Author Topic: [fixed] Worker build prob  (Read 1584 times)

Mr War

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[fixed] Worker build prob
« on: 1 June 2011, 19:52:46 »
Hi, the worker unit in my current mod is a vehicle that is size 2. When I tell it to build some building it usually stops and I get a "building cannot be placed there" error. Sometimes it works. How can I work around this?

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Re: Worker build prob
« Reply #1 on: 1 June 2011, 21:48:55 »
Elimnator just explained to me the problem (he has seen it too) and I will come up with a bugfix, it seems that units > size 1 move into the way before building, will fix it shortly.

Ishmaru

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Re: Worker build prob
« Reply #2 on: 1 June 2011, 21:54:46 »
Unfortunatly, i dont think there is a workaround to this issue. The problem is when building, only top left corner (of 2x2 is used to start building but if rest of unit overlaps the structure it stops itself cause its blocking unit). thought it was fixed cause this used to be an issue with collecting resources, but it was patched a bit ago.

Possible option: mcv from red alert. truks that morph into buildings?

EDIT: or just wait till softcoder fixes it. :P
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Mr War

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Re: Worker build prob
« Reply #3 on: 1 June 2011, 22:23:10 »
thanks guys. was thinking of separating the builder unit from the harvesting unit, but anticipate that complicating AI and balance.

Softcoder, appreciate these things take time. I'm doing a quick mod, ETA for sharing a beta is a week or two. Should I proceed on the assumption that there will be a fix release by then, or should I work around it for the time being by changing my worker size to 1 (even though that'll mean lots of overlapping g3ds)?

Ishmaru

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Re: Worker build prob
« Reply #4 on: 1 June 2011, 23:15:44 »
It may be awhile before next release since it usually a month or two between versions. I say you make size 1 for your beta release and when its fixed change it back.

The AI handles separate builders and workers fairly well. I did that in chasm originally to fix an old issue of only being able to use only 1 worker to build at a time, only issue i saw was that computer likes to have a few of them around like 4-5 or so, even if it dont need that many. keep that in mind.
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Re: Worker build prob
« Reply #5 on: 2 June 2011, 05:07:32 »
I found the bug and have fixed it in svn. If you only care about single player I could build you a binary with the version 3.5.3-dev as the version and place it for download. Let me know if interested.

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Mr War

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Re: Worker build prob
« Reply #6 on: 2 June 2011, 07:09:21 »
Softcoder, yes I am interested  ;D No rush, but would be cool.

The AI handles separate builders and workers fairly well. I did that in chasm originally to fix an old issue of only being able to use only 1 worker to build at a time, only issue i saw was that computer likes to have a few of them around like 4-5 or so, even if it dont need that many. keep that in mind.
lol, I suspected you'd come across this issue and tried a few work arounds man from what I've seen of Annex with Harvesters etc.


Ishmaru

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Re: Worker build prob
« Reply #7 on: 2 June 2011, 14:12:07 »
lol, I suspected you'd come across this issue and tried a few work arounds man from what I've seen of Annex with Harvesters etc.

Yea but there is getting stuck issues due to ai building structures too close to each other, thus causing traffic jams at the refinery, I may have to scale them down to one square somehow...
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Re: Worker build prob
« Reply #8 on: 2 June 2011, 14:23:08 »
try this build and see how it works (not backwards compatible with older versions for network play).

http://www.soft-haus.com/glest/temp/megaglest3.5.3-dev_i386_win32_bin.exe

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Mr War

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Re: Worker build prob
« Reply #9 on: 2 June 2011, 20:08:28 »
great, seems to be fully fixed, built a ton of things without any prob.

 

anything