I was building dragon teeth on the Castles map, at the top entrance of the southwest corner, and the buildtime is suddenly taking 20-30x as long when building DT close to the wall. Its a strange situation, either build the DT or attackers drive by it without apparent obstruction.
Anyone know why it takes forever to build close to a wall?
I also noticed it de-sync'd a few times in other games on the same map when retesting this bug.
Dragon Teeth
Moderator: Moderators
DTs in whatever mod you're playing must still have LevelGround set to something other than 0. Spring is slooooooooooowly raising the terrain, which seems to be an algorithmic, not linear, progression. In short... time to abandon that DT spot. It's not a bug per se, but on maps with vertical walls, it's hard to tell where that's going to happen sometimes.
Edge tolarances with DT are odd if the mod requires the terrain to be flat when built.
In AA, DT and a few other objects no longer need flat ground to be built, so they build at whatever angle the terrain is facing, this was done to keep defensive and some stealth(cloaked/jammed) buildings from being seen as soon as they're built.
Most experienced players use the F1(Terrain height map) to locate buildings and enemy locations long before they would actually see them visually, and its nearly a cheat.
Visually and functionally alot of buildings require flat ground to work & look better so they don't clip or float on the terrain.
If you need to keep things secret when building, have 2 units work on a project area, 1 doing the build, and the other restoring the terrain after the build is done.
In AA, DT and a few other objects no longer need flat ground to be built, so they build at whatever angle the terrain is facing, this was done to keep defensive and some stealth(cloaked/jammed) buildings from being seen as soon as they're built.
Most experienced players use the F1(Terrain height map) to locate buildings and enemy locations long before they would actually see them visually, and its nearly a cheat.
Visually and functionally alot of buildings require flat ground to work & look better so they don't clip or float on the terrain.
If you need to keep things secret when building, have 2 units work on a project area, 1 doing the build, and the other restoring the terrain after the build is done.
