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Cursed-Ghost: So I was looking over the bug that lockheed posted on github
We found the reimplementation issue and fixed it. At the end it turned out that the root cause was a simple wrong conditional branch operation in the code. We could say it was a simple typo... but it caused a lot of trouble and headaches.

Any ways. Problem is solved now. Attacks immediately returned to good old dosmax speed even at 24 FPS fastest tick rate.
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klei1984: We found the reimplementation issue and fixed it. At the end it turned out that the root cause was a simple wrong conditional branch operation in the code. We could say it was a simple typo... but it caused a lot of trouble and headaches.

Any ways. Problem is solved now. Attacks immediately returned to good old dosmax speed even at 24 FPS fastest tick rate.
Can't say that surprises me because it wouldn’t be the first time I've seen a simple typo cause mysterious issues that are hard to track down, because its not immediately apparent what the problem is as there is no error message and the only thing you have to go on is the defective in game behavior although that can in some cases at least give a clue where to start looking for the problem and then its just a case if systematically following the breadcrumbs eliminating every possibility as you go till you are left with just 1

Or in the immortal words of Sherlock Holmes: when you eliminate all other possibilities what ever remains however improbable must be the truth.
Post edited April 05, 2024 by Cursed-Ghost
Hi

Not sure if this is a bug or deliberate design but I have noticed that alien units never seem to improve there ammo count, scan range or speed not in the original or in the port.

So I'm wondering if they are supposed to but don’t due to a bug or if the fact that they don’t is deliberate design although if this is the case I have to question why because that makes no sense.
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Cursed-Ghost: Hi

Not sure if this is a bug or deliberate design but I have noticed that alien units never seem to improve there ammo count, scan range or speed not in the original or in the port.

So I'm wondering if they are supposed to but don’t due to a bug or if the fact that they don’t is deliberate design although if this is the case I have to question why because that makes no sense.
Hello, by design only these attributes can improve based on experience gain: attack, shots, range, armor, hits.


const uint8_t UnitInfo::ExpResearchTopics[] = {RESEARCH_TOPIC_ATTACK, RESEARCH_TOPIC_SHOTS, RESEARCH_TOPIC_RANGE, RESEARCH_TOPIC_ARMOR, RESEARCH_TOPIC_HITS}

I do not know the reason or rationale behind this limitation.