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[1.06.07] Air bridge inaccuracies

 
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[1.06.07] Air bridge inaccuracies - 12/6/2020 8:37:03 PM   
Destragon

 

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Scenario version is #65

1) The air bridge mission mode displays that this tile will be in range, but when I go to the next turn, it will fail, because of low readiness reducing the range. I'm not sure if readiness regenerates before or after the air bridge mission starts, but shouldn't it tell the player that this tile is probably going to be out of range next turn? It caught me by surprise and I was wondering for a bit why no air logistics points appeared this turn.



2) The next turn, the info screen of the air bridge says the current air points are 1, and start air points are 90, but both of these numbers should really be 0, cause there was no air bridge on the turn.
FYI, the numbers it's displaying are actually the ones from the previous turn, not from the current turn. Probably bugged out because the air bridge didn't happen this turn?



< Message edited by Destragon -- 12/6/2020 9:31:22 PM >
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RE: [1.06.07] Air bridge inaccuracies - 12/6/2020 8:40:08 PM   
Destragon

 

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Accidental doublepost.

< Message edited by Destragon -- 12/6/2020 8:44:10 PM >

(in reply to Destragon)
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RE: [1.06.07] Air bridge inaccuracies - 12/7/2020 9:38:47 AM   
Vic


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Its working as intended. An Air Bridge is possible, but your Unit has to low Readiness.

I see why it is confusing though. And for establishing Air Bridge, maybe better to limit to current Readiness range yes.

probably will be changed in v1.06.09.

Best wishes,
Vic

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(in reply to Destragon)
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RE: [1.06.07] Air bridge inaccuracies - 12/7/2020 1:32:32 PM   
Destragon

 

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Yeah, the first point is just about the game letting you target a tile that is essentially out of range. Reduced action points visibly reduces the range of recon and air strike missions, but readiness doesn't visibly reduce the range of air bridges.
If readiness is regenerated before the air bridge mission starts, then this is more complicated of a problem, since the range would depend on if the heli is currently sitting on an air base or not and probably other factors, too. But I think that it should still highlight ranges that are too far away for its current readiness as something like "potentially problematic".

The second point is a bug though, no? Both of those numbers should be 0, as far as I can tell.

(in reply to Vic)
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RE: [1.06.07] Air bridge inaccuracies - 12/7/2020 9:57:52 PM   
zgrssd

 

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quote:

ORIGINAL: Vic

Its working as intended. An Air Bridge is possible, but your Unit has to low Readiness.

I see why it is confusing though. And for establishing Air Bridge, maybe better to limit to current Readiness range yes.

probably will be changed in v1.06.09.

Best wishes,
Vic

It seems like readiness should affect capacity, not range.
Affecting range is just going to cause issues like Airbridges Invaldiating with enemy AA attackis.

But if it affecst capacity, that would be readily understandable and not cause these issues I think.

(in reply to Vic)
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RE: [1.06.07] Air bridge inaccuracies - 12/8/2020 7:04:52 PM   
Destragon

 

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I was testing around a bit more. Found some more minor things.

1) The air bridges still cause some "let's go!" voice line to be played at the start of the turn, which always gets me by surprise.
2) The game doesn't seem to realise that air bridges directly adjacent to your roads are air bridges?


3) When I try to strat move a unit through an air bridge and the unit has a bigger size than the allowed max size of the bridge, then it will just say "Weight: X/0", but that is besides the point, because the bridge has enough logistics points for the weight. The actual thing it should be saying here is that the unit has a size of 4 and that the bridge only supports a max of size 3:


4) Now that size and weight matters for airlifting units, maybe the different size and weight numbers of the unit types should get looked at a bit. For example, buggies have double the size of transport trucks. Mechanised artillery has the same weight as infantry. AT guns and artillery guns have the same size and weight as infantry (I actually love this).

quote:

ORIGINAL: zgrssd

It seems like readiness should affect capacity, not range.
Affecting range is just going to cause issues like Airbridges Invaldiating with enemy AA attackis.

But if it affecst capacity, that would be readily understandable and not cause these issues I think.

I think that could be a good idea. Maybe if it just reduced the logistics, not the actual capacity, because reducing the capacity would mean randomly losing the ability to transport bigger vehicles.

< Message edited by Destragon -- 12/8/2020 7:51:45 PM >

(in reply to zgrssd)
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RE: [1.06.07] Air bridge inaccuracies - 12/8/2020 8:25:28 PM   
zgrssd

 

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quote:

I think that could be a good idea. Maybe if it just reduced the logistics, not the actual capacity, because reducing the capacity would mean randomly losing the ability to transport bigger vehicles.

Not if the game still bases it on the Vehicles original capacity, rather then the current one.

But yeah, just reducing the produced logistics would also work on both fronts.

(in reply to Destragon)
Post #: 7
RE: [1.06.07] Air bridge inaccuracies - 12/9/2020 10:07:56 AM   
Vic


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Thanks.

Adressing original point and point 1.

Point 2... i think this is just a visual trompe l'oeil . when they str. move there... the air logistical points on the hex get diminished, no? or also on the roads? if something is wrong here send a file to vic@vrdesigns.net please.

Point 3. Ideally yes. But it is a bit complicated. Its on mid term to-do list.

Point 4. I was thinking the same thing. Its on mid term to-do list.

best wishes,
Vic

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(in reply to zgrssd)
Post #: 8
RE: [1.06.07] Air bridge inaccuracies - 12/9/2020 2:39:52 PM   
Destragon

 

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quote:

ORIGINAL: Vic

Point 2... i think this is just a visual trompe l'oeil . when they str. move there... the air logistical points on the hex get diminished, no? or also on the roads? if something is wrong here send a file to vic@vrdesigns.net please.

As far as I can tell, this only happens when the heli is in the tile adjacent to the destination tile. The bug is just that the usual air bridge info doesn't show up (max size, damage, air points).
Besides that, I think it works normally. So, this is a super minor bug, because people are probably not gonna use range 1 air bridges anyway. (Except that a max cargo capacity heavy heli doesn't really have more range than that. :P)

(in reply to Vic)
Post #: 9
RE: [1.06.07] Air bridge inaccuracies - 12/9/2020 3:26:23 PM   
Vic


Posts: 8262
Joined: 5/17/2004
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quote:

ORIGINAL: Destragon


quote:

ORIGINAL: Vic

Point 2... i think this is just a visual trompe l'oeil . when they str. move there... the air logistical points on the hex get diminished, no? or also on the roads? if something is wrong here send a file to vic@vrdesigns.net please.

As far as I can tell, this only happens when the heli is in the tile adjacent to the destination tile. The bug is just that the usual air bridge info doesn't show up (max size, damage, air points).
Besides that, I think it works normally. So, this is a super minor bug, because people are probably not gonna use range 1 air bridges anyway. (Except that a max cargo capacity heavy heli doesn't really have more range than that. :P)


I want to improve it :) it will just be a few patches off
Maybe you could share the save of that particular road instance?
Would help speed my work up.

Best wishes,
Vic

_____________________________

Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics


(in reply to Destragon)
Post #: 10
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