Bug reports
#42
Posted 09 March 2007 - 01:19 PM
*Looks at the top of the page and notices that I suggested u check the generateterror earlier*
That freezing rain thing is weird because I have been checking the files about 5 minutes and to me everything seems to be right :S
That's tru Mak! I was just to dumb to look at the original files then, I was too stuck with "it worked before like this"... But u defenitely deserve creds for that too...
Ang unfortionately yes Lauri... that I have too... (I would have loved if I didn't cause that might have solved the problem... ehe
#define M_SPELL_RECHARGE_TIME_TIER_3 1080000
God damn FrezzingRain piece of shi... hrm, Maybe I should just use Darkness instead? But it's lame, since the darn AI can use it? Why can't I?
Edited by Nazgûl, 09 March 2007 - 01:20 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#43
Posted 09 March 2007 - 11:17 PM
if you wouldn't have had it the game would have crashes upon launchI would have loved if I didn't cause that might have solved the problem.
anyway, the fact that the AI can use it makes me wonder, maybe it has something to do with a commandbutton?
does anything else happen, like a sound effect or something?
Einstein: "We can’t solve problems by using the same kind of thinking we used when we created them."
#44
Posted 09 March 2007 - 11:26 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#45
Posted 14 March 2007 - 07:14 AM
Rivendell Campaign mission Gives an error-the game crashes
#46
Posted 14 March 2007 - 01:44 PM
2 - That I did not know... This mod is however a skirmish mod, and is in no way tested on Campaigns, but I will try it my self and look into it. It's probably something related to altered heroes that does not suit the campaign, but I'm not sure. Thanks for the tip
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#47
Posted 21 April 2007 - 01:01 PM
And to make this post not devoid of anything useful, here is a 'bug' if we can call it that. I had my first sea battles with the ai and found: MordorCatapult ship destroys 'armoured' elvenbattleships with one hit!! The other way around, the ElvenCatapult needs about 4 to 5 solid hits to kill any big modor ship.
Needs resetting i guess.
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#48
Posted 21 April 2007 - 01:22 PM
It's hard since you want them to do a certain dedicated damage to:
- Units
- Machines
- Structures
- Other ships
And both sides uses different wepon damage (magic vs fire) which makes is hard. That's why I set the both war ships to fire damage, it was almost impossible to set the elven ship up good with magic damage towards other ships. Well, Im on it...
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#49
Posted 22 April 2007 - 02:21 AM
I'll fix that pronto and playtest to be sure. But without the flag, it should take a few hits to sink an armoured battle ship! =) The (intended) cool thing is that the minimum range makes it somewhat tricky for the bombard ship, since it can't be too close when attacking. My idea is that the bombard ship would generally need an escort by one or two battle ships so the BS can stop and take aim to fire it's powerful weapon
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#50
Posted 22 April 2007 - 10:18 AM
The sensible differences between the builttimes of the PirateFlag-Upgrade and the StrengthenedHull-Upgrade are also well done.
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#51
Posted 22 April 2007 - 02:34 PM
I also adjusted the filters in the weapons slightly...
I tested it and it takes about 3 hits for the evil bombard to sink a Elven battleship now, not one, so you have a chanche to outmanuvre (spelling?) them after first hit, or counter attack
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#52
Posted 23 April 2007 - 03:16 AM
The AI build will come to my base at a certain time and build near my base but instead get pwned by my long range fortress. poor AI Builder i feel your pain
its not really a bug, but just a AI technical issue that always persist here and there
Edited by kalecx, 23 April 2007 - 03:17 AM.
xfire: warnexus
want a bfme2 see 4.5 mod match-up against me? add the xfire user above. :O
#53
Posted 23 April 2007 - 03:38 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#54 Guest_Christopher_*
Posted 27 April 2007 - 12:46 AM
#55 Guest_Christopher_*
Posted 27 April 2007 - 12:51 AM
#56
Posted 27 April 2007 - 01:00 AM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#57
Posted 27 April 2007 - 11:42 AM
#58
Posted 27 April 2007 - 02:51 PM
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#59
Posted 27 April 2007 - 03:48 PM
And the Haradrim kinda don't move when they shoot. The arrows kind of come out a little late. I think that would take a modeler though.
#60
Posted 27 April 2007 - 05:55 PM
Edited by Khamul91, 27 April 2007 - 05:56 PM.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users