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details.
Posted: 23 Apr 2006, 06:11
by mongus
Are units not attacking at their max range now?
have not tested really, bc i have to install old versions and..
maybe its easier to check on the code?
i can run a test if needed, just ask for that.
this was a tweak.. introduced as some release.. then got broken.. then fixed..
kynda laser double damage thing, pesky hard to catch annoyance that brakes the game hard.
thanks for your time.
Posted: 23 Apr 2006, 22:37
by NOiZE
How about you test things first?
Posted: 24 Apr 2006, 14:51
by BvDorp
some people take offence to having thier spelling insulted -moderator
Posted: 24 Apr 2006, 21:00
by mongus
flamewar prempted! -moderator
Noize, testing this requires me to install version .66, and run some tests, which i can do, but maybe its faster/easier to some developper to give a word on this.
From ingame playing in current version(.70b3), i have the suspect this is possibly happening.
I can run my own test, which is a pain, but will do if needed.
Posted: 25 Apr 2006, 12:09
by NOiZE
I think the dev's time is more valuable...
Posted: 25 Apr 2006, 14:44
by SwiftSpear
If the devs changed something that is causing range anomilies they really need to track it down... that being said, no, it's not easier to root through thosands of lines of modified code to find the possible cause of an unconfirmed error.
You really need to test to verify your suspicions if this is an acctual issue. The exact mechanics of how range seems to have changed would be really valuble information in terms of hunting down the cause of the bug if it does indeed exist.
Posted: 25 Apr 2006, 23:59
by BvDorp
BvDorp wrote:some people take offence to having thier spelling insulted -moderator
Not to mess around but.. the taking offence part should be moderated, not the suggestion of being more clear, IMO. But I get the point here, back ontopic
E: that was kinda rude again, I'm sorry. Well, there's light at the end of the tunnel:
LearnDutch.org
