Tried Beta today. I noticed one occasion where the ripcord indicator for an IC miner didn't show up when it was supposed to.
Sent a miner to a sector with nothing else in it. An enemy fig showed up. At first I ordered the miner to rip home, just in case. At this point the rip indicator showed up fine. However, when it became obvious the fig wouldn't see the miner, I interrupted its rip sequence by ordering it to go mine a nearby asteroid. It finished mining the rock, the He3 bar was full, yet no indicator appeared. I watched the miner and saw it disappear as it ripped back home, but still no indicator.
I only saw this happen once, though. The rest of the time, the indicator seemed to work just fine.
FAZ Beta R6 Known Issues
Following up on the above.
It seems the ripcord indicator does not work for Iron Coalition miners when they have finished mining a rock and need to rip home to offload.
In all other situations the indicator seems to work normally.
Whether you order an IC miner to a rock specifically, or just let it mine on its own, if you watch it as it finishes mining, you will see that it's starting to rip (it's full, there's no more blue lightning of mining, it starts to jitter, then it rips and disappears) -- yet no indicator appears. Or at least, the vast majority of the time. Out of many times I tried this, on two occasions the indicator did appear, even though there was no obvious difference between these instances and the ones where it didn't. The miners otherwise acted the same way, and so on. So no idea what was going on there. The vast majority of the time, it doesn't work.
The indicator does work if the miner is ripping on its own for some other reason. If it's damaged and rips to run away, it will show the indicator. If there is a receiver in a sector where there is He3 to be mined, the indicator will be shown when the miner rips there on its own. When a miner is directly ordered to go somewhere or to any object and it rips to get there, the indicator will always work. If you tell a miner to dock using the new right-click-on-F6 feature, the indicator also works fine.
~~~~
Other issue: The new F6 right-click-"Dock" command doesn't... always work.
What happened was I ordered a bunch of miners to go to an outpost in a different sector from where they were at the moment, while I was OOB, by selecting them in F6 and doing the Ctr-G thing. Once I saw in F6 that they were in the outpost's sector (but not yet docked -- just entered the sector), I right-clicked and selected "Dock" for each of them. Shortly after this, I docked myself and went to F3 to check on the miners. They were all mining in that sector without a care in the world. ... Sorry, I didn't try hard enough to replicate this. I guess I'll test this more another day.
In addition, it seems if the base in which the miners were ordered to stay docked is destroyed, the miners will go about their business normally after launch (i.e. they just go and mine as if nothing in the world is wrong). It might be nicer if they automatically headed to the next nearest base where they can dock, maybe? I dunno.
Edit: Changed description of the stay-docked issue to be more specific.
It seems the ripcord indicator does not work for Iron Coalition miners when they have finished mining a rock and need to rip home to offload.
In all other situations the indicator seems to work normally.
Whether you order an IC miner to a rock specifically, or just let it mine on its own, if you watch it as it finishes mining, you will see that it's starting to rip (it's full, there's no more blue lightning of mining, it starts to jitter, then it rips and disappears) -- yet no indicator appears. Or at least, the vast majority of the time. Out of many times I tried this, on two occasions the indicator did appear, even though there was no obvious difference between these instances and the ones where it didn't. The miners otherwise acted the same way, and so on. So no idea what was going on there. The vast majority of the time, it doesn't work.
The indicator does work if the miner is ripping on its own for some other reason. If it's damaged and rips to run away, it will show the indicator. If there is a receiver in a sector where there is He3 to be mined, the indicator will be shown when the miner rips there on its own. When a miner is directly ordered to go somewhere or to any object and it rips to get there, the indicator will always work. If you tell a miner to dock using the new right-click-on-F6 feature, the indicator also works fine.
~~~~
Other issue: The new F6 right-click-"Dock" command doesn't... always work.
What happened was I ordered a bunch of miners to go to an outpost in a different sector from where they were at the moment, while I was OOB, by selecting them in F6 and doing the Ctr-G thing. Once I saw in F6 that they were in the outpost's sector (but not yet docked -- just entered the sector), I right-clicked and selected "Dock" for each of them. Shortly after this, I docked myself and went to F3 to check on the miners. They were all mining in that sector without a care in the world. ... Sorry, I didn't try hard enough to replicate this. I guess I'll test this more another day.
In addition, it seems if the base in which the miners were ordered to stay docked is destroyed, the miners will go about their business normally after launch (i.e. they just go and mine as if nothing in the world is wrong). It might be nicer if they automatically headed to the next nearest base where they can dock, maybe? I dunno.
Edit: Changed description of the stay-docked issue to be more specific.
Last edited by Makida on Wed Sep 01, 2010 6:40 pm, edited 1 time in total.
We looked at this, this is the logic they would have followed in R5 if their base was destroyed. This was "fixed" from the behavior they had on initial stay docked implementation where they literally stayed in place and waited for the bombers turrets to shred them. I think this(current) will be the implementation if the docked feature is voted in.girlyboy wrote:QUOTE (girlyboy @ Sep 1 2010, 01:27 PM) In addition, it seems if the base in which the miners were ordered to stay docked is destroyed, the miners will go about their business normally after launch (i.e. they just go and mine as if nothing in the world is wrong). It might be nicer if they automatically headed to the next nearest base where they can dock, maybe? I dunno.
I got your info on the rip indicator and will try to look at that tonight.
Xynth@PK


Allegiance beta client freezes when you close it. Then the only way to kill it is by ending the allegiance process in task manager or by closing ASGS (which probably kills the Allegiance process).
I finally have my artwork files for beta though, but it's a ghost town in there!
I finally have my artwork files for beta though, but it's a ghost town in there!
After our commander rushes an OP to their home: I launch AB then enemy comm AB launches. I'm not giving any names.
I was checking out the R6 beta!
First off thanks for all the hard work you all have put in! This includes any interpersonal stress that sounds like it's part of the job description- Despite any of it, you all have my appreciation for what seems to be your unanimous of furthering alleg. (not that my appreciation pays rent or baby bills)
I seem to not have the crash on game settings bug anymore, so thanks for fixing that- and the countless other ones I'm sure you fixed that I don't know about.
Of the new features I had some questions and suggestion, and one thing I would consider a bug (though I think it was already reported). The suggestions are just that so if there reasons not to implement them, or if it is too time consuming to do so I understand, but figured a little input couldn't help. Also my apologies if this isn't the right place to post.
My Questions/Suggestion:
1) What are the new balance settings? I'm assuming alleg-skill is pretty much the current auto-balance, but I am curious if this is correct and how the weighted and simple balance are executed?
2)What action will a carrier take if given the flee/dock command? (I guess I understand dock if you have a SY, but what does flee mean?)
3)Will docked AI just pick the nearest base to dock at? Or is there a way to choose which sector/base they dock at? On that note is it possible to grab a group of AI and dock them, or do you have to use f6 and individually select them? If the coding isn't ridiculous it would be nice for the f3 menu to allow docking of multiple ai, or even all ai in a sector to dock.
4) I love the fog of war for uneyed HE3!!! Thanks!!! Will tech rocks do the same? I actually would like it if they did, and if game-state did not reveal the percentage of uneyed enemy bases- it seems an uneyed con should not be known about as a tech base to an enemy. On that note, it also seems to be a little silly that you can tell when a previously eyed con has built by seeing it disappear on f6, even if the con is not eyed when it is building. I don't have much coding experience but for some reason this seems like it would be tricky to me
Sorry if these are asking a bit much-like I said just suggestions I found would improve the game. However I do have a TL;DR statement about what I consider bugs- sorry about the capslock to get the attention of any devs who understandably did the TL;DR.
BUG BUG BUG BUG
PLEASE FIX PLEASE FIX
BUG BUG BUG BUG
Ok so from a commanding point of view there are 3 features I saw that will drive me nutzzzzzzz! And in no way am I trying to say that I'm not thankful for all the work you are doing... just a few things that, though they weren't game crashing bugs, they will annoy commanders to no end.
1) Miners Ripping to offload do not show ripping symbol, nor do they change from the mining symbol to the going symbol in f6 that I would previously use to know what the miner was doing when I was out of base (please keep the f6 symbol for an offloading miner as it has been).
They show the rip symbol if I manually command them, but not when they automatically rip to offload.
2) Con/Mine's do NOT show what they are commanded to do on the command wing when they are ordered to dock! This is not good at all. IF a player is trying to micro manage my miners (which is often nice) I NEED NEED NEED to know what they are doing with my cons and miners, and is tremendously advantageous for other players on command wing to also be able to track where cons and miners are sent to. PLEASE PLEASE PLEASE make sure that this will be fixed!
3) This is more of a suggestion than a bug, but anyway, some sort of rip-cording timer on AI would be nice, or even on all friendly ships. It would be nice to see my miner or con ripping as an enemy was attacking it and be able to decide- oh it never going to rip- I better send it to a nan in this sector, or oh it will rip with plenty of time. One more thing that just entered my mind- is there an easy way to make it so cons/miners can rip to a tele in the same sector they are already in? That would be a nice feature imo- and as pilots can do it, it seems like it would be more consistent if teleporting AI could as well.
Anyway thanks for reading this and for all your work!
First off thanks for all the hard work you all have put in! This includes any interpersonal stress that sounds like it's part of the job description- Despite any of it, you all have my appreciation for what seems to be your unanimous of furthering alleg. (not that my appreciation pays rent or baby bills)
I seem to not have the crash on game settings bug anymore, so thanks for fixing that- and the countless other ones I'm sure you fixed that I don't know about.
Of the new features I had some questions and suggestion, and one thing I would consider a bug (though I think it was already reported). The suggestions are just that so if there reasons not to implement them, or if it is too time consuming to do so I understand, but figured a little input couldn't help. Also my apologies if this isn't the right place to post.
My Questions/Suggestion:
1) What are the new balance settings? I'm assuming alleg-skill is pretty much the current auto-balance, but I am curious if this is correct and how the weighted and simple balance are executed?
2)What action will a carrier take if given the flee/dock command? (I guess I understand dock if you have a SY, but what does flee mean?)
3)Will docked AI just pick the nearest base to dock at? Or is there a way to choose which sector/base they dock at? On that note is it possible to grab a group of AI and dock them, or do you have to use f6 and individually select them? If the coding isn't ridiculous it would be nice for the f3 menu to allow docking of multiple ai, or even all ai in a sector to dock.
4) I love the fog of war for uneyed HE3!!! Thanks!!! Will tech rocks do the same? I actually would like it if they did, and if game-state did not reveal the percentage of uneyed enemy bases- it seems an uneyed con should not be known about as a tech base to an enemy. On that note, it also seems to be a little silly that you can tell when a previously eyed con has built by seeing it disappear on f6, even if the con is not eyed when it is building. I don't have much coding experience but for some reason this seems like it would be tricky to me
Sorry if these are asking a bit much-like I said just suggestions I found would improve the game. However I do have a TL;DR statement about what I consider bugs- sorry about the capslock to get the attention of any devs who understandably did the TL;DR.
BUG BUG BUG BUG
PLEASE FIX PLEASE FIX
BUG BUG BUG BUG
Ok so from a commanding point of view there are 3 features I saw that will drive me nutzzzzzzz! And in no way am I trying to say that I'm not thankful for all the work you are doing... just a few things that, though they weren't game crashing bugs, they will annoy commanders to no end.
1) Miners Ripping to offload do not show ripping symbol, nor do they change from the mining symbol to the going symbol in f6 that I would previously use to know what the miner was doing when I was out of base (please keep the f6 symbol for an offloading miner as it has been).
They show the rip symbol if I manually command them, but not when they automatically rip to offload.
2) Con/Mine's do NOT show what they are commanded to do on the command wing when they are ordered to dock! This is not good at all. IF a player is trying to micro manage my miners (which is often nice) I NEED NEED NEED to know what they are doing with my cons and miners, and is tremendously advantageous for other players on command wing to also be able to track where cons and miners are sent to. PLEASE PLEASE PLEASE make sure that this will be fixed!
3) This is more of a suggestion than a bug, but anyway, some sort of rip-cording timer on AI would be nice, or even on all friendly ships. It would be nice to see my miner or con ripping as an enemy was attacking it and be able to decide- oh it never going to rip- I better send it to a nan in this sector, or oh it will rip with plenty of time. One more thing that just entered my mind- is there an easy way to make it so cons/miners can rip to a tele in the same sector they are already in? That would be a nice feature imo- and as pilots can do it, it seems like it would be more consistent if teleporting AI could as well.
Anyway thanks for reading this and for all your work!
Last edited by ryujin on Tue Oct 12, 2010 12:42 am, edited 1 time in total.
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TurkeyXIII
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To the best of my knowledge:Ryujin wrote:QUOTE (Ryujin @ Oct 12 2010, 11:38 AM) 1) What are the new balance settings? I'm assuming alleg-skill is pretty much the current auto-balance, but I am curious if this is correct and how the weighted and simple balance are executed?
3)Will docked AI just pick the nearest base to dock at? Or is there a way to choose which sector/base they dock at? On that note is it possible to grab a group of AI and dock them, or do you have to use f6 and individually select them? If the coding isn't ridiculous it would be nice for the f3 menu to allow docking of multiple ai, or even all ai in a sector to dock.
1) Simple is the same as current autobalance. Weighted uses factors like average rank and player count to try to balance while the game is running, AllegSkill is the fancy one that uses mu and sigma (but I'm not sure how functional it is, if at all).
3) With right-click->dock they'll pick the nearest station. It's the same as if they panic from damage, which is the same as if the pilot hit b, p. (Or so I assume).
QUOTE (Randall Munroe)14.2: Turkey consumption rate of the average American in milligrams per minute[/quote]


