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Soulstorm 1.2 nobrainer list

  1. #101
    Do you mean this code?:
    Code:
    GameData["resource_ext"] = Reference([[ebpextensions\resource_ext.lua]])
    GameData["resource_ext"]["decay_delay_time"] = 900.00000
    GameData["resource_ext"]["decay_enabled"] = true
    GameData["resource_ext"]["decay_lower_limit_percentage"] = 0.45000
    GameData["resource_ext"]["decay_to_lower_limit_time"] = 800.00000
    GameData["resource_ext"]["requisition_per_second"] = 2.00000
    This code doesn't ever cause decay. It has:
    ["decay_delay_time"] = 900.00000
    and
    ["decay_to_lower_limit_time"] = 800.00000
    Contrary to common sense both these timers start ticking from the start. So you have -100 seconds a negative number (800-900) of when decay was supposed to take place. If you look at generators they have:
    ["decay_to_lower_limit_time"] = 1100.00000
    so they get 1100-900=200 seconds of linear decay (from 100% to 45%) after the initial 900 seconds of no decay.
    Last edited by simanos; 9th Dec 08 at 8:29 AM.

  2. #102
    On second thought I think this points to a bug worth pointing out to Relic (so they can decide).
    It always bugged me that decay took a nice long time to start (900s), but when it started it was over very fast (200s). I think the guy who implemented the code (was it in a patch in vanilla?) made a mistake. They meant to make it 900s to start decay and after that another 1100s to decay from 100% to 45%. If this wasn't the case why is there "broken" (900-800=-100) decay code in SM, Eldar, Chaos, Ork, Necron, Tau and SoB HQs? Only Dark Eldar and IG don't have it. No HQ decays as is. I mean if they bothered to put the code in HQs someone meant to make them decay. If they decided against it they would remove the code NOT make the delay longer (900) than the end of the decay timer (800). That's just stupid.

    I think if there's ever another patch for SS they should do something. And best way to make sure they do is if you put a change in your Bugfix mod (because I think someone is watching ).

    My vote goes for changing Generator and Point Decay from (delay/maxDecay) 900s/200s to 900s/1100s (and probably removing decay from Necron Gens completely as it is unfair, makes no sense and cant' be combated and Necrons suck).

  3. #103
    Wraith_Lord
    Guest
    'Kay, I'm stupid for not being able to see that decay code doesn't work. Sorry!

    Still, I think it would be a good idea to turn it off, since it does eat up game resources by continuously counting. I'm all for extending the maxDecay time, assuming it's a bug. You forget how lazy Relic developers are with code. Making the values add up to -100 could have just been their way of turning it off. Still, if they decide it's a bug, then good. I hate decay, too.
    Last edited by Wraith_Lord; 15th Dec 08 at 3:41 PM.

  4. Child's Play Donor Dawn of War Senior Member  #104
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    Tau campaign buildings added.
    Let it Burn health degeneration added.
    Howling Banshee Exarch armor type/mass upgrades added.

    And on another note, is the Dark Reaper Exarch's range getting properly increased with each Optics after SS 1.10?
    Yes, they did get that one. I think it's (irately) noted in the main list where bugs were not properly fixed by the patch or its hotfix. Any and all Seraphim-related bugs regarding Zealout Charge were not fixed either, not even incorrectly.


    Someone will need to do some investigating on the Exorcist tooltip issue to determine what calculations are used to present the data, then whether or not its possible to have those values be non-zero while it still does zero damage in-game.

  5. #105
    Quote Originally Posted by Wraith_Lord
    Still, I think it would be a good idea to turn it off, since it does eat up game resources by continuously counting. I'm all for extending the maxDecay time, assuming it's a bug. You forget how lazy Relic developers are with code. Making the values add up to -100 could have just been their way of turning it off. Still, if they decide it's a bug, then good. I hate decay, too.
    Hmm, I didn't think of it this way. Probably a good thing to remove the offending lines then , though if we started removing lines of unused code from the LUAs we would end just before the end of the world (2012 ) and I fear the resources lost to this are pretty minor.
    I find it hard to believe they purposefully tried to turn it off with a -100 value instead of removing the lines. I think they wanted to give HQ decay, even faster decay at that, but since people didn't like decay and can't really notice this in-game no one complained so nothing was done (like for many other things).
    Though there is the explanation that whoever was balancing decay and inserting the codes was using some kind of attribute editor program and not "notepad-ing" the LUAs like I do so they may have done like you say.
    Still, why a -100? I would expect a -1 or -2 or -10 value (to be safe), this -100 seems suspect (remember it stems from 800-900...).

  6. #106
    Wraith_Lord
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    Due to my excessive amounts of free time, I went ahead and tested my illusionary monolith fix since Maktaka was too busy. Removing the suicide_ext lines from the necron_deciever_illusion file. After applying my fix, I extensively tested the Illusionary Monolith in all sorts of combat situations. I constantly clicked to make it move around, rotated it, shot its weapons at different targets, deleted it, and teleported it right before the timer expired. It never persisted. In addition to that, I had my Lord Destroyer cast Stasis Field on it right before the timer expired. The timer continued despite Stasis Field and the illusionary monolith dissapeared as expected. I believe that this bug has been officially squashed.

    EDIT: I'm also moving up all of my recent fixes so that Maktaka can catch them all. These have all been tested by me in-game unless otherwise stated.

    • Immolator's Conflageration ability cannot target commanders, even though it has damage values for them. Commander was not added to the list of valid target types.

      CODE



      Fix: In abilities/sisters_conflageration, add commander to the list of target types.


    • Khorne Berserkers' khornate chainaxe has 0 AP for building_high. Confirmed with the wiki values (2.4 DPS).

      Fix: In weapon/chaos_khornate_chainaxe, fix the AP value for entry_14.


    • The damage from the Psyker's Strip Soul ability is tabulated before the firing animation is actually played.

      Fix: In abilities/psyker_strip_soul, change initial_delay_time from 2 to 3 and refresh_time from 3.5 to 4.5.

      NOTE: When applying my fix, please remember to raise the refresh time or else the damage will be applied twice in 1 cast.


    • Tooltip for Strip Soul still says that it has a chance to backfire and kill the Psyker. This is holdover information from WA and should be removed.

      Fix: Remove line $694804.


    • The icon for Annihilate The Enemy research does not appear in the Soul Shrine until Mobilize For War is researched. The previous research requirement is set to false.

      Fix: In research/eldar_annihilate_the_enemy, set research_must_not_be_complete to true for requirements->required_10.
    Last edited by Wraith_Lord; 15th Dec 08 at 11:20 PM.

  7. Child's Play Donor Dawn of War Senior Member  #107
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    Sweet! Added.

    Edit: The Illusionary Monolith fix that is. Posted before you added the new batch.

  8. #108
    Wraith_Lord
    Guest
    Ah shoot. It's not working, sorry. On the plus side, I DID find out how to reliably force the persisting bug.

    Apparently, the bug only happens when you have both a Restored Monolith AND an Illusionary Monolith on the field at the SAME time. What happens is that when the timer expires, the Illusionary Monolith tries to go back to the Restored Monolith's original location (apparently it thinks that it IS the Restored Monolith!), but of course that doesn't work. So the HP's drop to the same level as the Restored Monolith would, but since it has no place to return to, it stays on the field indefinately. Furthermore, it can't be deleted until the Restored Monolith is killed and send back to the HQ spot. It seems to me that they are both sharing the same HQ location.

    I'll keep looking into this, but it may be a hardcoded bug. If I knew which files manipulate the Restored Monolith's death event to return it back to its HQ spot, I would be able to alter the files. But until someone can explain it to me, I can't come up with a reliable fix.

  9. #109
    The flying one corncobman's Avatar
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    Maybe if you set the cause_transformation to false in the

    attrib/sbps/races/necrons/necron_restored_monolith_illusion->squad_loadout_ext

    it wouldn't try to take up the normal Monolith's position.
    -It's not the fall that kills you, it's the sudden stop at the end (Douglas Adams)-
    -Make something idiot proof and nature will create a better idiot.-
    -Me fail English? That's unpossible!-

  10. #110
    Wraith_Lord
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    Illusionary Monolith Persists NO MORE (for Reals this time!)

    It works!!!

    Ran and tested it 3 times. Illusionary Monolith no longer persists under any conditions, even while under Stasis Field. Thank you, Corncobman. Have Maktaka replace the previous fix on the list with yours. Also, here's another one of my own I just came up with:

    • The UI for the Illusionary Monolith has the build button and all buildable squad icons, but it can't actually construct anything. Since they are completely irrelevant, the button and icons should be removed.

      Fix: In ebps/races/necron/troops, remove all spawner_ext lines for necron_restored_monolith_gi and necron_restored_monolith_grand_illusion.

  11. #111
    Great news! I had given up on Illusionary Monolith being fixed.

  12. Child's Play Donor Dawn of War Senior Member  #112
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    HB Exarch Executioner added.
    Conflagration added.
    Khorne Berzerkers' DPS curve is fine, so increasing their piercing against building_high would make them overpowered against that armor type.
    Strip Soul's damage dealing was an intentional change in DC 1.20.
    Strip Soul tooltip added.
    Annihilate the Enemy added.
    Trimmed and added Illusionary Mono spawner.

    Edit: As part of getting SS BF 1.40 ready for release, I tested out the UI fix for the Exorcist. Found and added a working solution.
    Last edited by Maktaka; 20th Dec 08 at 6:34 PM.

  13. #113
    Member sn0zcumb3r's Avatar
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    Two issues have popped up with the Dark Eldar that I have noticed,
    1 (Which is definetly a bug) is that quite frequently when a unit is hit by Rend the Soul it changes its stance to Attack Stance (the red one). I think this occasionaly happens with Screams of the Damed as well.
    2 The Rend the Soul ability still causes damages when a unit bunkers up. In comparison with Mind War which is a similar ability it probably shouldn't do that..

    Sorry but I have no idea how to fix these problems
    Quote Originally Posted by ViS
    Be careful... People might take you seriously...

  14. #114
    I'm fairly sure the ability that changes stance to attack (red) is Crucible of Malediction not Rend Soul. Could be wrong though.

  15. #115
    Wraith_Lord
    Guest
    Crucible of Malediction and similar abilities purposely change the attack stance to red in order to ensure that the squad members attack one another. If the squad were set to say, green (Cease Fire) stance beforehand, then they wouldn't attack each other when hit by the confusion ability. Unfortunately, there doesn't seem to be a function in the code for restoring the squad stance when the ability ends.

    Rend Soul applies a separate ability for the damage over time effect, which is probably why it keeps going after the unit enters a bunker.

  16. #116
    The flying one corncobman's Avatar
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    Minor tooltip errors:

    Eldar Fire Dragon Aspect Stone Add-on has

    "- Upgrades this buildings with a Fire Dragon Aspect Stone"

    fix: change buildings to building in line $700000

    and

    "- Allows the training of Fire Dragons from this buildings"

    fix: change buildings to building in line $700001


    Eldar Nightwing Aspect Stone Add-on has

    "- Upgrades this buildings with a Nightwing Aspect Stone"

    fix: change buildings to building in line $4550009
    Last edited by corncobman; 19th Jan 09 at 1:48 PM.

  17. #117
    Wraith_Lord
    Guest

    Deciever spawn is missing motion animation

    Has anyone noticed that the animation for when the Necron Lord transforms into the Deciever is a little bit quirky?

    I tried experimenting with it by delaying the animation time. The Necron Lord first dissapears like during the Nightbringer transformation, but then a miniature Deciever model appears with his arms spread out. This frame only lasts for a split-second before shifting to the real, usable Deciever model. It looks to me like a motion animation is missing (where the mini-Deciever is supposed to grow larger until he reaches his true size), but I am unable to find the name for it.

    Someone care to investigate?

    EDIT:

    Okay, since nobody bothered to check, I successfuly investigated and solved the bug myself.

    The Deciever's spawn animation is missing its motion_name and its motion_duration is erroneously set to 0. This is causing his summon animation to skip frames and look glitchy. If you don't believe me, apply my fix. You will notoice a HUGE difference in quality!

    Fix: In ebps/races/necrons/troops/necron_deciever, set oncreate_motion_name to "spawn" and set oncreate_motion_duration to 3.03.

  18. Child's Play Donor Dawn of War Senior Member  #118
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    Added Eldar Aspect Stone tooltip typos, Deceiver summoning error, a Horror soundset bug, and Chaos research tooltip errors.

  19. #119
    The flying one corncobman's Avatar
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    I noticed I made a mistake with the Nightwing Aspect Stone description. Should be "Nightwing" instead of "Fire Dragon". Fixed now.

    Maktaka, you should check this to make sure that you didn't copy my mistake.

  20. #120
    I'm not sure if this has been mentioned before, but I think there's an issue with the metamap single-player campaign, specifically concerning the AI's Honour Guard.

    Sometimes, for no particular reason, an AI starts being able to build Honour Guard units extremely fast. In my most recent game (where I'm playing as the Dark Eldar), I had the Imperial Guard, Tau, and Orks all completely max out their Honour Guard. This is despite the fact that they only have a few territories each (just 3 for the Orks, for example), and despite the fact that other races (such as the Necrons) who own far more territory, have only 3-4 Honour Guard units.

    These 'maxed out' players are extremely difficult to defeat. Even if their honour guard is totally wiped out, they seem to be able to re-purchase the entire thing immediately. If they attack a territory, they count as a 'strength 10' foe, which means they start with 2 large bases, and in addition to this, they'll have a full complement of honour guard and a 'wargeared-up' commander unit, all of which will rush immediately. Note that these 'full strength' honour guards often include T3 vehicles such as the Leman Russ, or Looted Tank, or Hammerhead. On small maps, this is very difficult to counter with anything other than a full honour guard and commander of your own... and even if you DO defeat them, they're still at full strength again the next turn.

    There doesn't seem to be any particular trigger that I've found that causes certain AI players to 'max out', but I'm pretty certain it's not meant to be this way.

  21. Child's Play Donor Dawn of War Senior Member  #121
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    All campaign metamap functionality is closed up tight. It was developed by a third party which pledged to sue anyone trying to reverse engineer it, so not only is it not possible to change how it works, it's not legal.

  22. #122
    Hah, ok. You'd think if they were going to be so protective of it they could at least not have screwed it up, or be willing to fix it, but I guess some organizations can be like that...

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