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1. Occasionally, clear cells of ground will become permanently impassable for no apparent reason.
2. In the early missions, at least (I don't know about later missions), the enemy harvester's AI is broken - after filling itself up on Tiberium, an enemy harvester will get stuck sitting there indefinitely while the refinery waits for it to return.
screenshot for proof: https://drive.google.com/file/d/1FeCdY0pVtfmYC_mnUnD0hgSuWvXd_VpJ/view?usp=share_link
Edit:
it might also affect the AI silo\refienries with this issue i hope you get around it and fix it
@Flippy: I'm going to guess this is a side effect of the bug fix for "don't subtract power drain if a building is destroyed before it finished construction." Also, are the power and drain correct on your pre-built base? Could you send me a copy of that map so I can mess with it?
oh yeah sure
here: https://drive.google.com/file/d/1ZbxO16oGJkgESdWgxYey2M6Fz7TtnDm4/view?usp=share_link
this is the same map on the screenshot its a full working mission with working AI part of a campaign i am working on
edit:
Oh just saw that the power bar is completely green it seems there is no power being consumed as well
so i guess since its a prebuild base buildings have their build-up animation never happening in the first place it does not add the storage to your money cap and add the power drain
but when i build a silo it did add the storage and the power drain and since AI bases are most likely prebuilt that makes this issue pretty game breaking like AI not getting money because they have no storage due to this issue making them unable to build stuff when they have used their starting money
If you use the recon bike to reveal the tiberium field to the south of the GDI base, you can see the harvester collecting tiberium. When it stops, presumably because it's full, it just sits there doing nothing while the refinery waits for it to come back. Weirdly, if you then capture the GDI Tiberium Refinery, the harvester stops being stuck, and tries to come back and dump its load at the refinery...which, of course, it can't do.
* The bug Flippy found with pre-built buildings is fixed.
* The bug DrIgnispirus found with cells becoming impassable is fixed, I think. Since it's an intermittent bug, lots of testing may be needed to be sure it's really gone.
* Found a new bug! When I tried to load the save game from DrIgnispirus, the game crashed! Looks like I introduced an intermittent crash bug when loading save games. Yikes! I'm pretty sure I fixed this just now, but I haven't had time to test yet.
* I'm not able to reproduce the harvester bug reported by DrIgnispirus. Since I was unable to load the save file, I just played the mission 3 times. The CPU's harvester behaved normally each time. (The only other fix in place at the time was for the impassable cells bug. I suppose it's possible the harvesters were getting pinned in by impassable cells, though I can't imagine how.)
I was thinking of replaying the game soon. Any ETA on when 1.9 will be officially released?
Also, is the way to change the color of Nod units still through the .xml file or is it possible for your mod to take care of that automatically or through the .ini?
In any case, cheers mate! And thank you again.
I'll do another test build for TD as soon as the bugs noted in this thread appear to be dead. Assuming the bugs are truly dead, it will be the same as the eventual 1.9 final.
Getting RA ready to go for 1.9 is going to take awhile, because, at this point, there are months worth of work that's been TD-only that I now need to port.
Color changes will always have to be through xml, since that's all handled by the GlyphX client which I've got no control over.
this Mod is great to play single-player missions with, it improves the game very well
Turns out that there's a second intermittent crash bug with loading save games. It's proven very hard to track down. Now I at least have a pretty good idea where the crash bug is happening, but not the faintest idea why. (Because I didn't touch any of the code anywhere near there. It may be that I've created circumstances for a vanilla bug to manifest more frequently. But I don't see any obvious issues there.) Unfortunately, my kid came down with covid for the second time this week, so I won't have any free time to continue the bug hunt for a least several days. (Not a serious case, just massively inconvenient.)
Now I've come down with covid for the second time. (Before anyone asks, yes, I've had 4 shots. But they're just not up to resisting the level of viral exposure that comes from a toddler coughing in your face all the time.) Work will resume when I'm healthy again. Sorry everyone.
Sorry to hear that. Get well soon.