this again. Anyone find anymore undocumented script bugs lately? Think I am going to finish the cam3-ad1 script conversion soon.

Edit: Wording.
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Re: Help needed testing 3.2.x Campaign games!

Postby Bethrezen » 26 Oct 2017, 05:14

Anyone find any more undocumented script bugs lately?


not so far although I've only gotten as far as the end of alpha due to the issue with alpha 12 blocking me unless i cheat.

having said that, I've just updated to the latest master
warzone2100-master-20171025-003850-1b60377.exe (24-Oct-2017)

So tomorrow I'll run through alpha again to make sure everything's ok with the power changes and the like and then maybe we can see about sorting out alpha 11 and get the convoy working as it should.

As an aside while on most levels I'm not so fussed about minor little differences in the behaviour of the computers units, on this level as the convoy makes up about 75% of the level i think its important that the convoy work correctly.

Now since the group code doesn't play nice with that tracked unit here is what I'm thinking

1.) change the heavy cannon mantis tracks to heavy cannon mantis half tracks
2.) change the bug lancer half tracks to scorpion lancer half tracks
3.) change the medium cannon scorpion half tracks to medium cannon mantis half tracks
4.) and add third scorpion lancer half track.

this keeps things pretty close to the original but makes the convoy a little tougher, since most players would probably be attacking that with 10 medium or heavy body units.

Finally with regards to the the time delay before the convoy starts moving on v1.10 that appearer to be around 2 to 2:30 minutes if i recall correctly however I'm of the opinion that 2 to 2:30 minutes is far to long, and makes the level way to easy therefore I'd recommend reducing the time delay to 1:30 for easy and normal and 1:00 for hard and insane, because realistically the alpha 11 map isn't very big and even on easy you shouldn't need more then 60 seconds to get to the convoy.

as for alpha 12 despite my best efforts i still haven't been able to isolate what is triggering the build up in there base, and why at some point as i play through the level there units stop coming to attack me despite me deliberately leaving 1 group of units as land base I have several theories about what might be going on but no evidence to back them up.

In an attempt to try and learn more about what is going on under the hood i started the game with the flag --debug=all i the loaded up one of my old saves where there units have stop attacking me and are just turtleing in there base and upon looking through the log that was generated i noticed something interesting that might be relevant

Code: Select all
never   |03:53:20: [fpathRoute:390] starting new job for droid 179729 0x2be11
script  |03:53:20: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Factory 671 Body8MBT HalfTrack SensorTurret1Mk1 for position (768, 7040) - ignoring
script  |03:53:20: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Factory 671 Body8MBT HalfTrack Mortar2Mk1 for position (768, 7040) - ignoring
script  |03:53:20: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Factory 671 Body8MBT tracked01 Cannon2A-TMk1 for position (768, 7040) - ignoring
script  |03:53:20: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Factory 671 Body12SUP tracked01 Cannon375mmMk1 for position (768, 7040) - ignoring
script  |03:53:20: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 414 CyborgLightBody CyborgLegs CyborgFlamer01 for position (768, 7040) - ignoring
script  |03:53:20: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 414 CyborgLightBody CyborgLegs CyborgRocket for position (768, 7040) - ignoring
script  |03:53:20: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 414 CyborgLightBody CyborgLegs CyborgCannon for position (768, 7040) - ignoring
script  |03:53:20: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 414 CyborgLightBody CyborgLegs CyborgFlamer01 for position (768, 7040) - ignoring
script  |03:53:21: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 413 CyborgLightBody CyborgLegs CyborgFlamer01 for position (768, 7040) - ignoring
script  |03:53:21: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 413 CyborgLightBody CyborgLegs CyborgRocket for position (768, 7040) - ignoring
script  |03:53:21: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 413 CyborgLightBody CyborgLegs CyborgCannon for position (768, 7040) - ignoring
script  |03:53:21: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 413 CyborgLightBody CyborgLegs CyborgFlamer01 for position (768, 7040) - ignoring
never   |03:53:21: [fpathRoute:390] starting new job for droid 179729 0x2be11
script  |03:53:21: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 414 CyborgLightBody CyborgLegs CyborgRocket for position (768, 7040) - ignoring
script  |03:53:21: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 414 CyborgLightBody CyborgLegs CyborgCannon for position (768, 7040) - ignoring
script  |03:53:21: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 414 CyborgLightBody CyborgLegs CyborgFlamer01 for position (768, 7040) - ignoring
script  |03:53:21: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 414 CyborgLightBody CyborgLegs CyborgRocket for position (768, 7040) - ignoring
script  |03:53:21: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 413 CyborgLightBody CyborgLegs CyborgRocket for position (768, 7040) - ignoring
script  |03:53:21: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 413 CyborgLightBody CyborgLegs CyborgCannon for position (768, 7040) - ignoring
script  |03:53:21: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 413 CyborgLightBody CyborgLegs CyborgFlamer01 for position (768, 7040) - ignoring
script  |03:53:21: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 413 CyborgLightBody CyborgLegs CyborgRocket for position (768, 7040) - ignoring
never   |03:53:21: [fpathRoute:390] starting new job for droid 179729 0x2be11
script  |03:53:21: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Factory 671 Body4ABT HalfTrack Rocket-LtA-T for position (768, 7040) - ignoring
script  |03:53:21: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Factory 671 Body8MBT HalfTrack SensorTurret1Mk1 for position (768, 7040) - ignoring
script  |03:53:21: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Factory 671 Body8MBT HalfTrack Mortar2Mk1 for position (768, 7040) - ignoring
script  |03:53:21: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Factory 671 Body8MBT tracked01 Cannon2A-TMk1 for position (768, 7040) - ignoring
never   |03:53:21: [fpathRoute:390] starting new job for droid 179729 0x2be11
script  |03:53:21: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 414 CyborgLightBody CyborgLegs CyborgCannon for position (768, 7040) - ignoring
script  |03:53:21: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 414 CyborgLightBody CyborgLegs CyborgFlamer01 for position (768, 7040) - ignoring
script  |03:53:21: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 414 CyborgLightBody CyborgLegs CyborgRocket for position (768, 7040) - ignoring
script  |03:53:21: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 414 CyborgLightBody CyborgLegs CyborgCannon for position (768, 7040) - ignoring
script  |03:53:21: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 413 CyborgLightBody CyborgLegs CyborgCannon for position (768, 7040) - ignoring
script  |03:53:21: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 413 CyborgLightBody CyborgLegs CyborgFlamer01 for position (768, 7040) - ignoring
script  |03:53:21: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 413 CyborgLightBody CyborgLegs CyborgRocket for position (768, 7040) - ignoring
script  |03:53:21: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 413 CyborgLightBody CyborgLegs CyborgCannon for position (768, 7040) - ignoring
never   |03:53:22: [fpathRoute:390] starting new job for droid 179729 0x2be11
script  |03:53:22: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 414 CyborgLightBody CyborgLegs CyborgFlamer01 for position (896, 3840) - ignoring
script  |03:53:22: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 414 CyborgLightBody CyborgLegs CyborgRocket for position (896, 3840) - ignoring
script  |03:53:22: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 414 CyborgLightBody CyborgLegs CyborgCannon for position (896, 3840) - ignoring
script  |03:53:22: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 414 CyborgLightBody CyborgLegs CyborgFlamer01 for position (896, 3840) - ignoring
script  |03:53:22: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 413 CyborgLightBody CyborgLegs CyborgRocket for position (896, 3840) - ignoring
script  |03:53:22: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 413 CyborgLightBody CyborgLegs CyborgCannon for position (896, 3840) - ignoring
script  |03:53:22: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 413 CyborgLightBody CyborgLegs CyborgFlamer01 for position (896, 3840) - ignoring
script  |03:53:22: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 413 CyborgLightBody CyborgLegs CyborgRocket for position (896, 3840) - ignoring
script  |03:53:22: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Factory 671 Body12SUP tracked01 Cannon375mmMk1 for position (896, 3840) - ignoring
script  |03:53:22: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Factory 671 Body4ABT HalfTrack Rocket-LtA-T for position (896, 3840) - ignoring
script  |03:53:22: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Factory 671 Body8MBT HalfTrack SensorTurret1Mk1 for position (896, 3840) - ignoring
script  |03:53:22: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Factory 671 Body8MBT HalfTrack Mortar2Mk1 for position (896, 3840) - ignoring
never   |03:53:22: [fpathRoute:390] starting new job for droid 179729 0x2be11
script  |03:53:22: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 414 CyborgLightBody CyborgLegs CyborgRocket for position (896, 3840) - ignoring
script  |03:53:22: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 414 CyborgLightBody CyborgLegs CyborgCannon for position (896, 3840) - ignoring
script  |03:53:22: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 414 CyborgLightBody CyborgLegs CyborgFlamer01 for position (896, 3840) - ignoring
script  |03:53:22: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 414 CyborgLightBody CyborgLegs CyborgRocket for position (896, 3840) - ignoring
script  |03:53:22: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 413 CyborgLightBody CyborgLegs CyborgCannon for position (896, 3840) - ignoring
script  |03:53:22: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 413 CyborgLightBody CyborgLegs CyborgFlamer01 for position (896, 3840) - ignoring
script  |03:53:22: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 413 CyborgLightBody CyborgLegs CyborgRocket for position (896, 3840) - ignoring
script  |03:53:22: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 413 CyborgLightBody CyborgLegs CyborgCannon for position (896, 3840) - ignoring
never   |03:53:22: [fpathRoute:390] starting new job for droid 179729 0x2be11
never   |03:53:22: [fpathRoute:390] starting new job for droid 181007 0x2c30f
never   |03:53:22: [fpathRoute:390] starting new job for droid 181021 0x2c31d
never   |03:53:22: [fpathRoute:390] starting new job for droid 181029 0x2c325
script  |03:53:22: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 414 CyborgLightBody CyborgLegs CyborgCannon for position (896, 3840) - ignoring
script  |03:53:22: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 414 CyborgLightBody CyborgLegs CyborgFlamer01 for position (896, 3840) - ignoring
script  |03:53:22: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 414 CyborgLightBody CyborgLegs CyborgRocket for position (896, 3840) - ignoring
script  |03:53:22: [orderDroidBase:1325] Invalid order DORDER_SCOUT given to player 1's Cyborg Factory 414 CyborgLightBody CyborgLegs CyborgCannon for position (896, 3840) - ignoring


not sure what's going on but it would seem that the computers units are receiving invalid orders which they are ignoring, if I'm interpreting that correctly
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