Author
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Topic: Bugs from last night...
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Shining1 |
posted 03-29-99 07:37 PM ET
What a night. Found: * Game crashed immediately when trying to give a Morgan Colony pod to UoP in the senario editor. * Received Borehole Analyst interlude story during second turn of game (twice). Neither time was I anywhere near the Borehole cluster. * Pod 'effects' kept jumping across to my first real (i.e factory produced, not given by pods or start of game) scout patrol when pods were triggered by other patrols - happened for free recon rover and for mindworms infestation. * Librarian level games keep starting one faction at random without a inital colony pod - this is not fair, and doesn't always happen to the most isolated faction either. * Cannot get COMMFREQ ability in faction editing to work, no matter which parameter I use, or without a parameter. * Am persevering with weapon editing but getting the wrong graphic for weapons bugs me. Please address this.
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Shining1
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posted 03-30-99 06:11 PM ET
Two more crashes last night. * First, UoP ironman game lost when trying to 'switch off' a former from building a condensor. It's the 'Page fault at Terran.. etc... at Kernel 322 etc ... .DLL' I'll write the whole thing out by hand next time I get it (beta tester style) .*Second, exactly the same crash when viewing the monument (activating the monument screen myself, not from a popup event). Also noticed some other things: * Free prototypes has not been fixed. Making a whole batch of new prototypes and then building any one of them turns them ALL into prototype complete units. This can be repeated throughout the game. * Unit design workshop is a bit of a mess. Renaming a unit, accepting that name, clicking 'APPLY' and then designing a few extra units means they ALL get that name, even though this doesn't appear on the design workshop screen. You have to either name EVERY unit, or else do workshop/done between every design. * Build unit menu doesn't get updated for obsolete units and name changes. Also cannot access workshop from build queue menu, which is when 90% of the time I want to use it. |
Chris Clark
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posted 03-30-99 11:12 PM ET
Prototypes arn't for exact units, but unit advances. You have to prototype every type of armor, weapon, and chasis exactly once. IF a bunch of your newly designed units all say they need to be prototyped, but they all share a chaos gun (as the reason they need to be prototyped) building one chaos gun will prototype them all -Chris |
marine
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posted 03-31-99 02:13 AM ET
So does that mean you only need to put, say, the Chaos Gun on ONE (cheap) unit, whereafter if can be implemented on any chassis, at no prototype cost? Seems a bit strange -- ordinarily, the entire weaponssystem would be prototyped (at least in our world!). |
Mergle
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posted 03-31-99 03:05 AM ET
Exactly. Note that, of course, the bonus morale for the prototype will then apply to this less useful unit. I rather like this feature - it means you have a real feeling of tech progree with this slightly odd prototypes lying around. |
micje
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posted 03-31-99 04:30 AM ET
I always build a chaos/tachyon/whatever infantry when a new tech becomes available. In a city with skunkworks. I think the prototype system as it is now is not very balanced. |