I have just one question for my own knowledge is there a way to force 'fast tech' to detectors ?
Edited by troubadour, 08 April 2008 - 07:37 AM.
Posted 08 April 2008 - 07:36 AM
Edited by troubadour, 08 April 2008 - 07:37 AM.
Posted 08 April 2008 - 09:32 AM
Most races have special code to get detectors when needed, but it's not 100% reliable.I have just one question for my own knowledge is there a way to force 'fast tech' to detectors ?
It works on my computer.Not sure but didn't the last installers auto detect the game folder ? The beta ones did not.
Posted 08 April 2008 - 01:49 PM
Has always worked here too and my Soulstorm is installed on the root of another drive and NOT in the typical default location.Not sure but didn't the last installers auto detect the game folder ? The beta ones did not.
Posted 08 April 2008 - 03:16 PM
Has always worked here too and my Soulstorm is installed on the root of another drive and NOT in the typical default location.Not sure but didn't the last installers auto detect the game folder ? The beta ones did not.
Posted 08 April 2008 - 11:37 PM
I checked the report of course, but the capturing issues can happen. There are several special conditions that can cause a unit to stop capturing. Sometimes those conditions are not so obvious. For example capturers have a threat range of 50 around the capturing point. That's not a small area. In some situations it can happen that an enemy unit just 'touches' the threat area and causes the capturer to stop, even if the enemy unit was just passing the area. This can look very odd. Further, if the home base is attacked can also cause a unit to interrupt the capturing.Any of you guys looked for what I've reported for this build? If so what's your own conclusion(s)?
Posted 09 April 2008 - 12:54 AM
Posted 09 April 2008 - 11:53 AM
Posted 09 April 2008 - 01:29 PM
Posted 09 April 2008 - 07:37 PM
Posted 09 April 2008 - 10:30 PM
This is old, very old. It's a simple fast tech strategy like most other races have. They are also restricted to 6 players and large maps.Eldar strategy 4 : Whole tier 1 with just 3 guardian squads ? No farseer but 3 builders instead of 2 ? It is not even fast teching. At least this did not get totally stuck like :
Okay, that's broken! However, we might add a slight AI update when the patch gets released. We can fix it then.Ork strategy 3 : This is completly broken. Orks won't tech at all nor build stormboys. They stay with initial 3 sluggas + big mek forever. Seems they just can't hit the 750 limit for pile of guns with this. I had them gather 4000/3000 with this strategy.
Posted 09 April 2008 - 10:40 PM
Posted 10 April 2008 - 04:13 AM
Hmm.. couldn't reproduce the problem on this Eldar BO. I also don't outwardly see the logic flaw in the sequence of builds. Regardless, this is the 4th BO so its highly unlikely to be used but I tried it 3 times and the AI did well with it.Eldar strategy 4 : Whole tier 1 with just 3 guardian squads ? No farseer but 3 builders instead of 2 ? It is not even fast teching. At least this did not get totally stuck like :
Now this I can see being a problem. Look at both the SM and CSM Assault BOs as a guide as you need the Armoury built immediately in the BO to get those Assaults out. This works for them but for the Orks 3rd BO it needs a slight correct then its ok.Ork strategy 3 : This is completly broken. Orks won't tech at all nor build stormboys. They stay with initial 3 sluggas + big mek forever. Seems they just can't hit the 750 limit for pile of guns with this. I had them gather 4000/3000 with this strategy.
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