View Full Version : [BUG] building canceled when req going negative...
6th Jul 05, 8:19 AM
i make my shortcuts to build a building
i have the building on my mouse and put it at his place.
but some minutes later when i look if the building is finished, nothing has been build, and at the place where i put the building is nothing....
what happent :
when i put my building on the floor, my req goes negative (cause any autoupgrade used some req at the same time i put the building on the floor) ; if req going negative i should not be able to build the building, but in DoW you can put the building on the floor, BUT the game cancel the building after u put it on the floor...
Welcome to the internet. What you experience here is called lag.
That means if two orders are given simultaneously (in that case your build order and an overwatch order) the game checks wether the resource is available or not. While the overwatch order is checked right away, your build order is checked with the lag taken into account. The req then goes negative. The game then cancels the last given order, which is the build order.
Just use pause overwatch like everyone else does.
9th Jul 05, 6:01 AM
is that a joke ? noone use pause each time they need to build
i use pause only when i dont have enought money and make pause to wait to have enought to build something specific....
this orders should be checked in local...
if that s not a bug, wich mean a bad programmations, or a programmation error, what it is ? i think i disagree with you, and i think that something, could/should be make for that...
but maybe im too idealist to think that they always are solutions to all problems... :(
Think this way: unit reinforcement/upgrades have higher priority than building a building. The only thing that helps is pausing overwatch like Worf said... well you could wait until your units are fully reinforced but I guess that takes too long.
11th Jul 05, 6:25 PM
when i have my building on my mouse
req should be bloked for the building and nothing should be able to use this req !
so their would be no problem
and if i dont put the building on the floor, i have the req back....
that looks really simple and logic, doesnt it ???
12th Jul 05, 4:53 PM
so what ypur saying is you clicked building command from lets say a grot and you picked letys say a boyz hut it lets u clikc it and now you have that ghost model of da boyz hut on the map but it just dissapears before you can actually put it on the map?
12th Jul 05, 5:13 PM
i clic the build command
i have the ghost
i put the ghost on the map
i can see the rectangle on the floor
but after that, their is not the plane animation (wich brings the building for orks) and the rectangle disapear
but usally u dont see the end (when the rectangle disapear), cause when u see the rectangle on the floor, u think its ok, and you go somewhere else to micro something else... and you have the bad surprise some minutes later when you need your building and you see that nothing has been built...
what happens sometimes is that an overwatched unit will begin to build and in the same moment you will try to put down a building. It makes the sound of a building being placed and your cursor goes back to normal so you go off and do something else, however - what actually happens is your req goes negative and so the game cancels your building to prevent you having negative req.
This happens frequently enough to be annoying, the solution is to use the pause overwatch button when waiting to build a building...but a fix so it never happened would be nice.
13th Jul 05, 12:16 PM
The fix would be to remove overwatch. Somehow the game needs to manage player orders and automated orders. Using the second order as the primary one isn't logical and I don't think it's easyly programmable since the game would have to delay an overwatch order and wait if a player's order is to come which might never come. So this would cause further lag.
Besides it does not take that much time or micro to use the pause button.
13th Jul 05, 4:39 PM
yes it takes too mutch time too use pause/unpause...
would my solution not working ? wich mean
when u have the ghost building on ur mouse, the req are bloked for it.
Why don't you mod the game and implement your solution?
17th Jul 05, 2:49 AM
I don't get why you try to explain that not being a bug. It IS a bug.
I mean, requisition going negative?! That means that the game first places the building, charges the credits and then checks if they've gone negative.
Why not first check if there is enough requisition and if that is so, placing the building.
The solution must either be as jeantend mentioned, that requisition is spend/blocked as soon as you have the "ghost model" on your cursor or the game must check if there's enough requisition left and update the ghost being red or so if requisition drops so that building becomes impossible...
And I doubt that the game ever will receive any two commands at the same time (and I mean EXACTLY the same time...)
P.S.: By the way there are some solutions in the game that appear quite strange... a similar problem is that units are pushed off the granade radius before any damage is inflicted. That is also a bug where the game simply uses a wrong order of events!
P.P.S.: And I don't think that modding the game for a solution of one bug is the point of modding. I won't explain here further, I hope that you get the point yourself anyway...
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