Bugs/suggestions for 2.3.5

Website issues & feedback. Constructive criticism is welcome.
(Guest posting is allowed under certain circumstances)
If you have a problem with certain individuals, then PM the Staff account.
WaRzOnE

Bugs/suggestions for 2.3.5

Post by WaRzOnE »

Hi whilst playing this game on serveral maps for a few hours against a strong AI I have found a few problems:

1. When using VTOLS and they take damage after an attack they dont heal/repair properly when landing on the repairing pads. The damage increases sometimes and then when they do hit full health they drop back to been damaged again, which is really annoying.

2. I have also noticed that the AI (computer) Laser Satellite Command Posts have a faster reloading time as well as causing more damage/destruction then the human players ones.

3. This is more of a performance problem but when you have built several Archangel Missile Emplacements the smoke trails seem to cause a noticable drop in frame rate. I have a 2.66 dual core proccessor, 2gb of ram as well as an ATI graphics card with 1gb of ram so not exactly a low performance system.

I hope that these issues can be addressed to help build an even better game :P keep up the work on developing the game and hopefully you can sort these bugs out too :)
User avatar
NoQ
Special
Special
Posts: 6226
Joined: 24 Dec 2009, 11:35
Location: /var/zone

Re: Bugs/suggestions for 2.3.5

Post by NoQ »

1. Known bug, fixed already in betas, afaik.
2. Never noticed any problems with reload times, but "more power" can come from bot's love to upgrade the base structure ;) ;) ;)
3. Dunno.
Mats
Trained
Trained
Posts: 137
Joined: 31 Jan 2010, 16:22
Location: Various

Re: Bugs/suggestions for 2.3.5

Post by Mats »

VTOLs sometimes are getting stuck at the edge of the map too.
Full of ideas - Most are probably useless. Feel free to ignore them :)
User avatar
LZ compromised
Trained
Trained
Posts: 53
Joined: 24 Nov 2010, 16:14

Re: Bugs/suggestions for 2.3.5

Post by LZ compromised »

I know bugs should be reported via tickets, but I've checked the previous reports and haven't found anything similar, which seems strange. Hence me posting here first to see if anyone can reproduce the following issues.

1). Transition from last mission of Beta to first mission of Gamma campaigns.
The oil is not always given at the start of Gamma 1. It is there if you play Beta 11 and finish it (or load a savegame of Beta 11, alternatively), but if you save in Gamma 1 - any time before establishing power gens and oil derricks - and later load this game, you have exactly 0 oil, making it impossible to progress further. This applies to autosave too.

2). Repair turrets "autorepair" can have no effect.
Encountered in fastplay. If a repair turret tank is put on "Hold Position" (and only then) and any damaged unit comes within its range, it will attempt to heal the damage, but it won't work. The light at the tip of the repair needle is a bit more transparent than with usual "correct" repair, and there is no "welding" sparkles on the damaged unit. If you select the RT and order it to repair manually, it will immediately start working as intended.
"I don't know the key to success, but the key to failure is trying to please everybody."
—Bill Cosby
User avatar
2frame
Rookie
Rookie
Posts: 31
Joined: 10 Oct 2008, 23:07

Re: Bugs/suggestions for 2.3.5

Post by 2frame »

the multiplayer needs a no rush feature......players dont have the time to start building before they get attacked....i kno....ive done it XD :lol2: :lol2:
my name is drath. i am not from this world. i am the only one of my kind. life here will get tough for you. get over it.
Cyp
Evitcani
Evitcani
Posts: 784
Joined: 17 Jan 2010, 23:35

Re: Bugs/suggestions for 2.3.5

Post by Cyp »

2frame wrote:the multiplayer needs a no rush feature......players dont have the time to start building before they get attacked....i kno....ive done it XD :lol2: :lol2:
There is a no-rush feature already, it's called scavengers. Only on some maps (but including Sk-Rush), though.
User avatar
Iluvalar
Regular
Regular
Posts: 1828
Joined: 02 Oct 2010, 18:44

Re: Bugs/suggestions for 2.3.5

Post by Iluvalar »

2frame wrote:the multiplayer needs a no rush feature......players dont have the time to start building before they get attacked....i kno....ive done it XD :lol2: :lol2:
There is some rare maps where this is an issu (too small) and even then I would say that it's the player that have to adapt to the map and not the map or the code that must adapt the game style of the player.

In most map, if you play against a good player, making a rush is a do or die kind of strategy that turns out to be more often "die" then "do". You might end up with a bunch of obsolete wheel viper MG and have to play the whole game with a territorial or research disadvantage.

I think anti-rush measure is already there, if players don't use them it might be a bug the other side of the screen :D .
Heretic 2.3 improver and proud of it.
Guest

Re: Bugs/suggestions for 2.3.5

Post by Guest »

I've had 1). Transition from last mission of Beta to first mission of Gamma campaigns "no oil" bug. I'm using version 2.3.1 so maybe it's fixed in a newer version (haven't checked). I had to go back to end of last beta mission then when I got to first gamma quickly build a power generator.
guest

Re: Bugs/suggestions for 2.3.5

Post by guest »

plasmite vtols carry two bombs but drop one. :shock:

sensors assigned to commanders dont work as normal. they turn dormant.

machine gun sound and firing rate doesnt match.