Raven will be fixed? He gets a damage as he is treated like it spawn on the ground and get up to air.
In this time he can be hit by a concripts and others.
He does spawn from the ground
Posted 04 February 2018 - 08:24 AM
Raven will be fixed? He gets a damage as he is treated like it spawn on the ground and get up to air.
In this time he can be hit by a concripts and others.
He does spawn from the ground
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Posted 23 February 2018 - 06:05 PM
on the map (4)Lakeside Divide the gems for the player on the right for the top team are unreachable.
Posted 26 February 2018 - 06:53 AM
on the map (4)Lakeside Divide the gems for the player on the right for the top team are unreachable.
I know how that most feel for the mapper as i did that thing a lot,sometimes you accidentaly put things outside the map borders without realising that they cant be reached in game.
Posted 02 March 2018 - 02:45 AM
I think there's something really wrong happening with Singularity if you restart the mission. After destroying the IC,when the timer is at about 2:00 mark, FPS just suddenly drops to like 2-3.
Posted 03 March 2018 - 01:57 PM
In Infantry Only mode, although the Tech Machine Shop is completely redefined to look and act like a Tech Field Hospital, it still provides self repairing for vehicles, and makes the spanner icon appear next to their health bar.
Can be easily fixed by adding UnitsGainSelfHeal=0 to the [CAMACH] entry in Infantry Only.ini.
Posted 03 March 2018 - 02:46 PM
Is it technically possible to make vehicles unlocked from Secret Lab still require T3? Though rare to see in typical duel maps, it's disturbing to think that someone may access Nuwa or Abrams very early
In-game speed vs real life speed? →
Malver in Obisidian Sands? →
Strength-Agility-Intellect subfactions? →
Posted 03 March 2018 - 03:39 PM
In practice, it's not very encouraged as you're still building economy for those units to come out. If you dish them out too early, you might run into economic problems
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Posted 03 March 2018 - 04:42 PM
Again, your opponent needs to be rich to be able to pump a large amount of BTs without suffering economical drawback later
I like gnomes
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(Firestorm is still SoonTM)
Posted 03 March 2018 - 04:56 PM
Tech lab is one of those things that works in PvE but is mostly detrimental to PvP.. like many other tech buildings
One of the flaws of the mod IMO is the introduction of too many stuff when it comes to tech buildings. And in top of that, adding said buildings too frequently
Posted 04 March 2018 - 04:26 PM
Some moar Infantry Only bugs. Remember the Tech Military Docks that you redefined to be a Setellite Hack Center? The crane sits on top of it so seamlessly that I actually double checked whether if it's supposed to be like that or not.
Posted 05 March 2018 - 04:47 AM
Some moar Infantry Only bugs. Remember the Tech Military Docks that you redefined to be a Setellite Hack Center? The crane sits on top of it so seamlessly that I actually double checked whether if it's supposed to be like that or not.
Tech Space Dock, unlocks Battlecruisers
In-game speed vs real life speed? →
Malver in Obisidian Sands? →
Strength-Agility-Intellect subfactions? →
Posted 05 March 2018 - 09:52 AM
Thats because Collosi deploy weapon is set to only attack flying units. It have 0% verses against anything else.
Posted 05 March 2018 - 10:00 AM
Thats because Collosi deploy weapon is set to only attack flying units. It have 0% verses against anything else.
Can LandTargeting solve the problem? If not, how about just letting Colossus deploy into a real building with no deploy animation? That won't hurt and will solve the two following issues as well:
1) Deployed Colossus can still engage landed aircraft.
2) AI Colossus occasionally moves after deployed.
In-game speed vs real life speed? →
Malver in Obisidian Sands? →
Strength-Agility-Intellect subfactions? →
Posted 05 March 2018 - 10:14 AM
Thats because Collosi deploy weapon is set to only attack flying units. It have 0% verses against anything else.
Can LandTargeting solve the problem? If not, how about just letting Colossus deploy into a real building with no deploy animation? That won't hurt and will solve the two following issues as well:
1) Deployed Colossus can still engage landed aircraft.
2) AI Colossus occasionally moves after deployed.
Unless it's been fixed, it's not just the AI's Colossi. I've caught my own moving on multiple occasions, back in 3.2. I've just checked the code and it'd appear that the deployed Colossus is defined as if it was a jump jet vehicle, I guess it's because it uses the Siege Chopper's deploy logic. I wonder tho, if setting the speed of the deployed Colossus to 0 would fix the problem for good.
Posted 05 March 2018 - 11:42 AM
making them deploy into a building would make them unable to deploy on slopes though wouldn't it ? kind of annoying when it's your Primary T3 AA.
Posted 05 March 2018 - 01:15 PM
making them deploy into a building would make them unable to deploy on slopes though wouldn't it ? kind of annoying when it's your Primary T3 AA.
That's true. But there aren't a lot of continuous slopes on the maps either. If I had to choose between slope deployment and anti-paradrop ability for a Primary T3 AA I won't hesitate.
In-game speed vs real life speed? →
Malver in Obisidian Sands? →
Strength-Agility-Intellect subfactions? →
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