tmapm 0 Report post Posted September 7, 2004 I'll have to look into it... Share this post Link to post Share on other sites
Allied General 0 Report post Posted September 8, 2004 (edited) unless of course u used forbiddenhouses ;) but still a infantry barracks ( or any factor) can still be a center to "produce" units. For instance I made a clone of the [NAHAND] it doesn't make infantry but you still primary select it and your infantry come out of it regardless of side still come out it. I think they disable the logic where from TS where Nod side specific infantry can only come out of hand of Nod and vice versa. Edited September 8, 2004 by Allied General Share this post Link to post Share on other sites
Cylon Terrorist 0 Report post Posted September 11, 2004 when the Genesis harvie brings its crate of goodies to the refinery it goes underneth the ref animation wen the ship piks it up :) Share this post Link to post Share on other sites
Vinifera7 0 Report post Posted September 12, 2004 Yeah, I could have mentioned numerous graphics problems, but I figured they were pretty obvious. Thanks for the input though. Share this post Link to post Share on other sites
rattle 0 Report post Posted November 12, 2004 (edited) hello there, the solar laser has quite some bugs as it caused me several internal errors... i called a bomb raid and an injection in on a empty place. right after they landed i lasered them and crash... same happened when i did that in my base (buildings shielded though). the plane, which grabs the resources off the genesis refinery, has a broken shadow... the shadow is pink and doesnt move in the same direction as the plane. when other nemesis/genesis players than yourself repair one of their buildings the wrench animation has wierd colors... next thing is the mousecur.pal which also causes graphical glitches in the mousecursors. same wierd colors as above. after removing the palette the mouse cursor's colors returned to normal. another "bug" with the genesis harvesters: i felt like building tons of refineries (sorry forgot the ingame names) so i build a couple of mcvs and started spamming refineries on each players starting position... in the end the harvesteres didnt unload anymore. i had to do that by myself and i had about 40 or 50 refineries and about 60 harvesters. its quite troublesome to get some money if you have to manage them all by yourself. another thing which disturbes me is the nemesis pulse infantry as they chase after anything which comes in... they're pretty useless this way if i got some nemesis tanks incoming cause they're history then.. next thing is rather not a bug but maybe you could tweak the fire sound of the shiners when deployed... these lasers are way too loud tbh. last but not least, both nemesis tanks' weapons should be weaker vs. infantry as infantry is pretty helpless against them. but thats not a bug as well. Edited November 12, 2004 by rattle Share this post Link to post Share on other sites
tmapm 0 Report post Posted November 12, 2004 Thanks for the report! :) Share this post Link to post Share on other sites
gamemate 0 Report post Posted November 12, 2004 Hello and welcome ;) 1. All the bugs concerning SOL has been fixed and should not occur in the next version. 2. This has also been fixed. 3. I will fix this, I knew that there was a problem with it but have not gotten around to fix it. 4. Same answer as above. 5. This is an glitch with hover harvesters, this will also be fixed in the next version. 6. It is a part of the behaviour of the infantry and it is intended this way ;) 7. I can reduce it some. 8. Intended to be like this, they really should be used in numbers or inside of the tanks to reduce the number off casualties. Thanks for the feedback and bug report :) Share this post Link to post Share on other sites
Vinifera7 0 Report post Posted November 13, 2004 Yes, thanks for the report, rattle! I have one thing to mention about the harvester thing (#5). I think this also happens with the Nemesis Harvesters. If you have a lot of Harvesters, they tend to crowd around one Refinery resulting in a traffic jam, in which the Harvester that has just finished unloading is unable to move away so the next Harvester can unload. This happens even if there are multiple Refineries. But you say there is a fix to this? Well in that case, great! I don't know how you would fix it, but I'm glad you do! Also I would like to report another "bug": Genesis no longer has autorepair ;) Please give back autorepair! ;___; Share this post Link to post Share on other sites
gamemate 0 Report post Posted November 13, 2004 If it still happens with standard harvesters then I can not do much about the problem. I am not sure why Autorepair was removed but I will consider adding it again. But I will only do that when I am certain that it does not cause any IE´s ;) Share this post Link to post Share on other sites
Vinifera7 0 Report post Posted November 13, 2004 Yes of course :D Share this post Link to post Share on other sites
kornlord283 0 Report post Posted November 19, 2004 (edited) In my opinion, Genesis autorepair may have been a bit too fast in 3.8 and 4.0, though no auto repair is not of any good either... One possibility is to allow most Genesis units to auto repair to a certain degree. Aurabelts can then be coded to emit a sort of negative damage weapon to heal units back to full health. Just a thought :) I have never noticed the crash bug when nemesis AI fires a missile. The only crash I have experienced in 5.0 occurs when a vinifera missile hits certain structures (refinery or Nemesis incinerator). Edited November 19, 2004 by kornlord283 Share this post Link to post Share on other sites
Tycoon-Master 0 Report post Posted November 19, 2004 In my opinion, Genesis autorepair may have been a bit too fast in 3.8 and 4.0, though no auto repair is not of any good either... One possibility is to allow most Genesis units to auto repair to a certain degree. . . Yeah, those infantry units are impossible to destroy/get rid of becuase they repair so fast. . .they almost never die <_< Share this post Link to post Share on other sites
Chrono 0 Report post Posted November 19, 2004 That was no longer the case in 5.0. ;) Share this post Link to post Share on other sites
Tycoon-Master 0 Report post Posted November 20, 2004 That was no longer the case in 5.0. ;) no, in version 5.0 also. . .that was the version i was actually talking about :( Share this post Link to post Share on other sites
IconOfEvi 0 Report post Posted November 20, 2004 As far as I saw (YES I played at a friends ;)), well some units don't like to be blown up by barrels or ammo crates in some maps (i.e. IE...) Also, It might have been a one time thing but if I can remember correctly killing hover units over water...well some of them I think IE...I think it was a...Jackal? I dunno...forgot sorta... Share this post Link to post Share on other sites
Vinifera7 0 Report post Posted November 20, 2004 Weird, I've never heard of or witnessed a bug like that. Oh, and the auto repair that I was referring to was the auto repair for Genesis buildings, not units. The "aura mist" that destroyed Genesis infantry emit is still in game, and it doesn't heal infantry too fast either. It's perfect in my opinion. Also, the Venagenium still heals vehicles like always. Nothing to change there. I was talking about the auto repair for Genesis buildings that was in earlier versions. I think it should be added back in. Share this post Link to post Share on other sites
IconOfEvi 0 Report post Posted December 13, 2004 Well it DOES fit in with the 'high tech' theme of the Genesis ^_^ Share this post Link to post Share on other sites