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 Post subject: Re: VSRDev
PostPosted: October 3rd, 2016, 10:55 pm 
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Joined: February 18th, 2011, 3:06 pm
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Yup, SITE is 100% broken in MP.

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 Post subject: Re: VSRDev
PostPosted: October 6th, 2016, 10:03 pm 
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Scion:

Stronghold cost 60?

Kiln / Dower = quill?

Sonic proposal: 20% rate of fire increase but 20% damage and ammo consumption decrease?

I like the idea of switching up scion tech however Sonic is pretty shit currently.


Daedlian tech tree seems better now with the added Bay requirement for hatred

Accel is much slower but it is still effective

Possible to reduce splash damage of Hatred Assault?

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 Post subject: Re: VSRDev
PostPosted: October 12th, 2016, 12:30 pm 
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Joined: October 19th, 2005, 9:09 am
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Looks like the issues i posted in MPI are fixed.

4 play: the north east recycler doesn't deploy.


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 Post subject: Re: VSRDev
PostPosted: October 12th, 2016, 6:54 pm 
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Joined: November 16th, 2013, 10:21 pm
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My dropbox account is ahonist@gmail.com.

Excited to get involved!


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 Post subject: Re: VSRDev
PostPosted: October 12th, 2016, 7:09 pm 
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mase wrote:
Looks like the issues i posted in MPI are fixed.

4 play: the north east recycler doesn't deploy.

fixed

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 Post subject: Re: VSRDev
PostPosted: October 14th, 2016, 11:32 am 
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Is SITE ever even used for strats?


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 Post subject: Re: VSRDev
PostPosted: October 14th, 2016, 2:28 pm 
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On Ring 8 even if you set all AI teams to be on team 2, not all teams will end up on the same team.


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 Post subject: Re: VSRDev
PostPosted: October 14th, 2016, 6:23 pm 
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Possible fix for FFA MPI. Scavs on Team 7-10 were auto switching to Team 6, code now switches them back to appropriate team in MPI mode. (This may have been what was construed as wrong team, AI attacking their own extractors?) Do test again, and let me know exact settings if you encounter any more FFA MPI Team wierdness.

Also fixed MPI Human scrap cheat, it was giving 10x as much as it should have.

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 Post subject: Re: VSRDev
PostPosted: October 16th, 2016, 6:49 am 
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I believe I've seen the ai attack their on extractors, but that isn't the issue here.

The steps are:

Select Ring 8 map,
select MPI Mode,
on page 3: set cpu 2-6 to be ISDF.
on page 4: select computer team #1-#7 to be on team 2.
Move through the south, the first 2 AIs have no team color,
the rest of the AIs have blue team color. They will attack each other.

Personally I'd prefer if all the AI teams had no team color,
if possible.

2nd issue: Do the steps as above but don't change team settings.
The colors stay the same as before, instead of each team having a different team color.
(All AIs on the same teams should have the same team color, and all AI
teams on a different team should have a different color)


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 Post subject: Re: VSRDev
PostPosted: October 16th, 2016, 8:07 am 
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So the issue is just Teamcolors on AI Team? Not them attacking each other when they shouldn't? good.

Possible fix applied. Clears TeamColors on Teams 6-11 in MPI. May get reset on Resync/player join? Do test.

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 Post subject: Re: VSRDev
PostPosted: October 16th, 2016, 8:14 am 
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Quote:
They will attack each other.


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 Post subject: Re: VSRDev
PostPosted: October 16th, 2016, 8:34 am 
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Do they ALL attack each other, or only the one or two attacking the rest?

If only one or two of the AI on that map are hostile to the rest, I need to know which spawn location they are at.

EDIT: Tested, Never saw them attacking eachother, but I need to punch the AI teams 6-10 in the face.... 11 and 12 worked fine.

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