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MO 2.0 - Psi P2: bug report, feedback, and suggestions thread


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#341 mattywise

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Posted 07 March 2011 - 04:02 PM

Ok, well its good to hear Boomers are back at least.

Also be nice to see USA, USSR & Psicorps with unique units that basically sum up their faction types e.g. ussr with a clever, moderatly powered and heavilly armoured with some nifty gadgets like anti rocket rockets or something and maybe provide ussr with a brutally powerful tank in both power and armour that sacrifices speed and arial defence systems and then give yuri a light fast unit that could maybe manually make units go crazy like the chaos drone and is also invisible on radar and causes a powerful explosion when destroyed

***bug***
finally played the game today was good in the first match but took really long to start up a skirmish game and I think the money multipliers on the computer are either to large or just that they overbuild

I say this because it was one of your maps whereby the only way to attack your opponent was via one bridge, navy or sky this is the kind of map I like but once I took out the bridges, the naval yard and controlled the sky's then the computer just overcrowded his area with tonnes of units which became cannon fodder to the massively impressive although brutally inaccurate battleships.

I was America my opponent was USSR, on this map the only issue was the 10min loading time which could be down to my poor quality laptop. (Was a medium enemy and it took my 50mins to wipe every scrape of him off the map was impressed by the cleverness of the ai in some situations, and excuse the large amount of time it was my first hack, those new defender tanks not really sure on their names but they are stealth with a big gun on their faces, they ROCK at killing spiders)


The next bug is a real one though the game crashed in my third test of the game, learning from my first game I decided to start with 0 units in my 2nd and third to speed up the loading process and in the game of the actual crashed i was south Korea allied to USA against USSR and north Korea (all ai's were easy enemy), i decided in this game to go to my partners base at the start to reinforce him as in the second game we were actually *rushed* by kirovs against medium opponents (computer got them to fast and they move WAY to fast) but in this game against the easy opponents we had just fought off 2 double doses of kirovs with my ally loosing his construction yard and the only way i kept mine was to rush build guardian gi's, and yeah very shortly after that the game just stopped, its always been laggy at the start but never just stops may be to do with the unit sizes or massive troop counts and effects.

sorry if this is over detailed just thought id throw in every little thing. another question though was it the fact that I started each game with $20k spending that caused the enemy to build kirovs so fast and units in ridiculous amounts, the allied ai seems not to be as clever as the soviet one but doesn't overbuild from what ive seen or is it just because he is allied and thus doest get the same bonuses as computer ai.

apologies again for writing very large emails i get a little pen (or keyboard) happy but to summarise my experience of the game, tonnes of stuff to improve tactical play in all departments, very balanced which is key when looking for a decent mod and on top of that a mod which is still being monitored and improved kind of like an oasis in the desert really as most people have gone for the more modern generations now, never see anyone online have to play via LAN for a good battle.

Top 5's
most impressed by:
The battleship, both graphically and as a weapon this unit rules the sea.
The balance, as I said balance is key when finding a good mod.
Faction uniqueness, further increasing the differences between each nations really improves the amount you can do with the game
Graphical destruction effects, seeing my opponents units being destroyed has never been more fun and seeing my own die has never been more devastating
The introduction of the federal and time machine units which adds a whole new dynamic to the way maps can be played and even built in the future.

some little niggles I found (in my *personal opinion)
Kirovs are unrealistically fast even though ra2 made them slow it was for a reason A. they ARE slow and B. having something like that available to you in masse with no drawbacks is more effective than a nuke silo, weather control device or psychic dominator.


An ai isnt a great ai if it has to cheat to win although im aware the yr minors also cheated i know that they don't use half as much as they bring in its just so they can keep up with a constant amount of attacks and pressue which increase with each difficulty level, just sayin.
Additional airpad looks ugly when not adjacant to an airforce headquarters might do to make it a requirment
Not really much else so ill put in a final 2 petty things alike the one above to make 5 xD


Slow startup and game load
russian tank armour may be just a bit too good and while american troops are extra ordinarily fast they could do with a smaller speed increase and a bit of an armour increase, leave speed to the koreans.

finally just a thought of creating 3 ultimate factions that can use all sides unique units and get all bonus' just call them Allies, Soviets and Yuri, on top of that you could give them all a major economical boost like the give the allied faction double income on all ore brought in, soviets half price all units on top of bonus' and lastly give yuri 10x the amount of usual gold produced by putting a unit in the grinder. thats just a thought, dont expect it to be acted upon i just like putting my thoughts out there xD

Final Verdict: Almost perfect :p

Edited by Alien55234, 08 March 2011 - 10:14 AM.
Split text into paragraphs to prevent tl;dr

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#342 Zenothist

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Posted 08 March 2011 - 10:12 AM

The AI will certainly get reworked in 3.0. Unfortunately, AI's will never be as good as human players, so they would have to cheat to stand a chance against human players.

The Kirov has been rebalanced for 3.0.

Your laptop is most likely the cause of slow gameplay at the start. Though it is unavoidable that the game lags in later stages due to the way YR AI works.

As for the country design, you're very close to what we have in mind, but it won't be that drastic. :p

#343 mattywise

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Posted 08 March 2011 - 12:32 PM

getting a new custom built pc next month with a budget of little over £1000 ($1618, €1161) maybe a couple hundred over if im lucky, be good to trial it on that and see if the laggy start persists but I think your right it probably is my laptop.

any tips for things to include would be handy, I have someone giving me advice on the video card and am getting a quad core processor that's all I currently know for certain im going with at the moment.

Edited by mattywise, 08 March 2011 - 12:33 PM.

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#344 Graion Dilach

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Posted 09 March 2011 - 09:38 AM

Set VideoBackBuffer to no on ra2md.ini. Search for the Video entry there and if you find one, but not with this line, add it. Maybe it helps, maybe it isn't.

[Video]
VideoBackBuffer=no
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#345 DesertRose

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Posted 20 March 2011 - 09:32 PM

@Website:

If you guys update the description of the units on the website the next time add additional at least the following values: Strength, speed, sight and range. That information would greatly help to understand what the unit is capable of, the current description often keeps you guessing.

@Game:

Cloak and disguise: Are Saboteurs and Spies visible on the radar? As far as I have understood Mirage Tank disguise themselves as rocks or trees if immobile and can only be attacked by force attack; so I guess an attack cursor doesn't appear anymore if you move them over a disguised Mirage Tank? Do the stay invisible if they attack? Do they vanish from the radar?

Robot Tank: In the description on the website this unit had an anti-infantry weapon at some point, now it has an anti-vehicle weapon again; why was it changed back? Was the previous version too powerful/not useful? The anti-infantry weapon looked more useful to me.

Spy Satelitte Uplink: Iirk Speeder talked about removing this building and instead give the Allied a spy drone after they build the Radar. I totally agree with that suggestion; the building is often useless on small maps because you already have scouted most of the map already, but scales too well with the size of the map.

Tanya: I read another thread about the hero units, and it seemed that most agree that from a game mechanic viewpoint that Boris and Rahn are almost always superior Tanya; I thought about how she could made be equal with the other heroes, but not become a copycat of them. Tell me what you think about this idea: Increase her mobility even more; let her climb cliffs up and down, over other obstacles on the map, like trees or rocks, and/or jump over Walls.

@Bug:

- Battleships shot over a Railgun Tower, which means that the shells land behind the Tower and never actually hit it.

- Country specific veteran units gain no benefit from infiltrating a Barrack/Factory.

- Salvage Disc doesn't follow the selected unit when commanded to guard (Ctrl+Alt).

- Adepts don't automatically mind control enemy vehicles.

Edited by DesertRose, 24 March 2011 - 09:19 PM.


#346 Black Eagle

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Posted 29 March 2011 - 06:24 PM

speeder, can you change the colors of veteran prism tank cameo?
look the difference:

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#347 eil

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Posted 06 April 2011 - 07:03 PM

will the behaviour of infector-tanks, attacking first vehicle approching, be fixed ?

#348 Speeder

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Posted 06 April 2011 - 07:06 PM

Infector Tank has been removed.

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#349 eil

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Posted 06 April 2011 - 07:10 PM

that is real pity- i really like them :xcahik_:
will they be replaced with something same useful?

Edited by eil, 06 April 2011 - 07:24 PM.


#350 Zenothist

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Posted 07 April 2011 - 12:52 PM

You bet they will be! :xcahik_:

We still need to balance it all, but once it's finished, I'm sure you'll be pleasantly shocked with the end result.

Edited by Alien55234, 07 April 2011 - 12:53 PM.


#351 Outline

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Posted 26 June 2011 - 09:07 AM

Skirmish: Computer (expert) AI don't know how to repair bridge if broken..

#352 EagleScreen

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Posted 27 June 2011 - 12:11 AM

Hi, this is a bug report for Mental Omega 2.0psi P2 | 1.001 | NPatch SE 022
Always I try to play online (with the same game, mod and patch versions), the game always ends soon with the famous "Reconnection error", usually after a few minutes since the game started.
I think this should be easily to reproduce, because it is always happening to me, in any map, and playing with any faction.
I remember that I hadn't this issue time ago, so this bug could be introduced with the Patch 2.
I know you might not fix more bugs for 2.0psi release, but at least, please try to have an online working 3.0 version.
Thanks for all.

#353 Graion Dilach

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Posted 27 June 2011 - 12:19 AM

Your recon is caused by NPatch. As usually.

Ares aims to be more stable than NPatch. And believe me, it will be more stable. Only one cause of RE will remain, the seriously bad copnnection... which can't be fixed.
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#354 Cid Silverwing

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Posted 08 July 2011 - 09:05 PM

Bug report

Every time I download the Patch 2 (Mental Omega APYR 20psi 00.xmlf) and place it in my directory then run the game, my computer freezes until I force-kill the game.

#355 Speeder

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Posted 08 July 2011 - 09:15 PM

When that happens, try again after force-killing the game. It should work then.

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#356 Cid Silverwing

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Posted 08 July 2011 - 10:05 PM

Thanks, fixed that one.

Is it a bug that missiles that hit airborne units damage walls on the ground?

#357 Speeder

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Posted 08 July 2011 - 10:20 PM

Sounds like it.

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#358 Cid Silverwing

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Posted 08 July 2011 - 11:36 PM

More bugs ahead:

Yuri's Drill Platform will randomly spawn ore in the water if there is any water nearby. Or was this fixed already?

AI Engineers can't seem to decide if they want to enter buildings or not.

#359 Speeder

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Posted 08 July 2011 - 11:43 PM

Drilling Platform has been removed, at least in the form it used to be in 2.0.

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#360 Cid Silverwing

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Posted 11 July 2011 - 08:09 AM

New bugs

The game keeps crashing when I get more than two messenger alerts in the back. It'll either fake an internal error and force me to kill the game, or just outright crash to desktop without any errors.

Player Spies can't seem to bleed AI refineries of cash (I've tried multiple times and I just can't get a single cent out of them).

Holdover from previous post - please fix missiles so they don't wreck walls when they hit airborne targets.


Some suggestions:

Guardian GI's need increased attack range when garrisoned.

Please make Tech Buildings grant ground control again.

Make units not scatter when taking damage, or at least let players override the auto-scatter with the Stop key (Battleships in particular sail across the map when fired on, and often right into the line of fire of other enemies in the process). But this may be problematic to solve, because Tanya has a bad habit of running right into enemy garrisons when fired on and then immediately dying before she can clean them out.

And PLEASE remove the bombs and poisons from Crates. They're imbalanced and detrimental.

Edited by Cid SilverWing, 14 July 2011 - 07:29 AM.





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