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#241 Gambit

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Posted 01 March 2018 - 06:55 PM

You can test it no LAN??? :thumbsuphappy:

 

... I plan to have a game with my brother and a friend within the hour.

After that, I will upload it anyway.


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#242 Kasrkin84

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Posted 01 March 2018 - 07:37 PM

Ah, no, not an option for me I'm afraid. Never mind.



#243 Gambit

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Posted 01 March 2018 - 08:00 PM

No problem :thumbsupcool:


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#244 Gambit

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Posted 03 March 2018 - 12:21 PM

OK, the updates and optimisations NEVER end...

 

MP experience was MUCH more stable.

... But I did have a desyncing, that happened when I got reinforcements (after capturing a critical location).

I am testing with ALL winconditions ON (and I mean ALL of them), to thoroughly examine everything.

 

But the code there does NOT contain anything suspicious...When it comes to it, only one function is actually modifying the game - the spawning of the reinforcement. And this is IDENTICAL to all other spawnings.

 

Let me test/code a bit more, and I will upload it.

 

 

Note that single-player experience is of course flawless...


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#245 Gambit

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Posted 03 March 2018 - 08:01 PM

OK, I think I am done with this survival pass.

There are some visuals and some AE things that I want to improve, but these can wait.

(For example, there are some SCAR drop pods used by the IDH, but the drop pod was that of the SMs colours.

So I had to work textures+scar+AE to make it work as desired....)

 

Anyway, I will upload Unification internally, later tonight. (within 3-4 hours.)

 

And there is no need for a changelog, since the changes are mostly code-related. :grad:


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#246 Gambit

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Posted 03 March 2018 - 11:22 PM

OK, new Unification Beta 3 Uploaded.

See the first post of 3.5 version in the Unification Thread.


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#247 Unsociallobster

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Posted 02 May 2018 - 11:19 PM

Does this glitch with text overlapping in the upper left corner "Map Lists" may have to deal with Survival?

http://www.mediafire.../TextGlitch.jpg


Edited by Unsociallobster, 02 May 2018 - 11:28 PM.


#248 Kasrkin84

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Posted 03 May 2018 - 01:00 AM

Does this glitch with text overlapping in the upper left corner "Map Lists" may have to deal with Survival?

http://www.mediafire.../TextGlitch.jpg

 

I don't have that bug, so I doubt it's Unification itself - probably one of the other mods you're combining it with. What mods are you using?


Edited by Kasrkin84, 03 May 2018 - 01:01 AM.


#249 Gambit

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Posted 03 May 2018 - 08:12 AM

Just as brother K said :thumbsupcool:

That was indeed a know issue that has already been fixed in Unification.


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#250 Unsociallobster

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Posted 03 May 2018 - 10:32 PM

Problem solved. It was me trying to choose and customize files in D:\THQ\Warhammer 40,000 Dawn of War\Soulstorm\Unification_Bugfix\Data\art\ui\textures. I guess two files were conflicting with each other. Thanks for answering!



#251 Terminator116

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Posted 19 May 2018 - 09:40 AM

Hello! i would like to report a desync error. (although i'm not sure if this is the right place for it)
It occured when me and my brother were playing together against a standard chaos Ai on the map "North Vandea". I was playing Steel legion and he lead the good old space marines.
We both reached wave ten succesfully but I happened to complete the final wave a little earlier than him leading to an abrupt end by a sync error,

It appeared right at the moment the message appeared saying that the enemy assault was broken and we'd be able to assault their fortress.

I hope this helps!

 

Cheers! 



#252 Gambit

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Posted 19 May 2018 - 10:12 AM

Hello brother Terminator116.

 

In MP Survival games, I have encountered many desync errors myself... :thumbsdownsmiley:

Have checked the code again and again and never found any reason for the desyncing.

 

----------------------

 

Ultimately, I STRONGLY suspect it's my AI implementation.

See, based on difficulty, I have many functions taking care of difficulty and enemy behaviour.

But it seems the Engine is finicky with some specific settings.

 

... The only solution I can think of, if boosting AL in MP games, DIFFERENTLY than in SP games.

And see what happens. My plan:

> 1 Human + any possible allies VS AI: As it is now. It is not an MP game, so no change. Everything works fine already (but are not balanced - I wanted to have flawless code first, THEN rebalance :rolleyes: ).

 

Here is where the problem happens:

> 2 Humans (+ possibly one ally, in case of 3p VS AI maps and the players want to have an AI ally): I simply set the difficulty to insane, and have the AI enabled AFTER the waves are done.

> 3 Humans: Set both the waves AND the enemy AI, fully enabled from scratch - if possible.

 

Note that for MP games, I will now have the difficulty ALWAYS set to Insane. And have the other winconditions modify the difficulty (for example Softcore, Fortress, etc.)

 

 

What do you think?

I can have it ready soon (could do it today, but I caught a cold / summer flu or something :p )...

Bah the HELL with the fever, I will see if I can have it ready within the next hours.

Care to test it with your brother?

 

 

------------------------------------------------------------------------

 

Also, what do you think of the Survival mode?

As far as I am concerned, I play ONLY Survival matches lately - skirmishes, I have played A LOT!


Edited by Gambit, 19 May 2018 - 10:17 AM.

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#253 asterix120

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Posted 13 June 2018 - 12:14 PM

Everything ended perfectly. Although you have a problem maps Mist island.

Constantly stuck with enemies. And if your army is moving along a path that is above the enemy base. They immediately have a crowd of relics unit.  Well, your artillery can fire at the enemy headquarters
 
 
Well, on maps from 2 to 1, the ally constantly runs to the enemy base.


#254 Gambit

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Posted 13 June 2018 - 03:04 PM

Everything ended perfectly. Although you have a problem maps Mist island.

Constantly stuck with enemies.
I will have a look at Mist Island brother asterix120.
But I am afraid the map is TOO "narrow" - there are pathing issues anyway :thumbsdownsmiley:
Nice note, though.
 
And if your army is moving along a path that is above the enemy base. They immediately have a crowd of relics unit.

This is called a "deterrent".

We want to DISCOURAGE players from attacking the enemy base... early!!!

If you do so, a HUGE army of enemy relic units will attack your base.

So wait until AFTER the end of the 1oth enemy wave!
At that point, NO deterrent will happen :cool:
 
Well, on maps from 2 to 1, the ally constantly runs to the enemy base.

I know dammit...  And this way it causes a deterrent against that AI player... :dry:

I can address that, but it will make things MORE complicated.

To be honest, the idea was to have a HUMAN ally player to play this mode with.
 
Tell you what.
I will try to remove the attacking AI aspect of the allied AI players and see it it works. :aarambo:

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#255 asterix120

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Posted 13 June 2018 - 04:34 PM

Thus, there is a problem with the fact that there is a narrow passage above the base through which the enemies run, and on the 4th wave there is artillery in it
But if I have my own units in this passage, the relics will appear on the enemy base.
3 vs 1 maps with ai work fine


#256 mdcertainty

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Posted 14 June 2018 - 04:44 PM

Tell you what.
I will try to remove the attacking AI aspect of the allied AI players and see it it works. :aarambo:

That would be good to have since I know the old survivial and I can not remember an issue there, where the allied AI has forced a "punishment" wave/spawn or "deterrent" as you call it.


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#257 Industrial_Strength

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Posted 15 June 2018 - 02:37 AM

And if your army is moving along a path that is above the enemy base. They immediately have a crowd of relics unit.

This is called a "deterrent".
We want to DISCOURAGE players from attacking the enemy base... early!!!
If you do so, a HUGE army of enemy relic units will attack your base.

So wait until AFTER the end of the 1oth enemy wave!
At that point, NO deterrent will happen :cool:
Thanks for this post! I had no idea that the Relic units were meant as a deterrent!

I just always ended up attacking & destroying the enemy base way before wave 10. I just made sure to kill the units (deterrents) & proceeded to attack. Not realizing that it was meant as a deterrent. That would explain why I thought it wouldn't work well on highest difficulties.

If one can avoid all those additional units by hanging back (though often my ally triggered the "deterrent") it makes much more sense & I can see it working on highest difficulties (IE. Insane). Regardless; very useful information.

So thanks for the post. It should have been obvious but sometimes I miss the obvious. 🤦‍♂️
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#258 Gambit

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Posted 15 June 2018 - 09:30 AM

Brother Industrial Strength... You were able to destroy the deterrent and THEN attack the enemy base???

Whoa, you are a very competent player :aarambo:

 

Note though, that once all squads are destroyed, a NEW deterrent is on the way, so a player that storms the enemy base... would better hurry!


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#259 Industrial_Strength

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Posted 15 June 2018 - 11:18 AM

Brother Industrial Strength... You were able to destroy the deterrent and THEN attack the enemy base???
Whoa, you are a very competent player :aarambo:
 
Note though, that once all squads are destroyed, a NEW deterrent is on the way, so a player that storms the enemy base... would better hurry!

More likely because I tend to play the game almost like it's turned based; I pause so often when playing. Though that's partially due to weak computer hardware. 👎

Figured I'd clarify. 😉

Either way I'm happy to know how Survival is meant to be played & look forward to trying it more / again when I get the time. So thanks for your elaboration on the game mode. :thumbsupcool:
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#260 Industrial_Strength

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Posted 26 June 2018 - 12:01 AM

How about updating the survival rate for everyone?
we are still suffering here

I'm sorry to say I'm not quite sure what your asking here. Otherwise I'd try to answer your question.

Could you please clarify? Perhaps I can help then. Thanks.
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