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 Post subject: CWDoR Bug reports (They go here)
PostPosted: Sat Feb 02, 2008 10:47 pm 
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FOW:

Xenesis wrote:
1) All owned properties give a 2-space 'Light radius'
2) Unowned or enemy properties act like forests and conceal units
3) Units add vision along their movement path (except for seeing subs)
4) Rain reduces all unit vision to 1 instead of subtracting 1
5) Vision is reset at the end of a player's turn, recalculating all the lit squares, as well as at the start of their next turn.


1 isn't working
2 is working
3 isn't working, but you already know that.
4 and 5 are working

Weather seems to be working ok overall.

Units:

-I can't seem to be able to buy Mdtanks <_<;.
-The Anti-tank's range (when you press the b-button) is funky. It considers the anti-tank a direct unit, so it's range is equal to the war tank's, for example, even though it isn't capable of moving and attacking.
-Veteran units doesn't seem to be getting any defense boost
-Com Towers are giving 10/10 instead of the 5/5 they are supposed to give.

The other unit related stuff seem to be working fine, except for the obvious stuff, of course (AW ban list, sprites, etc).

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Last edited by CO_Frosty on Sun Feb 03, 2008 3:06 am, edited 3 times in total.

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 Post subject:
PostPosted: Sun Feb 03, 2008 1:25 am 
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Go go Duster + Bike spam

Dusters can't target other Dusters, is that supposed to be ok?

Also rain comes with mist and the army in which turn it begin is unable to move for the day.

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 Post subject: Re: DoR: some FOW and Units bugs.
PostPosted: Sun Feb 03, 2008 2:41 am 
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CO_Frosty wrote:
-Rigs doesn't seem to be working properly
-Carriers can't attack at all. But they produce the 4 seaplanes just fine, I believe.


these are both fine for me


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 Post subject:
PostPosted: Sun Feb 03, 2008 2:57 am 
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Carriers are working fine actually <_<;. So scratch that.

The Rigs...uh...I choose "temp airport" and all it does is wait and not use any material.


Also, veteran units doesn't seem to be getting the defense boost. As in, AFAIK, veteran units are 120/120, but they are 120/100 right now. At least I think so <_<;.

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 Post subject:
PostPosted: Sun Feb 03, 2008 2:59 am 
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Building temp structures takes two turns. It's kind of like capturing in that regard.


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 Post subject:
PostPosted: Sun Feb 03, 2008 3:05 am 
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oooohhh. That explains it.

Yeah, it is working fine.

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 Post subject: Re: DoR: some FOW and Units bugs.
PostPosted: Sun Feb 03, 2008 4:11 am 
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CO_Frosty wrote:
-Com Towers are giving 10/10 instead of the 5/5 they are supposed to give.

The other unit related stuff seem to be working fine, except for the obvious stuff, of course (AW ban list, sprites, etc).

I think that's how much they give in the game anyway <_<;

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 Post subject:
PostPosted: Sun Feb 03, 2008 5:12 am 
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IIRC, it was changed so com towers gave 5/5 instead of 10/0 in this game.

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 Post subject:
PostPosted: Sun Feb 03, 2008 5:28 am 
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Veteran units are 120/120?

Wait, do level 1/2 units get defense boosts too?

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 Post subject:
PostPosted: Sun Feb 03, 2008 5:31 am 
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Nope, it's 5/0, 10/0, and 120/120 for the rank bonuses.


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 Post subject:
PostPosted: Sun Feb 03, 2008 6:09 am 
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MD Tank is fixed
Anti-Tank range fixed
B-ship range...not fixed
Veterancy defense fixed
Com Towers fixed
Tabitha fixed
Duster damage fixed (they couldn't target other dusters/seaplanes)


i'm going to go sit and stare at the wall now k

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 Post subject:
PostPosted: Sun Feb 03, 2008 6:26 am 
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kiwi wrote:
Nope, it's 5/0, 10/0, and 120/120 for the rank bonuses.


uh, thats +5, +10, +20/+20 btw vimes

just so you know

we dont have 220/220 vet units running around

Also, my friend discovered a problem with movement. Might be in CW too, not sure. Basically, take a unit, try looping it around and stuff, and it just goes weird sometimes. Or like, go down, left, down, right, up, and see what happens.

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 Post subject:
PostPosted: Sun Feb 03, 2008 6:31 am 
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That's pretty sweet.

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 Post subject:
PostPosted: Sun Feb 03, 2008 6:33 am 
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What, the movement glitch, or the bonuses?

I assume the bonuses, but uh, I'm having a bit of fun with the movement glitch. :D!

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 Post subject:
PostPosted: Sun Feb 03, 2008 6:50 am 
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whoops <<
220/220 would be scary

DoR's defense formula was used, right?


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 Post subject:
PostPosted: Sun Feb 03, 2008 7:11 am 
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Yeah, the new formula is used. I was referring to the movement glitch too, though.

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 Post subject:
PostPosted: Sun Feb 03, 2008 7:59 pm 
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sup
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bikes have 1 move over rivers, should be impassable
don't want bikes being more useful than they are already


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 Post subject:
PostPosted: Mon Feb 04, 2008 7:21 am 
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Did you have to abuse the movement glitch to get that result? Or can they go over rivers even without it?

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 Post subject:
PostPosted: Mon Feb 04, 2008 8:35 am 
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cannot attack with mouse
can attack with keyboard

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CoconutTank wrote:
We should equip the Landers with catapults. That way the Landers can throw their loaded units to a nearby open space or to another Lander within 5 range.


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 Post subject:
PostPosted: Mon Feb 04, 2008 8:43 am 
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charging is off
i got 1.8 stars from doing 1.8 hp damage in zone

since the bar is 6/12 shouldn't it be 3.6?

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CoconutTank wrote:
We should equip the Landers with catapults. That way the Landers can throw their loaded units to a nearby open space or to another Lander within 5 range.


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 Post subject:
PostPosted: Mon Feb 04, 2008 8:52 am 
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figured out problem

the co zone doesn't shift until after combat

so that's why the co unit doesn't charge sometimes

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CoconutTank wrote:
We should equip the Landers with catapults. That way the Landers can throw their loaded units to a nearby open space or to another Lander within 5 range.


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 Post subject:
PostPosted: Mon Feb 04, 2008 9:41 am 
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SimMarine wrote:
Did you have to abuse the movement glitch to get that result? Or can they go over rivers even without it?

worked without it, I just wanted to show the move glitch too <_<


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 Post subject:
PostPosted: Mon Feb 04, 2008 9:59 am 
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also aa can't shoot at bikes for some reason

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CoconutTank wrote:
We should equip the Landers with catapults. That way the Landers can throw their loaded units to a nearby open space or to another Lander within 5 range.


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 Post subject:
PostPosted: Mon Feb 04, 2008 12:08 pm 
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Using a COP uses up COPstars amount of charge, not maxStars, so only half the bar is expended.


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 Post subject:
PostPosted: Mon Feb 04, 2008 12:09 pm 
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cop only uses up half bar

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CoconutTank wrote:
We should equip the Landers with catapults. That way the Landers can throw their loaded units to a nearby open space or to another Lander within 5 range.


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 Post subject:
PostPosted: Mon Feb 04, 2008 12:37 pm 
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B-ship range checking
COP star usage
Bike movement
AA can't hit bikes
Can't attack with mouse.
CO Zone
Player tag CO selection.

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Last edited by Captain Vimes on Wed Feb 06, 2008 3:42 am, edited 1 time in total.

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 Post subject:
PostPosted: Mon Feb 04, 2008 3:36 pm 
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Edit: Problem already resolved.


Last edited by CoconutTank on Tue Feb 05, 2008 3:57 am, edited 1 time in total.

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 Post subject:
PostPosted: Tue Feb 05, 2008 3:36 am 
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Oh, I listed some fixes I did already on my local copy a few posts up.

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 Post subject:
PostPosted: Tue Feb 05, 2008 5:46 pm 
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do co zone fix plz

for CO unit cuz it shifts after combat

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CoconutTank wrote:
We should equip the Landers with catapults. That way the Landers can throw their loaded units to a nearby open space or to another Lander within 5 range.


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 Post subject:
PostPosted: Wed Feb 06, 2008 12:07 am 
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On the CO select screen, if I go back from the Battle Options (Fog, this, that etc.) I'll go back to the CO select, but I'll have the blue cursor (used to select the second CO in a tag match...from CW1) If I select someone with that cursor, I'll be asked to select Player 3 (In a 2-player match, mind)

...but you can't go back with B or proceed with A.

You might have to disable the selection of a Tag partner in this one >_>;

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 Post subject:
PostPosted: Wed Feb 06, 2008 3:41 am 
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I thought I did, but I forgot about the B button. D:

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 Post subject:
PostPosted: Thu Feb 07, 2008 12:29 pm 
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forsythe and caulder

both can COP @ 1 kill lol (I think they just COP any time)

range extends to whole map lol

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CoconutTank wrote:
We should equip the Landers with catapults. That way the Landers can throw their loaded units to a nearby open space or to another Lander within 5 range.


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 Post subject:
PostPosted: Fri Feb 08, 2008 8:36 am 
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also tabitha's missile is R3 for some reason

wtf black bomb

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CoconutTank wrote:
We should equip the Landers with catapults. That way the Landers can throw their loaded units to a nearby open space or to another Lander within 5 range.


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 Post subject:
PostPosted: Fri Feb 08, 2008 9:10 am 
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shoe-sama wrote:
also tabitha's missile is R3 for some reason

This is DoR beta 2 by the way, guess the old missile code snuck itself back in, huh.

Also, you can use the enemy HQ to get your CO unit.

Also 2, if you delete your CO unit, your CO zone gets stuck and you can't deploy your CO again.


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 Post subject:
PostPosted: Mon Feb 11, 2008 4:15 pm 
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Yo vimes a game that I and shoe played suddenly switched sides on some day below 20 =[ Here's a copy of what was on the console window before it happened, dunno if it'll help.
Code:
Intel
Error: Could not read file sound/cancel.wav
Error: Could not read file sound/maptick.wav
Error: Could not read file sound/maptick.wav
Error: Could not read file sound/ok.wav
Error: Could not read file sound/menutick.wav
Error: Could not read file sound/ok.wav
End
Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException
        at cwsource.Battle.endTurn(Battle.java:828)
        at cwsource.BattleMenu.doMenuItem(BattleMenu.java:71)
        at cwsource.BattleScreen.pressedA(BattleScreen.java:2443)
        at cwsource.BattleScreen$KeyControl.keyPressed(BattleScreen.java:4001)
        at java.awt.Component.processKeyEvent(Unknown Source)
        at java.awt.Component.processEvent(Unknown Source)
        at java.awt.Container.processEvent(Unknown Source)
        at java.awt.Window.processEvent(Unknown Source)
        at java.awt.Component.dispatchEventImpl(Unknown Source)
        at java.awt.Container.dispatchEventImpl(Unknown Source)
        at java.awt.Window.dispatchEventImpl(Unknown Source)
        at java.awt.Component.dispatchEvent(Unknown Source)
        at java.awt.KeyboardFocusManager.redispatchEvent(Unknown Source)
        at java.awt.DefaultKeyboardFocusManager.dispatchKeyEvent(Unknown Source)

        at java.awt.DefaultKeyboardFocusManager.preDispatchKeyEvent(Unknown Sour
ce)
        at java.awt.DefaultKeyboardFocusManager.typeAheadAssertions(Unknown Sour
ce)
        at java.awt.DefaultKeyboardFocusManager.dispatchEvent(Unknown Source)
        at java.awt.Component.dispatchEventImpl(Unknown Source)
        at java.awt.Container.dispatchEventImpl(Unknown Source)
        at java.awt.Window.dispatchEventImpl(Unknown Source)
        at java.awt.Component.dispatchEvent(Unknown Source)
        at java.awt.EventQueue.dispatchEvent(Unknown Source)
        at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
        at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
        at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
        at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
        at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
        at java.awt.EventDispatchThread.run(Unknown Source)
Error: Could not read file sound/ok.wav
Error: Could not read file sound/cancel.wav


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 Post subject:
PostPosted: Mon Feb 11, 2008 4:24 pm 
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gage gets no COP range boost

which is hilarious since it works fine for isabella

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CoconutTank wrote:
We should equip the Landers with catapults. That way the Landers can throw their loaded units to a nearby open space or to another Lander within 5 range.


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 Post subject:
PostPosted: Tue Feb 19, 2008 8:40 am 
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Com Towers don't give funds.


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 Post subject:
PostPosted: Wed Feb 20, 2008 11:19 am 
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the tank vs flare matchup is completely wrong

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CoconutTank wrote:
We should equip the Landers with catapults. That way the Landers can throw their loaded units to a nearby open space or to another Lander within 5 range.


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 Post subject:
PostPosted: Thu Feb 21, 2008 9:25 am 
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When you buy a sub, it should be submerged, but it is not.

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I was like, "What are you, gay?"

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 Post subject:
PostPosted: Sun Mar 02, 2008 9:53 am 
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Isabella's indirect boost randomly stays, so far move boost functions correctly, I say random since that's the only time I've documented it; I can't repeat it but having COPs randomly work longer than they should doesn't bode well


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