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    posted a message on Possible data corruption, looking for ideas to fix

    @Jinxxx123: Go

    Very few, and only with a select number of units. Units without actors listening for effect events are still causing the crashes. Even the simplist of units with a basic melee attack are making the crash. Whats odd is all of these things worked fine before, I don't recall adding anything major to effect all of the units aside from triggering. Most data changes were tweaks here and there rather than additions.

    Posted in: Data
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    posted a message on Possible data corruption, looking for ideas to fix

    Hello all, I have been doing alot of updates with my map, unfortunately much to my dismay on some playthroughs I find it crashes whenever units begin to attack, from what I can tell.. it doesn't matter what kind of unit, but the more that are attacking, the greater the odds of it crashing, if just 1 is attacking it might not crash at all. I deleted all of the triggers connected to attacking to test if it was to do with triggers, but the problem persists. I know its not my custom weapons or effects as I can load a back up from a couple days prior and everything works fine. I didn alot in the two days since though so I really hope to get to the bottom of this.

    The crash happens in game and produces a fatal error with a message that access was denied to a memory block. Likely something is telling the game to check a null data field.. but I can't put a finger on what the hell is going on.

    Any ideas? Is my best bet to scrap the work I have done and try to reproduce ALL of it in my backed up version? :(

    Posted in: Data
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    posted a message on Hostile Planet (Now out of Beta!)

    @EaZyAZN: Go

    Sadly, I think the map editor corrupted my map data, everything is fubar. However I do have a back up from 2 days ago, figuring out everything I changed and updated will be a pain but I will work off that to get everything back to what it should be. Please be advised, there is a known bug with the Commander's experience resetting past 2400 experience. I had this fixed.. sadly.. I will fix it again once I get everything redone. New update should be by tomorrow night.

    Posted in: Map Feedback
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    posted a message on Hostile Planet (Now out of Beta!)

    @EaZyAZN: Go

    I did fix the day time zombies bit. The mineral nodes outside are kind of a gift to those on the outer wall if they can get to them easily. They can be harvested fairly quick and equate up to 250 cash, not too shabby but it can result in a loss of an engineer if he is not protected. If you think the reward vs risk is not there, how would you sweeten the deal?
    Also how does the game slow down? any ideas to improve it?

    Right now I hit a major snafu, I think I discovered a map editor bug, anyways alot of my triggers suddenyl changed themselves to null values and I have to go through each of them and fix them back to what they are supposed to be, also whenever natives attack anything the game crashes, however if I control native units and attack it works fine, it seems to be just the AI, and I have no triggers attached to it. On game crash the game simply says there is no memory in the allocated section block it tried to access. This is truly puzzling.. and.. aggravating.

    Posted in: Map Feedback
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    posted a message on Hostile Planet (Now out of Beta!)

    @EaZyAZN: Go

    Aha! I figured out the exp bug, I was beating my head against a wall on this one for several hours, apparently it was a small math error on my part. Should be fixed now! :). Just doing some final tests to make sure I didn't screw anything else up and I will upload.

    Posted in: Map Feedback
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    posted a message on Hostile Planet (Now out of Beta!)

    @Grimshad: Go

    Cool, glad the difficulty is closer to where I would like, as for dying in the day, this happens if your command beacon starts burning, it will burn and die during the day if you haven't done anything to prevent it. The alliance bug when attacking someone now should be fixed.
    I will see about removing ping ability to those who have died too!
    Thanks

    Also, I wasn't able to locate the misspelt word experienced, could you clarify where you are seeing it?

    For clarification the alliance trigger should automatically cause you to go to war with any player whom attacks you UNLESS you have both formed an alliance with eachother, this is obviously so splash damage doesn't cause war if you are fighting side by side. So it might be possible to backstab someone if both people have allied, so ally people with caution!

    Posted in: Map Feedback
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    posted a message on Hostile Planet (Now out of Beta!)

    @Abacus142: Go

    I also believe I streamlined the bank saving code for Commander's exp from game to game, I tested it under the defeat and win conditions and it worked fine when I tested it solo, I can't replicate any errors as of the moment, if anyone suffers from exp reset issue since this last update please let me know and pay close attention to the possible circumstances that occurred. Otherwise, hopefully its done with, I hate dealing with the save banks, they are.. touchy.

    I can't test it online today so if anyone finds further bugs with it let me know, I imagine how aggravating it is having your exp reset.

    Posted in: Map Feedback
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    posted a message on Hostile Planet (Now out of Beta!)

    @AlwaysImagine: Go

    Thank you all for your feedback and Merry Christmas, I have been doing some updating and I think I hammered out most of the bugs mentioned here, including: the brood lord killing units inside bunkers (I have not been able to replicate units dying in bunkers otherwise @AlwaysImagine, if there is a specific case I am missing please let me know!), Command Beacons should be more fair, resources should be more clutch (hopefully), and then some!

    I know there are bugs and balance issues, this is why it is labelled as a Beta right now, if you are tired of testing a partial product, please give me some time, once the map is complete I will remove the beta from it and I request you try it again then. Thank you!

    copy and paste of updates from map:
    -Native creatures will try to attack and destroy the 4 City Cores, once destroyed they will begin spawning extra within the city. The idea is to protect these.
    -Units with detection for cloaked units has had radius reduced to not make cloaked units completely useless.
    -Command Beacons now function more as intended. You can only build a limited number (3). You can be able to build more by researching the upgrade and by killing other player's command beacons.
    -Slight health upgrade to skirmisher.
    -Fix to Gargoyle (Brood Lord) that was damaging units inside bunkers.

    Posted in: Map Feedback
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    posted a message on Hostile Planet (Now out of Beta!)

    @Wanderer8: Go

    I made a big update with lots of bug fixes and minor tweaks, still trying to get command beacons to be more conservatively used and the difficulty to be appropriate. I need lots of feedback on difficulty, too easy, too hard? I will update some more tomorrow, I have to go do the Christmas thing.
    Also, I am going to make a big change, soon natives won't bother to attack players right away. they will all move to center of map and attack anything in their way. There will be a city core there, if destroyed, natives aim for players and there will be new natives spawning from within the city. So now this introduces a little bit of teamwork needed to prevent the core from being destroyed. Also give the inner players something to do. I would like this core to be destroyed eventually.. so it is inevitable, but the game will be much easier the longer players hold it.

    Posted in: Map Feedback
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    posted a message on Hostile Planet (Now out of Beta!)

    @Wanderer8: Go

    Thank you for your suggestion Wanderer, I noticed people have been massing Command Beacons, it wasn't my intention for them to be used this way but I had to find a way to nerf the ability to build them without throwing off other mechanics or making them useless (in other words crowding your base around just 1 instead of expanding). I was throwing around the idea to limiting the number you can build based off of how many funding centers you own, but I liked your idea better as it preserves what I hoped to accomplish a bit better. I did nerf their resource rate slightly, its more of a crutch than a main way tog et resources. It is there incase someone lose most or all of their funding centers, they can still muster enough to keep kicking rather than come back with a gigantic army in your face.

    In the newest version I updated it with more bug fixes.. hopefully its closer to being bug free now. Still needs much more testing though. Also some more balance changes! Hopefully its closer to being right on for difficulty.. it may be a tad too difficult though. Let me know!

    Posted in: Map Feedback
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    posted a message on Hostile Planet (Now out of Beta!)

    @Grimshad: Go Doh, I was working on this late last night, that was something i threw in to help me test if everything was working.. guess I forgot to take it out! Fixing it now! Not sure about the Ally chat, I thought neutral players are considered allies but perhaps I was wrong, I cant force the allied chat at the start and hopefully that will fix the allied chat issue.

    Posted in: Map Feedback
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    posted a message on Hostile Planet (Now out of Beta!)

    @AlwaysImagine: Go

    I think I found a bug where if you died but stayed to watch the game win (IE your commander is dead) then it will force a save with no commander (making you have 0 experience). I fixed this, but is this the scenario you encountered?

    Posted in: Map Feedback
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    posted a message on Hostile Planet (Now out of Beta!)

    @A52BcE: Go

    Thank you both for your critic. First of all: A52BcE your comments seem to be less constructive but thank you for your view, actually I feel the same with the Command Beacons, they weren't intended to replace funding centers and I will be adjusting the price point to hopefully a more appropriate one. Its hard to foresee what people will do in your map sometimes, I did alot from scratch and worked hard on alot of aspects.. so I imagined it would not be a perfect picture right away, which is why it is indeed beta.

    As for not having a unit cap, it is untrue, or at least supposed to be. You are greatly capped when you max out the funding centers you own, but as you said the Command Beacons kind of screw that aspect since you just build lots of those. I hope to fix it and still make Command Beacons worth building.

    To Wanderer8, thank you for these suggestions, I will be releasing another version tonight with some updates and fixes to bugs I have found. I hope to do some more balancing based on strategies I have seen from other players. I like your ideas with the research and will lower the armored perimeter pricepoint and time.
    However, by design I try to make it so players have lots of choices they can make on how to play and win the game, and thus I hoped to not make it possible to research a majority of the upgrades in a single game, one can do the smaller, less expensive ones, or save up and buy the longer more expensive ones.

    I will likely add in difficulty settings in the future once I hammer out all of the bugs and imbalances in the present! Also as for your Commander being saved, The Commander's experience should be saved if you live through to victory. It should be loaded next time you play. If you find a bug in this please let me know! I have tested it some and haven't found any problems yet.

    I will also tweak the ammo a bit more and see how it fares. Thanks for playing and I appreciate the comments
    I am not a professional developer and do this in my spare time. I worker hard on this map so I hope to make it enjoyable for others based on their suggestions.

    Thanks!

    Posted in: Map Feedback
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    posted a message on Hostile Planet (Now out of Beta!)

    Hello,
    I have recently started to test my map publicly and want opinions on how to better the map. It is available on US servers.

    The map is a survival based action game with the following features:
    -Day to Night transitions with increasingly stronger enemies every night until the end boss.
    -Limited resources requiring strategic decisions on how to expand and defend your territory based on space and time.
    -Control strategic points on the map for cash flow and supply.
    -You have soldiers ordered by the dozens and delivered to you by dropships.
    -Your Commander's experience level is saved every game you win and gets more powerful if you continue to win. Use ability points to improve your Commander and unlock special units specific to each Commander.
    -Due to constraints of land space you must pick and choose your allies and enemies. Killing other players can be rewarding, but may not make you any friends.
    -Lots of upgrades, you must choose what to upgrade strategically based on limited time and resources. A building system to create bases that must be created on established perimeter (similar to zerg buildings on creep).
    -Full game lasts 1 hour.
    -Multiple game modes change game play drastically.

    Game was designed to pit you with a tough challenge of dealing with vision, time, cash, ammo, and space as valuable resources of survival against waves of infested aliens. You may have to make war on other Commanders in order to survive. Every decision may assure your survival or doom. The game mechanics are fairly unique and possibily confusing for beginners.

    Please give me feedback, comments for additions, suggestions etc... Game is still in development based on what others think.

    Field of View
    Command Beacon Card
    Engineer Card
    Battle
    Close Combat
    Bam

    Posted in: Map Feedback
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    posted a message on Muzzle Flashing visual from bunker like units

    @Abacus142: Go

    Still at a loss on this so I am going to perform some necessary bumpage. Surely someone has made a units with a load capacity that allows outward ability and had to find a anesthetically pleasing way to display it?

    Posted in: Data
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