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Nano Turrets fail at max range

Posted: 22 Dec 2006, 05:47
by PauloMorfeo
Imovable units (buildings) that have build trees, fail near they're max ranges.

Around some 2/3~3/4 of max build range, it will initiate the building but not start nanolathing.
Around some 3/4 to max of range, it will simple fail to even initiate buildings.
Still, it can repair/assist, etc, up to max range.

I am having that issue in my Galactic Gate in TLLR and i see it too in NOTA.

Posted: 22 Dec 2006, 07:20
by Ling_Lover
yeah, i see this in EE too... it's a bit annoying...

Posted: 22 Dec 2006, 08:29
by PauloMorfeo
Ling_Lover wrote:yeah, i see this in EE too... it's a bit annoying...
A "bit"? Like when you have a big build queue and you come back 5 mins later and find out that he stoped in the middle of the queue...?

Posted: 22 Dec 2006, 08:51
by KDR_11k
Same issue in Dozerz (spawner variant).

Posted: 22 Dec 2006, 09:44
by TradeMark
Why dont they continue building next unit in the building list? O_O

Posted: 22 Dec 2006, 11:11
by Strategia
Construction has already begun. As far as Spring is concerned, building is underway, even though there is no progress whatsoever.