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 Post subject: Re: VSR 5.1.1 Released
PostPosted: February 8th, 2016, 4:44 pm 
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On base pits the DLL spawns a recycler at the human base and after the turrets kill your recycler it says
team -1...-4 won.


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 Post subject: Re: VSR 5.1.1 Released
PostPosted: February 10th, 2016, 4:38 pm 
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Joined: March 13th, 2005, 3:54 pm
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Location: dallas tx
Mr_ScoRpioN1k wrote:
In 6 way FFA on Mid-Lo all teams are "Team Blue" and only one team actually builds. The rest just build 1 scav and that's it.


Does this happen on all FFA maps with >1 AI? Also the Team Names I don't have control over.

mase wrote:
On base pits the DLL spawns a recycler at the human base and after the turrets kill your recycler it says
team -1...-4 won.


Fixed the win game printing, and incorrect path placement for spawns of AI #4 on base pit. Any other maps have incorrect spawn placements in MPI with max AI?

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 Post subject: Re: VSR 5.1.1 Released
PostPosted: February 10th, 2016, 5:45 pm 
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Didn't test all but most seem fine.

On USCM 4 Play the north east recycler won't deploy.

The team color issue is weird since all AIs are on a different team..


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 Post subject: Re: VSR 5.1.1 Released
PostPosted: February 10th, 2016, 8:37 pm 
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General BlackDragon wrote:
Does this happen on all FFA maps with >1 AI?


Yes.


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 Post subject: Re: VSR 5.1.1 Released
PostPosted: February 11th, 2016, 10:43 pm 
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just tried a game on Rend 8 way with 7 AI. Only the Scions never built anything. ISDF Hadean and Deadlian all were active. I'll go poke scions.

Hmm, by themselves, scions work just fine.

Hmmmm.

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 Post subject: Re: VSR 5.1.1 Released
PostPosted: February 11th, 2016, 11:56 pm 
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I tested ISDF only. Some teams will stay inactive. They might build one scav, deploy that and thats it.

On ground 4, all ISDF, the team far in the north east seems to always stay inactive.
If you set all scion it seems the south east one stays inactive.

If you set team 1 to isdf and rest to scion the north east matriarch builds ISDF units ;-)
The north west seems inactive.
One time it build a scout, constructors and turrets before building a scav.

Happens if you leave team numbers untouched.


debug aip says:

VSR_I8_0.AIP BuildMinimums Priority 210
scr 0/0, crig 0, no explanation of wait,
power 0

I just saw there is a wrong count in the alliances page. It says 2x #3.

The recycler variant names should be changed to the new version number.


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 Post subject: Re: VSR 5.1.1 Released
PostPosted: February 12th, 2016, 1:47 am 
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General BlackDragon wrote:
ISDF Hadean and Roton all were active.


The f**k?


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 Post subject: Re: VSR 5.1.1 Released
PostPosted: February 12th, 2016, 9:27 am 
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sorry, meant Deadlian. Sleep depravation :D

Hmm, this is the first ever mod that allows up to 6+ AI at once. I wonder if there's some limit in the game to how many AIPs actually run.

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 Post subject: Re: VSR 5.1.1 Released
PostPosted: February 22nd, 2016, 6:57 pm 
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Joined: October 19th, 2011, 3:11 pm
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for me theres a limit of 1 due to your shit optimization which causes BIG fps drop


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 Post subject: Re: VSR 5.1.1 Released
PostPosted: March 20th, 2016, 10:33 pm 
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Joined: October 19th, 2005, 9:09 am
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Looks like you cant upgrade pools when using 1.3.7.1. Tested in MPI/Strat for ISDF.


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 Post subject: Re: VSR 5.1.1 Released
PostPosted: March 21st, 2016, 8:39 am 
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Bah, more ODF inheritance bugs. Hmm. That's odd.

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 Post subject: Re: VSR 5.1.1 Released
PostPosted: March 21st, 2016, 8:51 am 
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Yeah,

seems to work for scion and had in FFA mpi.


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