Author Topic: [fixed] r2718: Speed value have little influence on actual gameplay  (Read 1586 times)

Coldfusionstorm

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Units move at a certain speed and does not adhere to values set in XML, Or the XML value have very little influence on the move speed.

Pastebin of my test of a worker, with values like this the worker should barely be able to move but yes he happly walk around
http://pastebin.com/33YKunt0

SVN Revison and System specs.
SVN:2718
OS:win 7
Cpu e6600 2,4 Gigahertz Dual core.
Gerforce 8800GTX 786 Mb vram.
2 Gigabytes 800 Mhz ram.

Edit (tomreyn): Add revision # to subject line
« Last Edit: 11 November 2011, 16:35:37 by tomreyn »
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softcoder

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Re: r2718: Speed value have little influence on actual gameplay
« Reply #1 on: 28 October 2011, 05:39:36 »
Fixed now in svn

Coldfusionstorm

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Re: r2718: Speed value have little influence on actual gameplay
« Reply #2 on: 28 October 2011, 16:24:14 »
indeed is it, gj.
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titi

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Re: r2718: Speed value have little influence on actual gameplay
« Reply #3 on: 28 October 2011, 22:02:25 »
This change has many sideeffects and causes big balancing issues. Its maybe very responsive to play, but the current techtree is not made for it (yet) . Regarding our current state( very close to release ) I vote to revert it or make it optional. Other techtrees and/or single units can use it with a special switch then.
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Omega

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Re: r2718: Speed value have little influence on actual gameplay
« Reply #4 on: 30 October 2011, 03:58:38 »
This change has many sideeffects and causes big balancing issues. Its maybe very responsive to play, but the current techtree is not made for it (yet) . Regarding our current state( very close to release ) I vote to revert it or make it optional. Other techtrees and/or single units can use it with a special switch then.
Uh, why would it be reverted or optional??? I tested in the older versions of Glest and GAE, and it works as it should. If anything, the bug has worse side effects and causes big balancing issues.
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Coldfusionstorm

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Re: r2718: Speed value have little influence on actual gameplay
« Reply #5 on: 30 October 2011, 04:53:59 »
This change has many sideeffects and causes big balancing issues. Its maybe very responsive to play, but the current techtree is not made for it (yet) . Regarding our current state( very close to release ) I vote to revert it or make it optional. Other techtrees and/or single units can use it with a special switch then.
Uh, why would it be reverted or optional??? I tested in the older versions of Glest and GAE, and it works as it should. If anything, the bug has worse side effects and causes big balancing issues.

TL:DR A bug made another bug show up, and Titi tought this bug report was about the original bug wich is why his opion comes out misunderstood

Omega, This bug was found when we fixed another bug, and the original bug could be kinda optional/seen as a feaure(altho the nature of the bug require it be considered a bug), What titi meant was that the original bug should/could be implemented as a feature.

basically it make units reaction time to commands very slow because he speed speed skill affected both attack speed and reaction time so units with a slow attack speed would also react slowly, however when softcoder fixed this bug, either a sideeffect or a new bug occured wich was that the speed values dindt work.
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softcoder

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Re: r2718: Speed value have little influence on actual gameplay
« Reply #6 on: 2 November 2011, 19:04:42 »
Is this considered a bug any longer?

Coldfusionstorm

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Re: r2718: Speed value have little influence on actual gameplay
« Reply #7 on: 2 November 2011, 20:02:49 »
yes, But it had the side effect of introducing a new feature (the reaction time, altho you guys havent implemented it yet to my knowlegde).
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softcoder

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Re: r2718: Speed value have little influence on actual gameplay
« Reply #8 on: 2 November 2011, 20:04:30 »
What is the exact bug, i don't understand what needs to be looked at?

Coldfusionstorm

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Re: r2718: Speed value have little influence on actual gameplay
« Reply #9 on: 9 November 2011, 05:02:09 »
This bug is fixed, please edit thread acordingly

Omega: Confused.
« Last Edit: 9 November 2011, 18:45:13 by Omega »
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