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Development Screw-ups


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#1 Nighthawk

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Posted 25 March 2006 - 06:54 PM

I'll post any screens here of things I've done wrong. At the minute I only have one, but I most likely will have more.

Screen 1: Accidentally overpowered the Napalm MiG Airstrike

napalm_gone_wrong.png

:cool: There used to be about 9 or 10 Soviet buildings in there, including an Iron Curtain and a Conyard. I think need to reduce the CellSpread and Damage here :)

Also, the orange tinge is the new Napalm 'Radiation' left by the bombs which is more potent to infantry and vehicles than the normal stuff. I can't seem to get rid of the melting anim for it though.

Edited by Nighthawk200, 20 April 2006 - 08:03 PM.

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#2 Allied General

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Posted 27 March 2006 - 03:14 PM

just called it airstrike or napalm strike lol

and don't use daz's tiny, dodgy normals MiG its not Generals ;)
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#3 Mig Eater

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Posted 27 March 2006 - 03:24 PM

umm.... ouch! ;)


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#4 Athena

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Posted 27 March 2006 - 07:00 PM

;)

btw I think this is a good idea for a topic, it can make people laugh and it also shows a mod isn't made in an instant.

#5 Nighthawk

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Posted 27 March 2006 - 10:31 PM

Thanks for your comments guys.

Here's another mess-up from a while back when I first coded in the Defiant. I messed up the ROT on the torpedo projectile and ended up with torpedoes flying in a circle around the area. The torps are meant to be hitting the Air Force Command.

thirdproblem.PNG
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#6 Gosho

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Posted 06 April 2006 - 10:48 AM

:lol: :lol: :lol: :lol:

How did you do that again?I never saw projectiles do THAT!

#7 Nighthawk

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Posted 06 April 2006 - 03:39 PM

It was meant to be a homing torpedo, but I screwed up somewhere and didn't give it a good enough ROT, so it kept trying to find a suitable path to the target, but as I was so close to its target (the Air Force Cmd) it couldn't get one and just went mad, I think.
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#8 Gosho

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Posted 06 April 2006 - 06:29 PM

:lol: This really makes me laugh!

But nseriously-did you fix it?

#9 Nighthawk

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Posted 06 April 2006 - 08:01 PM

Yes, it works in the current beta (I hope)
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#10 Nighthawk

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Posted 17 April 2006 - 08:01 PM

Unfortunately I wasn't able to grab a printscreen of this before the game had an IE, but I swear it did happen. I've made nearly all of the game's infantry garrisonable, so to test it I tried to garrison a Soviet Attack Dog into a Battle Bunker. Then I tried to force fire on the ground and the Battle Bunker disappeared and turned into a flying attack dog. When I say flying I don't mean something like Superdog (if it exists), the image of the dog was sitting and it sort of hopped into the air and landed on the ground where I force fired. The IE happened when it hit the ground so I by the time I got a grip on myself I wasn't able to grab a screen of it. Try it and see, just add Occupier=yes to a Soviet dog and garrison it in a Battle Bunker and forcefire not too near to the bunker.
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#11 Nighthawk

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Posted 19 April 2006 - 01:00 PM

Another mess up for you. This is again to do with garrisoning infantry. Anyway, I made it so that when a Crazy Ivan garrisons a building he throws an explosive out at units, the explosive worked, only there were far too many of them. It made the game run at the speed of a snail.

EDIT: Also, the bomb projectile was too big, it's fixed now though

ivan_gone_wrong.PNG

Edited by Nighthawk200, 19 April 2006 - 01:01 PM.

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#12 Beowulf

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Posted 19 April 2006 - 09:00 PM

Good one. :p

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#13 Lee

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Posted 19 April 2006 - 10:46 PM

:p lol

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#14 Athena

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Posted 19 April 2006 - 10:54 PM

:p It's nice to see some funny stuff like this every once in a while, even though it wasn't supposed to happen.

#15 ZeroSamuraiX

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Posted 20 April 2006 - 12:39 AM

this is a good thread idea, i agree
could help other modders, may prevent them from making mistakes
nd delyaing release dates
good job woooot
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#16 Nighthawk

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Posted 20 April 2006 - 08:01 PM

I don't think it's delaying release dates, for two reasons, 1. they are all complete accidents, and 2. do I have release dates :huh: ?
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#17 Gosho

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Posted 21 April 2006 - 08:17 PM

Man,about the dogs garrisoning bunkers-WHAT WERE YOU THINKING?!

#18 Nighthawk

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Posted 22 April 2006 - 04:30 PM

I was trying to make it like Generals where you can garrison practically any infantry in a building, even Workers, but they didn't fire a weapon. It's just basically to give the infantry added protection, and some of them will fire out. The only infantry I am making non-garrisonable are the 4 engineers (causes problems with repairing the building)
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#19 Gosho

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Posted 22 April 2006 - 04:43 PM

You should also not include the dogs (obviously),the Brute and maybe the snipers.Because they simply get a 5 range,which is kinda dumb...

#20 Nighthawk

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Posted 22 April 2006 - 06:34 PM

I'm giving each of the garrisoned troops their own weapon. Snipers will keep the Sniper weapon, Brutes and dogs would not have a proper weapon when garrisoned. They get a fire cursor, but it does no damage or show any anims. It adds a touch of realism, the GIs, Conscripts and Initiates shouldn't be the only infantry who are capable of walking into a building.

EDIT: Just realised, Engineer go into buildings and so do people using C4 :dry:

Edited by Nighthawk200, 22 April 2006 - 06:35 PM.

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