Author Topic: 0.2.13a  (Read 12644 times)

wciow

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Re: 0.2.13a
« Reply #25 on: 16 June 2010, 08:52:58 »
OK time for a stupid question  ;D

What is the difference between the normal and debug editions. Does the debug edition allow you to place units "on-the-fly" via Lua?
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silnarm

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Re: 0.2.13a
« Reply #26 on: 16 June 2010, 10:51:30 »
Ok, all works except the AI doesn't build docks....

Other than that, 3 hours of testing showed flawless results and no known bugs. Great job.

The Ai thing I think is because it searches for a spot from the 'base' location and only searches within a fairly small radius, will look into it at some point, but already I can see the next couple of problems that'll come after we fix this... So I may have to say you're stuck with it as is for now, 0.3 will include appropriately modified AI to handle water units (and if 0.3 is taking ages to get together, I'll back port it and release another 0.2).

Thanks for taking the time to test it out and report back :thumbup:

Excellent, I can put the emanations back on now and building things like walls precisely should be much easier now.

Sweet! Look forward to maybe seeing the results soon (first hand, that is  :P hint, hint)

OK time for a stupid question  ;D

What is the difference between the normal and debug editions. Does the debug edition allow you to place units "on-the-fly" via Lua?

Lua from chat messages is the thing most people would want the debug edition for, it also does lots of other stuff used for debugging various things, and therefore runs significantly slower than the normal one.

It should be useful while developing scenarios, but on account of the extra overhead, is not recommended for regular gaming.

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ChupaReaper

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Re: 0.2.13a
« Reply #27 on: 17 June 2010, 14:40:53 »
Excellent, I can put the emanations back on now and building things like walls precisely should be much easier now.

Sweet! Look forward to maybe seeing the results soon (first hand, that is  :P hint, hint)

Shouldn't be too long now, tested the update a bit and the walls are much nicer to build now, haven't tried a network game with emanations yet but will soon.

Omega

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Re: 0.2.13a
« Reply #28 on: 18 June 2010, 01:47:55 »
Ok, all works except the AI doesn't build docks....

Other than that, 3 hours of testing showed flawless results and no known bugs. Great job.

The Ai thing I think is because it searches for a spot from the 'base' location and only searches within a fairly small radius, will look into it at some point, but already I can see the next couple of problems that'll come after we fix this... So I may have to say you're stuck with it as is for now, 0.3 will include appropriately modified AI to handle water units (and if 0.3 is taking ages to get together, I'll back port it and release another 0.2).

Thanks for taking the time to test it out and report back :thumbup:
I don't think proximity is the problem. I used a custom map that had a large, unobstructed body of water only a few paces from the base. Some of the AIs workers went further to get resources than that, and they built buildings further away too. Though I think the AI's ability to construct water units need to get rid of this proximity a bit, because many maps won't have such close water sources. Good luck with this, and enjoy!

My 2 bits on DE and normal editions:
When testing military, I always use the Debug edition now. It can do everything the normal one can, and more. Very handy for a number of functions, as well as I can "cheat" to keep my guys alive long enough without doing anything to see how the AI handles things (thats why 1 hour of gameplay without building a dock lead me to my last conclusion). My computer has no visible drop in performance in the Debug Edition (very powerful graphics card), so I can easily use it without consequence. In fact, prior to silnarm's post, I didn't know there was a drop in performance for most people! One other noticable difference is that the console doesn't disappear (to be truthful, I don't like this, and would prefer a separate ini setting to let me set the time (you can do this in the normal version) that way my view isn't blocked by all that text).
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ultifd

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Re: 0.2.13a
« Reply #29 on: 29 June 2010, 05:26:46 »
Hmm, now when you kill your own units, accidentally or not, it doesn't "count" for you...Is it supposed to be like this now?  :|

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Re: 0.2.13a
« Reply #30 on: 1 July 2010, 22:31:37 »
Hmm, now when you kill your own units, accidentally or not, it doesn't "count" for you...Is it supposed to be like this now?  :|
Yeah, it's been like that for a long time by now. It is meant to be like that. It also doesn't count killing your ally units.

How dare you try! You'd attempt to backstab your own units? Traitor!!!
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ultifd

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Re: 0.2.13a
« Reply #31 on: 1 July 2010, 22:34:57 »
Really? It usually does...in vanilla glest, older GAE, and MG...I think.
Well, I do it for testing...but you know to be accurate, it should count...a lot of units are "splash" units! ...
I just did it it MG anyways, not sure if it counted, but I killed tomreyn's and titi's units after killing the mega. Was somewhat fun... I was experimenting anyways...  :|

silnarm

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Re: 0.2.13a
« Reply #32 on: 2 July 2010, 05:22:03 »
It was changed in one of the 0.2.12 releases, when it was first brought to my attention.

It's an exploit, you shouldn't be able to level up on your own units.

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ultifd

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Re: 0.2.13a
« Reply #33 on: 2 July 2010, 05:24:25 »
I see and I know that, the only problem with that is the "accuracy"... ala splash units, Archmages, priests, etc.
Oh well...I was just saying this was related to the stats too...  :| Oh well, otherwise, it is fine... I guess.
Oh and to upgrade your units, another con...but still...no one really does that. Shouldn't be a problem till it is. To be realistic is more important IMO... Oh well.

So far, stable. I think.  :thumbup:

silnarm

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Re: 0.2.13a
« Reply #34 on: 3 July 2010, 05:40:40 »
What exactly is the accuracy problem? You can still kill your own units, you just don't get credit for them.  Why should you get an experience bonus for killing your own units ?!? That's not very accurate if you ask me.
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Omega

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Re: 0.2.13a
« Reply #35 on: 3 July 2010, 20:46:55 »
I agree with Silnarm. Keep it as it is. There's no need to have to get points for killing your own units. You still can kill your own units, you just don't get anything (except another dead unit) from doing so!
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hailstone

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Re: 0.2.13a
« Reply #36 on: 4 July 2010, 01:39:34 »
"sacrificing" units could be a reason to be able to kill your own units, but I imagine this would be a command separate to attack. For example in League of Legends there's a hero that can kill his own unit to temporarily give him increased stats and in Yugioh card game you sacrifice monsters to summon a more powerful monster.
« Last Edit: 4 July 2010, 01:43:45 by hailstone »
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John.d.h

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Re: 0.2.13a
« Reply #37 on: 4 July 2010, 02:21:18 »
"sacrificing" units could be a reason to be able to kill your own units, but I imagine this would be a command separate to attack. For example in League of Legends there's a hero that can kill his own unit to temporarily give him increased stats and in Yugioh card game you sacrifice monsters to summon a more powerful monster.
A few other potentially interesting examples of sacrificial effects: In that other 3D fantasy RTS, two of the undead units can sacrifice their own units for health and mana.  In Warlords Battlecry 3, Dark Elves can sacrifice groups of slaves for a chance (5% per slave, IIRC) to summon a big nasty demon, and the Minotaurs can eat sheep to regain health.  In Dominions 2, blood magic requires you to sacrifice virgins to cast spells.

ultifd

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Re: 0.2.13a
« Reply #38 on: 5 July 2010, 06:52:51 »
What exactly is the accuracy problem? You can still kill your own units, you just don't get credit for them.  Why should you get an experience bonus for killing your own units ?!? That's not very accurate if you ask me.
Accurate for the ending stats of GAE.
Anyways, if it is already settled, that's fine. I guess we shouldn't debate about it, no point.
Thanks for replying though,  :thumbup: .

Omega

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Re: 0.2.13a
« Reply #39 on: 5 July 2010, 23:45:27 »
Moving on... The tracking function doesn't seem very... desirable. It was supposed to prevent attacks from missing by following it to the end point, and it does that to some degree, but the attack can still miss, and this is highly noticable with splash attacks because it just keeps on going (looks totally cool though with the AA Launcher in military, since a moving target causes the tracking to fly past it as though it misses. I say there needs to be another function to perform what the tracking was supposed to do (but keep this one in, because it performs fantastically for the AA Launcher, and possibly other units).

Basically, it should follow to the end point, which it tries to do, but often when it hits the moving target, it is just a bit off and then it never hits at all (the splash attacks won't get a splash). Ideally, it'll splash where the target should have been JUST before impact, and damage will be done as though it were a perfect hit.
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silnarm

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Re: 0.2.13a
« Reply #40 on: 6 July 2010, 16:04:01 »
...
Basically, it should follow to the end point, which it tries to do, but often when it hits the moving target, it is just a bit off and then it never hits at all (the splash attacks won't get a splash). Ideally, it'll splash where the target should have been JUST before impact, and damage will be done as though it were a perfect hit.

Sounds like a bug... will look into it.
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Psychedelic_hands

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Re: 0.2.13a
« Reply #41 on: 13 July 2010, 08:32:28 »
I can't get this to work :S

Has an error message like "Cannot open output file"

:~(

hailstone

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Re: 0.2.13a
« Reply #42 on: 14 July 2010, 00:06:46 »
Please post the exact error message. You might want to check the folder permissions and make sure it is writable.
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ChupaReaper

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Re: 0.2.13a
« Reply #43 on: 14 July 2010, 00:33:55 »
I can't get this to work :S

Has an error message like "Cannot open output file"

:~(

If you have windows 7 and it's saved in program files it may not work as windows 7 can make things read only so it can't save to any log.txt file or something, this happened when trying to setup my mod on my brother's laptop. Also if you're running it from a read only location it wont work, maybe running as admin might solve it, this is what happened to me when I got that error (or a similar one, can't remember it exactly).

Omega

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Re: 0.2.13a
« Reply #44 on: 14 July 2010, 02:32:18 »
Thats UAC (User Account Control). I strongly recommend you turn it off, especially if you're good with computers. It is widely considered by the technologically-wise people to be among microsoft's worse inventions (along with Windows ME and Microsoft Bob). You'll need to be an admin to turn it off. Should be found in 'Control Panel\All Control Panel Items\User Accounts' and choose to 'Change User Account Control Settings'.
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Psychedelic_hands

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Re: 0.2.13a
« Reply #45 on: 14 July 2010, 19:59:58 »
Thats UAC (User Account Control). I strongly recommend you turn it off, especially if you're good with computers. It is widely considered by the technologically-wise people to be among microsoft's worse inventions (along with Windows ME and Microsoft Bob). You'll need to be an admin to turn it off. Should be found in 'Control Panel\All Control Panel Items\User Accounts' and choose to 'Change User Account Control Settings'.

Thanks heaps, I should really get more technologically wise, it seems to hate me.

That worked but now when I try to open it the windows error noise plays and lots of log files appear in the folder......
Sorry guys but I no idea of what to do :|

silnarm

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Re: 0.2.13a
« Reply #46 on: 15 July 2010, 03:21:15 »
That worked but now when I try to open it the windows error noise plays and lots of log files appear in the folder......
Sorry guys but I no idea of what to do :|

Did you extract the files into your Glest program directory ?  It's a side-by-side install, I think we need to make that clearer, will include a 'install.txt' in the next release....

If so, please go Start->run and type 'cmd' in the little box and hit 'Ok', when the command prompt comes up do,
Code: [Select]
cd "\Program Files\Glest_3.2.2"
glestadv-0.2.13a.exe

And tell us what it says (if anything...)
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ultifd

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Re: 0.2.13a
« Reply #47 on: 15 July 2010, 05:34:46 »
I see I have the same problem, so I ran Chupa's mod [Malevolent Rising] with Admin rights, then...well I tried this, but it does not say anything...so I'm kinda confused.

Psychedelic_hands

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Re: 0.2.13a
« Reply #48 on: 17 July 2010, 05:36:42 »
Yeah I did uncompress it into the the glest directory.....

and when I add that code it says.....

Quote
'glestadv-0.2.13a.exe' is not recognized as a internal or external command,
operable program, or batch file.
^ I'm guessing this is bad eh?
« Last Edit: 17 July 2010, 05:38:29 by Psychedelic_hands »

Omega

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Re: 0.2.13a
« Reply #49 on: 22 July 2010, 02:23:43 »
I noticed that we can't use the other difficulties of CPU (easy and mega) in scenarios.

We should be able to use cpu-easy or cpu-mega as the control for a player in scenarios.

I added it to the tracker for 0.3.
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