I see Beta 11 is very near
And in the Normal Wz the Super Cybogs are First then the Normal Cybogs. From that came the Bug i think...


Sorry, that is really weird. Fixed again :-SDylanDog wrote:2.3beta10: In skirmish games human player does not have cyborg engineers. Anyone else noticed this? i see few tickets have been opened in the past and are closed now.
Mods will have to be changed. The old way just made no sense and broke things left and right. Again, scripts have access to all templates, but humans only those set to player zero.GPolice wrote:In Mods Super-Cybogs and Engineers and Cybog Truck and the Cybog Transport are not buildable. Only the Campaign Cybogs are there.
I disagree. All those high oil maps are good for is tank rushes (and, maybe, testing; but certainly not intense tactical gameplay). As I happen to dislike tank rush tactics (yeah, and I suck at those xD), I don't even bother to try playing said maps any more.Daltx wrote:This is all you ever say it is important when playing low oil but there is also high oil maps they are both a part of warzone so stop complaining about to much oil. There would be not point to the large tech tree if all maps had 4 oil derricks since it would take 5 hours to get to gauss and so on.themac wrote:Searching for and holding oil derricks is a important part of the Warzone game




Oh, hrm. Apparently there's a hardware limit of 255. I guess I'll have to lower the limit back down to 250+5; sorry.Black NEXUS wrote:The Limits now increases, but if i have in the researchfunctions.txt more than 255 entrys, the Game will crash without any Error, but the Limit is by 250+25, what is the Problem?
I agree. I love that new feature. Before I felt I always had to babysit my artillery because they wouldn't do anything unless told explicitly. Now they actually fire at targets within range so I can checkout other parts of the map without having to worry about the units sitting there doing nothing until surrounded by enemies. Though personally, I think It would be funny to look away for a moment and to return to see my artillery boxed in by walls from a few trucks.kringled wrote:Sensor turrets set to "Fire at Will" now automatically designate in range targets for attached artillery ... This makes them remarkably more useful

But why only in this file? This is bad...Zarel wrote:Oh, hrm. Apparently there's a hardware limit of 255. I guess I'll have to lower the limit back down to 250+5; sorry.

As I recall that was hard coded into the game from the beginning, it was a major problem we had back when we were working on 1.12 with adding new things to the game, for everything we added we had to remove or adjust things along the way. I dont know if that can be changed or if there was away around it in the past number of years. One of the things Strata and me looked at back then was getting rid of tech that didnt open things up, and that could reach its tech limit with less upgrading. One of the main things we took out was all the Mini Pod upgrades after you get Ripps and Archies. The same can be done with Lancers once you make it to Scourge Missiles.Black NEXUS wrote:But why only in this file? This is bad...Zarel wrote:Oh, hrm. Apparently there's a hardware limit of 255. I guess I'll have to lower the limit back down to 250+5; sorry.

Which log files? stderr.txt and stdout.txt and the netplay-DATE_TIME.log? Please be more specific, the news on the German site is largely based upon the things I read in the announcement here and in the ChangeLog ;)For linux and macs, use --debugfile filename.txt to capture the log files, and upload that.

--debugfile whatever_file_name.txt captures all output from STDOUT & STDERR.Kreuvf wrote:Which log files? stderr.txt and stdout.txt and the netplay-DATE_TIME.log? Please be more specific, the news on the German site is largely based upon the things I read in the announcement here and in the ChangeLogFor linux and macs, use --debugfile filename.txt to capture the log files, and upload that.

If there are no numbers, then that means your video drivers don't support FBO. You can still tell where you are by the color of your 'flag' though...but you can't tell what position it is on the map that easily.DraLUSAD wrote:If a weapon called "Tank Destroyer" "Scourge missile" and other type of Tank killer weapons, are meant to be affective to tank based weapons..... how come they are also affective to buildings too
I am also not sure if its a bug, but, when you start a host and choose a map, you can see a mini version of it, but there is no starting number to indicate there location, however, when a joiner comes in, there screen is black, but, can see where the starting numbers are, its kinda wierd

Yeah, it busy loops instead of sleeping. I did have a patch for it to use 0% when paused, but that also caused the game to be 'black' since it wasn't drawing anythingCFG wrote:Some issues I noticed during test play:
when the game is paused, it would still consume lots (near 100%) cpu power during massive battles on maps like ntw2, ultimate power, domination, etc.