MO3.0 Support // BUGS
#221
Posted 26 December 2013 - 10:35 AM
May I suggest that the KillDriver weapon be also fitted with a 1-second EMP? This way we can solve two things: (1) Crewless Kappas floating on water, and (2) KillDrivered tanks continuing to move or attack.
- Graion Dilach likes this
#222
Posted 26 December 2013 - 11:42 AM
That's a very cool idea, I have to acknowledge. So I'll certainly be using that.
Edited by Graion Dilach, 26 December 2013 - 11:43 AM.
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#223
Posted 26 December 2013 - 01:14 PM
That will not work for Borillos and Marauders, since they do not use the same hover logic. EMP will not make them go to the deep of the ocean.
#224
Posted 26 December 2013 - 01:15 PM
Strange how this guy has white color... guess he lost connection or something.
#225
Posted 26 December 2013 - 01:37 PM
Edited by mevitar, 26 December 2013 - 01:38 PM.
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#226
Posted 26 December 2013 - 05:59 PM
No, he just didn't started loading, also he had random color.
We had to force close the game tho, seemed strange.... Idk what really happened >.> I guess just that if a player begins a game without color and his connection falls right before the loading screen appeares he will be white..
#227
Posted 26 December 2013 - 06:11 PM
I guess he lost connection after sending information on his country and before sending information on his color. That's a pretty narrow window I'd imagine. I'd say it's pretty rare too.
#228
Posted 26 December 2013 - 06:35 PM
I was asking to know what happened to other players after that, not what happened to him (still got an answer indirectly, though).
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#229
Posted 28 December 2013 - 03:35 AM
On Soviet mission 8, the nuclear silo won't be built even when the timer finished counting down, if the superweapon option is disabled in the skirmish mode.
Also on Epsilon mission 10 (easy), the topol-M missile stops moving at the place shown at photo below (I waited at least 15 minutes).
Edited by dirkjake, 28 December 2013 - 10:02 AM.
#230
Posted 28 December 2013 - 10:51 AM
'On Soviet mission 8, the nuclear silo won't be built even when the timer finished counting down, if the superweapon option is disabled in the skirmish mode. '
This is not a bug, is been there since Ra2.
Edited by Seth, 28 December 2013 - 10:52 AM.
#231
Posted 28 December 2013 - 10:55 AM
It can be circumvented tbh. So it's indeed a bug.
Edited by Graion Dilach, 28 December 2013 - 10:56 AM.
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ComradeCrimson: AS is the product of Hungarian acid
ComradeCrimson: And magical hussars
Dutchygamer: and Weird Al.
#233
Posted 28 December 2013 - 11:56 AM
Well, then it's the fact that something was built at the Silo's place. That happened with me once, I blown down that Factory placed there, killed the survivors, and the Silo got built.
Edited by Graion Dilach, 28 December 2013 - 11:57 AM.
AS Discord server: https://discord.gg/7aM7Hm2
ComradeCrimson: AS is the product of Hungarian acid
ComradeCrimson: And magical hussars
Dutchygamer: and Weird Al.
#234
Posted 28 December 2013 - 02:19 PM
IIRC that's not possible either, map action 125 bumps and erases everything in its place when you spawn a building on a waypoint.
FinalOmega: APYR 3.0 Map Editor
Mental Omega mission coder
#235
Posted 28 December 2013 - 02:42 PM
The AI builds it's base and spawns buildings too. You never seen 2 Radars on that base?
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ComradeCrimson: AS is the product of Hungarian acid
ComradeCrimson: And magical hussars
Dutchygamer: and Weird Al.
#236
Posted 28 December 2013 - 04:24 PM
Malver is a marvel. He resists radiation which would kill any normal human within 2 secs.
map: Cowfields (2-8), infantry war. Irradiator is owned by me, force firing on the ground (as there are no enemies to trigger it). Malver is completely immune to its radiation.
Sidebar icons for normally not buildable stuff: Yuri Prime, Space Commando, Allied Jackal (obsolete), Gravitron
Skirmish Map: (2) Commietopia
Feedback and showcase thread
#237
Posted 28 December 2013 - 10:41 PM
Is this or it was planned to do 0 damage do friendly units?
#238
Posted 29 December 2013 - 01:39 AM
Bug : Naval Shipyards are buildable on map "City Under Seige (2-4)"
#239
Posted 29 December 2013 - 09:47 AM
Is this or it was planned to do 0 damage do friendly units?
No, it accidentaly killed one of my miners prievously, also, I tested it with dogs, archers, and Libra. All got damaged, and killed.
Sidebar icons for normally not buildable stuff: Yuri Prime, Space Commando, Allied Jackal (obsolete), Gravitron
Skirmish Map: (2) Commietopia
Feedback and showcase thread
#240
Posted 29 December 2013 - 04:44 PM
The AI also seems to have a minor problem with building his defenses properly...
Look where this sentry is, and where is his base.... I know the AI can violate some rules, but such thing never happened in vanilla.
Sidebar icons for normally not buildable stuff: Yuri Prime, Space Commando, Allied Jackal (obsolete), Gravitron
Skirmish Map: (2) Commietopia
Feedback and showcase thread
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