[AP] Remaining bugs after v1.1 and improvement ideas
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[AP] Remaining bugs after v1.1 and improvement ideas
First let me say the patch was VERY good, it fixed the slowdown for most ppl, including me and finetuned a variaty of things. Some critters did escape the nuclear-fire.
Ive found no dedicated topic about the bugs that remain, so, let hope this will be it. Theres also room for improvement-ideas or fixes i suppose...
In no particular order, bugs:
1: (BIG ISSUE) Ships still forget their commands when getting hit by enemy fire.
- Small work-around. Assign them to a wing, the wing will renew the command after few secs.
2: Laser tower do nearly no dmg in OOS-combat to fighters.
- Simplify OOS combat ALOT, to a simple "numbers vs numbers" with no miss/hit-rates. A pirate nove took out 6 towers...
3: Freight Drones go "Idle" if home base/ship's hangar is full and when returning home/docking home, they just fly close to you, but will not dock.
- Make em "kamikazi" at their home when docking it or returning... Well, if they do have room. Do "Follow" if home cargo full
4: Fast fighters (Raider Mamba atleast) seem to kamikazi Griffon when returning home to dock.
- If within 1km from docking target, reduce speed to X, maybe 40-60 or so.
Improvement-ideas:
- Add hotkey command for "wingmen return home"
- "Attack all" command should pick the closest nearby hostile
- Player AI fighters use docking computer when no enemies nearby at 1-2km
Ive found no dedicated topic about the bugs that remain, so, let hope this will be it. Theres also room for improvement-ideas or fixes i suppose...
In no particular order, bugs:
1: (BIG ISSUE) Ships still forget their commands when getting hit by enemy fire.
- Small work-around. Assign them to a wing, the wing will renew the command after few secs.
2: Laser tower do nearly no dmg in OOS-combat to fighters.
- Simplify OOS combat ALOT, to a simple "numbers vs numbers" with no miss/hit-rates. A pirate nove took out 6 towers...
3: Freight Drones go "Idle" if home base/ship's hangar is full and when returning home/docking home, they just fly close to you, but will not dock.
- Make em "kamikazi" at their home when docking it or returning... Well, if they do have room. Do "Follow" if home cargo full
4: Fast fighters (Raider Mamba atleast) seem to kamikazi Griffon when returning home to dock.
- If within 1km from docking target, reduce speed to X, maybe 40-60 or so.
Improvement-ideas:
- Add hotkey command for "wingmen return home"
- "Attack all" command should pick the closest nearby hostile
- Player AI fighters use docking computer when no enemies nearby at 1-2km
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Re: [AP] Remaining bugs after v1.1 and improvement ideas
im not quite sure, but fighters are supposed to be good vs LT... specially since LTs were meant deter capital ships. if anyone knows otherwise please feel free to correct me.swatti wrote:
2: Laser tower do nearly no dmg in OOS-combat to fighters.
- Simplify OOS combat ALOT, to a simple "numbers vs numbers" with no miss/hit-rates. A pirate nove took out 6 towers...
glitch/bug: any vessel with auto jump activated will not be able to reach any other Albion sector while you're in system. the vessel will automatically jump back to the gate at Albion gamma.
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seriously?- Simplify OOS combat ALOT, to a simple "numbers vs numbers" with no miss/hit-rates.
i mean.....
seriously?
how OOS works is well documented.
id rather not have to replace my drones(as in, this doesnt work).Make em "kamikazi" at their home when docking it or returning... Well, if they do have room. Do "Follow" if home cargo full
the issue here is that they are poor turners for how fast they are going. plus if you are close to anything else the poor AI doesnt have a clue as to what to do.- If within 1km from docking target, reduce speed to X, maybe 40-60 or so.
this "idea" would make me rage to no end.
that would be the protect me command essentially.- Add hotkey command for "wingmen return home"
eh, its close enough that they sorta already do this.- "Attack all" command should pick the closest nearby hostile
Just saying it forward: I give everyone 2 posts to make good, in context posts(proper english, as always, is optional). After that I'm ignoring what you have to say in that thread that's directed to what we previously were talking about.
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I agree with swatti that the fighters should not be kamikaze suiciding on their way back to dock. I've also spent numerous hours in X waiting for ships to dock (mostly, in the early days of reunion when we all used Elephants). I for one like swatti's idea on giving the fighters the ability to use a docking computer. I have no need to watch (or pretend to watch) the fighters one by one flying right into the docking bay. If a player wants that kind of immersion then that's fine - give us a choice between the two.Catra wrote:the issue here is that they are poor turners for how fast they are going. plus if you are close to anything else the poor AI doesnt have a clue as to what to do.- If within 1km from docking target, reduce speed to X, maybe 40-60 or so.
this "idea" would make me rage to no end.
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Some OOS combat SIMPLY DOES NOT WORK. Some weapons do no seemingly no dmg, while other do immense dmg. Ships simply dissapear etc.
Also, a few pirate fighters managed to down my M7's shields immensly fast(as in few seconds or one turn/update) in OOS. "In sector" they could not do that even if the M7 just stood there and let them try.
Feel free to post a link to such documents. Might as well "molest the mechanics"
Freight drones will enter your cargo bay if you "kamikazi" into them. This however can be a bit tedious with large ships. If you have room for their cargo and the drone, they could simply return. Now they just loiter next to you.
I simply wish that my fighters slow down, because they are indeed poor at this "flying stuff" in general. I personaly do rage more over lost fighters. Limit would only be there when docking.
With protect me command, the ships will re-launch when enemies are near. Would you like your fighters to launch near an enemy M7M? I just want them to dock and stay there till i need em and i dont want to go thru 10 menus to stop them.
Attack all command often chooses targets over 100km away, or targets the ship has no hope of ever catching. More prioriticing needed.
EDIT: More improvements.
Wings should move as a wing, try to remain in formation when possible. They should also wait for other ships and if commanded to attack, do so as a group.
Right now my M6-wing jumps in one after another and dies one by one against the enemy.
Also, a few pirate fighters managed to down my M7's shields immensly fast(as in few seconds or one turn/update) in OOS. "In sector" they could not do that even if the M7 just stood there and let them try.
Feel free to post a link to such documents. Might as well "molest the mechanics"
Freight drones will enter your cargo bay if you "kamikazi" into them. This however can be a bit tedious with large ships. If you have room for their cargo and the drone, they could simply return. Now they just loiter next to you.
I simply wish that my fighters slow down, because they are indeed poor at this "flying stuff" in general. I personaly do rage more over lost fighters. Limit would only be there when docking.
With protect me command, the ships will re-launch when enemies are near. Would you like your fighters to launch near an enemy M7M? I just want them to dock and stay there till i need em and i dont want to go thru 10 menus to stop them.
Attack all command often chooses targets over 100km away, or targets the ship has no hope of ever catching. More prioriticing needed.
EDIT: More improvements.
Wings should move as a wing, try to remain in formation when possible. They should also wait for other ships and if commanded to attack, do so as a group.
Right now my M6-wing jumps in one after another and dies one by one against the enemy.
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Anyone else have the fellows you hail get stuck in the corner looking like they're about to say something after the conversation ends? Easy enough to clear it by hailing a station or such but gets pretty annoying... Going to save some credits for a Ryu next, haven't had one in a long time (useless TL, only fast and handsome) but that time it could only be flown manually when IS or it would go straight where the nose was pointing and never stop, it was utterly unable to turn IS using autopilot. Can't even remember if I was playing TC or AP so it might have been sorted out a long time ago already...
Oh, missions seem to have changed for me, I have only hailed about 300 providers post-patch so it could be just a statistical anomaly; the number of "very easy" missions ("need a ride" and "transport personnel") has increased from about 20% (I think) to about 70%, I've had to hail 10 NPCs in a row to find anything that gives any challenge/money... Anyone else see this?
Oh, missions seem to have changed for me, I have only hailed about 300 providers post-patch so it could be just a statistical anomaly; the number of "very easy" missions ("need a ride" and "transport personnel") has increased from about 20% (I think) to about 70%, I've had to hail 10 NPCs in a row to find anything that gives any challenge/money... Anyone else see this?
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The most prevalent one for me is the computer controlled ships needing commands issued whenever they get attacked. Its pretty close to game breaking for me.
Also couple ive noticed.
RRF ships disapear when boarded.
Cant use Hephisto corp if you have like 1.5 billion in player account (The script thinks you have 0 credits and you get an error message)
Hyperion occasionally starts firing off all its missiles when auto pilot command is issued (When piloted by player)
And they seem to have fixed the timer issue with Turbo booster. But now you can get a full boost imediatly after an initial boost if you hit boost again on 0%
Also couple ive noticed.
RRF ships disapear when boarded.
Cant use Hephisto corp if you have like 1.5 billion in player account (The script thinks you have 0 credits and you get an error message)
Hyperion occasionally starts firing off all its missiles when auto pilot command is issued (When piloted by player)
And they seem to have fixed the timer issue with Turbo booster. But now you can get a full boost imediatly after an initial boost if you hit boost again on 0%
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The laser tower OOS thing is hit and miss, i've had 1 tower kill 2 M3s and 2 M4+ pirates yet also had 2 M4+ vs 2 towers set side by side and the fighters managed to kill one and down the others 1GJ shields. But for the price i certainly think we are getting a bargain! i use them in my early trade empires to ward off pirates from my sector traders until i can afford ships to patrol.
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Eh, I dropped 10 lasertowers at a gate after the patch. Three pirate M3's flew nearby and they were instantly erased from existence and my towers took no damage. I think OOS works with a random "turn order". So the more towers you have, the higher chance that some of them will attack first. At least I think that's how it works.
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Update: checked another 70-80 passenger missions, rough estimate that just over half of them were tagged easy or very easy. Still many (at least much more than pre-patch if the stats hold) but not as bad as the first impression, anyone know if something affects the games choice of difficulty for these things? Thankfully the Ryu seems fine, have not tried piloting it myself yet but will soon enough to confirm that the problem is entirely eliminated. Also; whisky, shots and very strong beer is not a very good combination even on a saturday night, it severely impairs the gameplay on a user level, going to apply a sleeping-it-off hotfix right now.
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strangest thing ive yet discovered:
i claimed two derelict kha'ak m3. no problems with that, only one of them is recognized as an m5 in my ships list, though it has an M3 ID-Code and blip.
i claimed two derelict kha'ak m3. no problems with that, only one of them is recognized as an m5 in my ships list, though it has an M3 ID-Code and blip.
i5 2500K
GTX 560 TI
Win7 Px64
4GB RAM
GTX 560 TI
Win7 Px64
4GB RAM
.Osiris454 wrote:I think I'll have it exit the east gate of Kingdom end and let it go barreling into the planet like some huge kamikaze Goner torpedo.
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I made my very first sector raid in Xenon 472. I had
2x Boreases
1x Akuma
1x Cobra
1x Atreus Hauler
The fleet kept forgetting commands. Even more irritating, when I ordered some ships to jump they wouldn't until all enemies were dead. No significant losses, destroyed a dozen or so Qs, a shipyard and station, but I'm now hesitant to do this again since the ships won't jump when I tell them to.
I guess...fleet commands/wing commands still need to get fixed?
edit - I will say though, the patch made my game suuuuuuuuuuuuuuper smooth, like really playable. I mean, this is the smoothest I've ever seen frame rates, UI was really zippy, I can't complain with this patch.
2x Boreases
1x Akuma
1x Cobra
1x Atreus Hauler
The fleet kept forgetting commands. Even more irritating, when I ordered some ships to jump they wouldn't until all enemies were dead. No significant losses, destroyed a dozen or so Qs, a shipyard and station, but I'm now hesitant to do this again since the ships won't jump when I tell them to.
I guess...fleet commands/wing commands still need to get fixed?
edit - I will say though, the patch made my game suuuuuuuuuuuuuuper smooth, like really playable. I mean, this is the smoothest I've ever seen frame rates, UI was really zippy, I can't complain with this patch.
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More improvement ideas: Cut down marine-training times. Seriously, first you invest zillions into their training, but the time it takes to train them is just absurd. And add a % counter to say when they are finished.
Second, also marine-related. Allow other skills then just fighting to advance in boarding ops. Maybe after fighting has reached 100 and only advance other skills slowly, but atleast it gives a way to max out those last few points.
Second, also marine-related. Allow other skills then just fighting to advance in boarding ops. Maybe after fighting has reached 100 and only advance other skills slowly, but atleast it gives a way to max out those last few points.
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Basically, yes.TTD wrote:That's probably the same area of problem as when trying to leave from certain shipyards with the Hype.
There are two possible solutions.
Make the Hyperion smaller or set the Kyoto's docking bays back to zero.
Well, or don't undock manually. =P
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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Has anyone else noticed that MK3 traders stopped buying cargo upgrades? They used to shove a few credits into that every now and then before but they completely stopped this. Can't find anything about it in the patch release notes and looking around I have not found anyone commenting on it yet (didn't look too hard so I might have missed it) so I don't know what to make of it... I really hope it's a bug and not a change, do not want!