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Re: 2.3 Beta 10 is released!

Posted: 13 Feb 2010, 10:35
by Michal
Newest (2.0.2) DyDo AI crashes multiplayer game if there are 2 human players. Don't know if it wasn't tested on mp, but if it is to replace Aivolution... Aivo worked on mp?

Game crashed with an erroe, no rpt file, stderr showed:

Code: Select all

error   |09:13:25: [loadDroidWeapons] Allocating more weapons than allowed for Template ZNULLDESIGN
error   |09:13:25: [loadDroidWeapons] Assert in Warzone: ../../../src/droid.c:2351 (pTemplate->storeCount <= pTemplate->numWeaps), last script event: '<none>'
error   |09:13:25: [resLoadFile] resLoadFile: The load function for resource type "STEMPWEAP" failed for file "assignweapons.txt"
fatal   |09:13:25: [resLoad] Failed to parse wrf/stats.wrf
fatal   |09:13:33: [startGameLoop] Shutting down after failure
Dydo is somehow 'bugged' - it gives you machinegun viper wheels design on start. No need to resarch mg, or build HQ...

And strange thing: After we tried 2 times to get the DyDo working, we decided to play without mod. Then, the game would kick players at the begining. If we played just 2 vs AI it worked, but if somobody joined us, the game would crash.

It always showed more or less the same on on stderr:

Code: Select all

info    |10:58:25: [clearPlayer] R.I.P. Red (4). params: (1:0)
info    |10:58:25: [clearPlayer] R.I.P. Blue (5). params: (1:0)
info    |10:58:25: [clearPlayer] R.I.P. Pink (6). params: (1:0)
info    |10:58:25: [clearPlayer] R.I.P. Cyan (7). params: (1:0)
info    |11:00:55: [NETprocessSystemMessage] Player 2 has left the game.
info    |11:00:55: [clearPlayer] R.I.P. Killer (2). params: (0:1)
error   |11:07:49: [iV_GetCharWidth] Couldn't retrieve a bounding box for the character code 243
last message repeated 2 times
last message repeated 2 times (total 4 repeats)
last message repeated 4 times (total 8 repeats)
last message repeated 8 times (total 16 repeats)
last message repeated 15 times (total 31 repeats)
info    |11:09:25: [clearPlayer] R.I.P. Red (4). params: (1:0)
info    |11:09:25: [clearPlayer] R.I.P. Blue (5). params: (1:0)
info    |11:09:25: [clearPlayer] R.I.P. Pink (6). params: (1:0)
info    |11:09:25: [clearPlayer] R.I.P. Cyan (7). params: (1:0)
info    |11:09:26: [NETplayerKicked] Player 2 was kicked.
info    |11:09:26: [clearPlayer] R.I.P. wenom88 (2). params: (0:1)
error   |11:09:29: [recvMessage] You were kicked because your data doesn't match the host's!
I have no idea what happened (DyDo messed sth up?)

Re: 2.3 Beta 10 is released!

Posted: 14 Feb 2010, 16:30
by DylanDog
Per wrote:
DylanDog 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.
Sorry, that is really weird. Fixed again :-S
GPolice wrote:In Mods Super-Cybogs and Engineers and Cybog Truck and the Cybog Transport are not buildable. Only the Campaign Cybogs are there.
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.
Sorry mate. This was wrong in DyDo 2.0.x, as it was using an old templates.txt file which had caused the issue. I have now fixed it in DyDo2.0.3 thanks to a user which noticed this.

Re: 2.3 Beta 10 is released!

Posted: 15 Feb 2010, 03:42
by RBL-4NiK8r
OK I did a all but 4 hour game on TheMaze from T1 no base, and basically wanted to burn threw all tech, and see whats going on with all weapons, now this is just my thoughts of things, and what I think needs some changes in the next patch or so. OH first time I played with the Dragon bodys and comming up with some odd builds for them.

First off I will deal with VTOL's Bombs.

Cluster Bombs- They really dont seem to be that great, the thing I would like to see is more bombs with less damage, and accuracy and more splash damage so that cover a bigger area. If you had them with 1 pass of 50 bombs and 10% accuracy and 2 square splash damage.

HEAP Bomb Bay- They do better damage, but once again I think 1 pass 100 bombs 10% accuracy and 3 square splash damage. The idea on both of these would be to have less overall damage and more splash damage, and covers more of an area.

Phosphor- 1 or 2 passes with 25 bombs less damage mostly burn damage, not sure what the burn splash damage is on these, but overall they dont seem to do much to tanks, tho Hovers should take more damage didnt test this tho.

Thermite - They were ok but I still think they way this weapon is it could use a better drop of bombs like the ones above but damage done in burn time and some splash.

Plasmite - Way to much damage, and tho it had a good burn time 15 of these took out a full base, its one downfall is its slow as crap, all weight needs to come down on these I dont think VTOL's should have more then 5k weight, and even that maybe much, I went threw this debate ages ago when you got all AA shooting at 2000 or so, and bombs drop under 400 most VTOLS would die before they hit if they are playing someone other then AI.

EMP Missisles or Bombs or whatever they are they need major splash damage as it is right now they only target 1 vehicle for the lvl of tech you get them they should have a 5-10 square splash damage to stop all vehicles in that area, and a few bombs with 2 or 3 runs.

Tank killer vs Scourge When they are fully upgraded the Tank killer is doing more damage WTF is up with that, ya sure they have the distance over TK's but this seems a bit odd.

VTOL Pulse- are very strong I think they could drop in damage, didnt try Heavy Lasers yet.

VTOL Assault Cannon vs Cannon at max upgrades they are close to the same damage, and AC's come much later in the tech tree. As it is I think the HVC has better stats long before you get AC.

VTOL Assault Gun needs more ammo they should not have to reload so soon.

VTOL Rail Gun- at max upgrade is less then Tank killer not saying this is good or bad but since you get TK's much sooner and over all have most of there upgrades done before Rails show up think that could see some changes.

Anyways thats it for now going to spend the rest of VD with my wife now that shes home from work......................


4nE

Re: 2.3 Beta 10 is released!

Posted: 15 Feb 2010, 08:30
by Zarel
RBL-4NiK8r wrote:Tank killer vs Scourge When they are fully upgraded the Tank killer is doing more damage WTF is up with that, ya sure they have the distance over TK's but this seems a bit odd.
http://guide.wz2100.net/new/w/scourgemissile
http://guide.wz2100.net/new/w/tankkiller

Scourge Missile has higher damage, higher ROF, higher accuracy, and more than twice the DPS... are you sure you're looking at the right numbers?

The others, yes, I know, I'm going to work on fixing most of those.

Re: 2.3 Beta 10 is released!

Posted: 15 Feb 2010, 18:04
by RBL-4NiK8r
Zarel wrote:
RBL-4NiK8r wrote:Tank killer vs Scourge When they are fully upgraded the Tank killer is doing more damage WTF is up with that, ya sure they have the distance over TK's but this seems a bit odd.
http://guide.wz2100.net/new/w/scourgemissile
http://guide.wz2100.net/new/w/tankkiller

Scourge Missile has higher damage, higher ROF, higher accuracy, and more than twice the DPS... are you sure you're looking at the right numbers?

The others, yes, I know, I'm going to work on fixing most of those.
VTOL Tank killer
range 1152
damage 937
rof 13 that dont matter because it as to rearm
weight 750

VTOL Scourge
range 2048
damage 840
rof 29
weight 750

The Tank Killer may have better range, but that dont matter to much with VTOL's when they are only firing 2 rounds and going back to rearm, plus they are cheaper to make. Another thing my son pointed out was the fact the Tank Killer VTOL has more health than Scourge. So I checked the Track TK's and Scourge and onces again the TK's have better health, yes the Scourge have more range and a better RoF, but fully upgraded TK's do 600 damage and Scourge do 630 damage.

Also on the VTOL pulse and Heavy Laser I think droping the number of rounds on the Pulse to 4 and taking the damage down by about 100 should help some, the Heavy Lasers I guess should do with 6 rounds and maybe 100 less damage. The key thing here is there time over an area with the more rounds they get, and 20 bug's with Pulse on them can trash a base, and never have to reload. Oh and droping the RoF on VTOL Pulse might be a good idea to.


4nE

Re: 2.3 Beta 10 is released!

Posted: 16 Feb 2010, 00:39
by Assault Gunner
I think you mean Scourge has better range. More range than most AA, in fact. Therefore, when your units rearm, they are back out and fighting much faster.

Re: 2.3 Beta 10 is released!

Posted: 16 Feb 2010, 01:17
by Zarel
Assault Gunner wrote:I think you mean Scourge has better range. More range than most AA, in fact. Therefore, when your units rearm, they are back out and fighting much faster.
...not really.

most AA: 16 tiles
SAMs: 20 tiles
Scourge: 14 tiles

Check the Guide: http://guide.wz2100.net/new/w/

Re: 2.3 Beta 10 is released!

Posted: 17 Feb 2010, 16:14
by Mats
Built some dragon body VTOLs with various twin turrets (twin heavy laser, twin VTOL rail gun, twin scourge, twin phosphor, twin plasmite). All of them the VTOL seems to travel at 700 still, except the twin plasmite? They are really really powerful aircraft and really quick! Need slowing down!

That said, two heavy turrets on a dragon with wheels, half-tracks or tracks is hardly moving. Even on hover it is really really slow. Maybe further engine upgrades to speed them up or something? They are really frustrating to use because they just too slow.

Also, on the medium challenge, one of my allies researched command turret II, when I was nearly at the end of rockets tech and into rail guns. command turret III and IV became available for me to research at the same time. IV should only be available AFTER researching III. After researching IV first, V didn't become available but III was still there.

Re: 2.3 Beta 10 is released!

Posted: 17 Feb 2010, 19:38
by KukY
Mats wrote:After researching IV first, V didn't become available but III was still there.
There is no Command Turret V.

Re: 2.3 Beta 10 is released!

Posted: 17 Feb 2010, 22:29
by Zarel
http://guide.wz2100.net/r/commandturretiv

http://guide.wz2100.net/new/r/commandturretiv

It's definitely already a prereq. What probably happened was that you picked up an artifact or something.

Maybe we should just get rid of artifacts entirely, so these kinds of "bugs" don't keep on getting reported...

Re: 2.3 Beta 10 is released!

Posted: 17 Feb 2010, 22:30
by KukY
Zarel wrote:Maybe we should just get rid of artifacts entirely, so these kinds of "bugs" don't keep on getting reported...
YES!

Re: 2.3 Beta 10 is released!

Posted: 17 Feb 2010, 22:31
by lav_coyote25
no - maybe just look em over and correct the mistakes... right? :3 :)

Re: 2.3 Beta 10 is released!

Posted: 17 Feb 2010, 22:48
by Assault Gunner
Zarel wrote:
Assault Gunner wrote:I think you mean Scourge has better range. More range than most AA, in fact. Therefore, when your units rearm, they are back out and fighting much faster.
...not really.

most AA: 16 tiles
SAMs: 20 tiles
Scourge: 14 tiles

Check the Guide: http://guide.wz2100.net/new/w/

Whoops, my bad. Must have been thinking of another game...

In any case, I think artifacts should be removed from MP.

Re: 2.3 Beta 10 is released!

Posted: 17 Feb 2010, 23:50
by Per
KukY wrote:
Zarel wrote:Maybe we should just get rid of artifacts entirely, so these kinds of "bugs" don't keep on getting reported...
YES!
Thirded. Seconded. Whatever.

Re: 2.3 Beta 10 is released!

Posted: 18 Feb 2010, 02:57
by Buginator
Per wrote:
Zarel wrote:Maybe we should just get rid of artifacts entirely, so these kinds of "bugs" don't keep on getting reported...
Thirded. Seconded. Whatever.
Party poopers. :P
The way this is done is really, really odd, but I guess it is the 'thought' that counts right? ;)
We could change it into oil drums? :|