Replying to 3.0 bug/problem list
Topic Summary
mindjuicer
Posted 02 June 2008 - 11:40 PM
Off to get my arse kicked by your AI.
thudo
Posted 30 May 2008 - 07:11 PM
mindjuicer
Posted 30 May 2008 - 07:02 PM
I've unofficially collected the fixes and suggested improvements from this thread into one archive. These are:
- thudo Haemonculus fix - darkeldarinfantrytactic.ai
http://forums.revora...&...st&p=597132 - thudo scout cost fix - marinestrategyinfo.ai
http://forums.revora...&...st&p=587766 - Larkin dance improvement (2nd one) - tactic.ai
http://forums.revora...&...st&p=586633 - dreddnott Fleet of Foot improvement - eldarinfantrytactic.ai
http://forums.revora...&...st&p=587174
You must extract the file into your Dawn of Skirmish (Dowai_mod) folder. It will ask you if you want to overwrite your files. If you don't want to use any particular "fix", simply don't overwrite that file.
Don't blame the team if anything doesn't work. Use at your own risk.
ThetaOrion
Posted 27 May 2008 - 11:34 PM
And, when I see other SM Commanders and Eldar Farseer, they are always unattached.
The attaching thing might not be working well in 3.0.
--
I have only had one crash with SoulStorm, and that was while running the AI Mod 3.0 and the randomizer had given me a thing of all Orks, 2vs2, 4 factions of Orks. I had bunkered Gretchin in a listening post, and when I detached them or unbunkered them, then it crashed on me.
That's the only SoulStorm crash I have had so far, and I have played SoulStorm Campaign for a month and this AI Skirmish Mod a whole bunch, and had only one crash. Not bad!
I have been very pleased with the stability of the thing compared to some of the other junque that other game places have released this past year for their first release.
thudo
Posted 27 May 2008 - 02:45 AM
Zenoth
Posted 27 May 2008 - 02:29 AM
I'm surprised noone has experienced the Haemonculus attach bug or am I missing the script logic because its not right. The Tactic call isn't the same as the Haemonculus own tactic file itself thus, if the Haemonculus tried to attach to a squad it would cause an error (not a crash however). I wonder then if the Haemonculus attach code is broken as the Haemonculus then never attaches?
Well I cannot say for sure if the code is broken since I know nothing about coding. But as a tester and as a player I can assure you that I've never seen it attaching himself a single time since I've started testing this mod for Soulstorm, and believe me I've played a lot of games, both for testing purposes and just for fun since the latest build was released. By your post I am the one who's surprised indeed that "normally" he should be able to attach, so, perhaps yes logically that'd mean that it might be broken. It's ironically a good thing, since I never got a single Fatal Error with the Dark Eldars, or any other races for that matter (the only major bug I've seen was related to Heroes not working early on in the builds and the infamous Necron CTDs, but CTDs don't qualify as Fatal Errors).
thudo
Posted 27 May 2008 - 01:49 AM
Zenoth
Posted 26 May 2008 - 11:53 PM
I'm so shocked this hasn't come forward with no one making a comment where there game caused a Fatal Error when the Haemonculus tries to attach to a squad. :s
I cannot speak for others but I do know that in my countless tests and in mere games I've played for fun with the Dark Eldar, many of those had four DE teams in them, I've never ever encountered any Fatal Errors about them, and more importantly I've never noticed the Haemonculus ever attaching himself to a single squad, so it should explain why no one has never seen that happen (a Fatal Error) since the condition for its trigger are not met. I myself am actually surprised that you guys had put the code in there to allow him to attach, because as I said I never saw him attached at a squad, that guy is always alone in my games.
On a side note I came back to read some posts around here and I'm very surprised that there's still no news about the first patch. I don't know what Relic's doing but at this rate StarCraft 2 will be released before it, it's a little ridiculous if you ask me, and the Advanced A.I fans around are waiting as much as us for that patch so all of the bugs found in this thread can find their way in a newer build. I find it a little depressing depending on a patch on which we don't have news concerning its status (anyone has any news?).
thudo
Posted 20 May 2008 - 01:50 PM
This line in the Dark Eldar infantrytactic.ai file looks like:
-- I might have these attached if (self.squad_ai:IsAttached()) then if (self.squad_ai:HasSquadAttached("dark_eldar_squad_haemonculus")) then HaemonculusTactic.InitAbilities( self ) HaemonculusTactic.DoAbilities( self )
But it should look like:
-- I might have these attached if (self.squad_ai:IsAttached()) then if (self.squad_ai:HasSquadAttached("dark_eldar_squad_haemonculus")) then DarkEldarHaemonculusTactic.InitAbilities( self ) DarkEldarHaemonculusTactic.DoAbilities( self )I'm so shocked this hasn't come forward with no one making a comment where there game caused a Fatal Error when the Haemonculus tries to attach to a squad. :s
Btw, we really need to look at that Builder jumping code when builders jump to buildpos when LPs need to get constructed and instead they warp to it but instead of building then walk back towards the HQ startpoint. :( This only happens with builders that can teleport or jump.
RobertW7928
Posted 08 May 2008 - 07:06 AM