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-   -   Bugs in the new patch (http://forum.shrapnelgames.com/showthread.php?t=31576)

sube November 3rd, 2006 07:11 PM

Re: Bugs in the new patch
 
Quote:

Amos said:
- helms for custom units still gives /2 protection

Thats actually working fine for me. An example:

#newarmor 271
#name "Runic Helm"
#type 6
#prot 21
#def -1
#enc 0
#rcost 6
#end

gives my custom unit 21 prot on head

Amos November 3rd, 2006 10:44 PM

Re: Bugs in the new patch
 
I cant explain it. The problem is that this effect is shared by regular helmets as well as custom ones. If you can find anything in my mods that could be causing this behavior... But its not one mod, its all 4. And its not like there is a lot of room for error in armor modding.

Amos November 4th, 2006 02:22 AM

Bugs in the new patch
 
- #siegebonus isnt working
- helms for custom units gives /2 protection


Endoperez November 4th, 2006 02:30 AM

Re: Bugs
 
I tested #siegebonus with the patched version. It worke. Can you post an example? Are you sure you arne't hitting the unit ability cap? Units can't have unlimited number of special abilities.

What do you mean with the latter? What are the details you see when right-clicking on Protection? What are the Protection, Head and Protection, Body values?

Amos November 4th, 2006 02:48 AM

Re: Bugs
 
Quote:

I tested #siegebonus with the patched version. It worke. Can you post an example? Are you sure you arne't hitting the unit ability cap? Units can't have unlimited number of special abilities.


I'm not hitting ability cap. When I give units siegebonus it doesnt even show. Are you sure you are not confusing it with castledef which was fixed.

Quote:

What do you mean with the latter? What are the details you see when right-clicking on Protection? What are the Protection, Head and Protection, Body values?

I need to give a Helm protection of 30 so that head protection is 15. The funny thing is when you check the helm the protection number is correct.

- Awe is -1
- okleader doesnt work with copystats
- dt_demon isnt shown in custom weapons


I'll post all the mods later tonight so you can see for yourself.

Endoperez November 4th, 2006 03:35 AM

Re: Bugs
 
This is VERY strange. I think it's #castledef, not #siegebonus that worked when I tested it, but I confused the two earlier, too. http://forum.shrapnelgames.com/images/smilies/frown.gif Thanks for pointing that out.

Amos November 4th, 2006 04:17 AM

Re: Bugs
 
I think Johan confused them as well. They were both bugged before the patch. Now #castledef is fixed. Actually, there is nothing in the patch notes about #siegebonus.

FrankTrollman November 4th, 2006 08:27 PM

Re: Bugs in the new patch
 
I think you may be looking at things working as intended. When a character wears no pants and a big helmet, their reported protectin is much lower than the helmet alone and higher than the pants alone. If a character wears pants and no helmet, you see displayed n average number between the pants and the helm.

I you right click on the protection value, you'll see a breakdwn of helmet and chest protection.

Furthermore, if a creature has a natural protection and wears armors (pants or helm), the values add only partially. That is, the total protection on the face will be the highest of the natural protection and the helm, plus half of the lower value. That's entirely intentional, and it's there to keep Iron Skin + Full Helm from equalling 40 protection.

That being said, protection shows a marked lack off willingness to exceed 27 - I think things are getting halved again aound that point. That's probably also intentional, but it does make Super Combatant Cyclops cry.

-Frank

Amos November 5th, 2006 01:59 AM

Re: Bugs in the new patch
 
Trust me I'm looking in the right place. The head protection values for custom monsters are bugged.

- #secondaryeffectalways is not working
- #aoe on custom weapons isnt working


Nerfix November 5th, 2006 06:49 AM

Re: Bugs in the new patch
 
"Small Area Holyfire" secondary effect gives Shock instead


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