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atroublestarter

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Everything posted by atroublestarter

  1. I think you're right! On a side note, i've done some testing of the walrus pathfinding and assisting AI. I must say, I can't really see much difference! If i send a walrus to a position on the map, it seems to put the throttle down a bit more and get there quicker, but it could just be my imagination. Assisting walrus AI however is definitely just as dumb. I witnessed an assisting walrus just now, going around in circles as normal instead of heading to the walrus it's supposed to be assisting. It even tried to go over a large rock whilst facing away from the target walrus, i.e. trying to climb over a rock in the wrong direction. One observation I made is that the walrus AI doesn't seem to account for the narrowness of a obstacle a tree provides. Instead of just turning a bit to go round it, the walrus will stop, turn right or left, and wont carry on back to it's original path - this is what lead to my witnessed walrus going round in circles and going the wrong way, it appears.
  2. atroublestarter

    Mouse acceleration getting WORSE?!

    I am not sure if we're experiencing different issues or i'm experiencing both lol. However, I can confirm that no matter how quickly or slowly i move the mouse in windows, when i was doing the test i described above the game cursor moved by the same amount as my windows mouse, it was just a fraction of a second behind which sounds like nothing, but it's actually really crippling to accuracy, even with menus when I get close to the button I want to press, i have to manoeuvre to the button slowly in order to hit it. I don't think i'm suffering from the innacuracy that you're describing though, where the quicker i move the mouse the farther the mouse will move, although it may just be that i'm used to it, as i have mouse pointer precision enabled in windows which I think is a type of mouse movement acceleration?
  3. Unfortunately I don't think this is possible as Species said, because islands are not actually self repairing like they do in the original. The island will only be repaired if you leave the island and come back again, in which case the island will be at full health again, no matter how quickly you make it back. This is also true if you destroy the enemy carrier at an island, the game re-loads the island you are at, and the island health is fully restored :-( Species, again i'm really enjoying the mod and I agree with Rob04 that it really is an essential now in order to enjoy the game! - you have added more features as a single person in a shorter amount of time than the entire BI team has done! LOVE the idea about using piers to re-fuel the carrier, however I have noticed that on Styx (and perhaps the problem exists elsewhere) I was unable to refuel the carrier because I was unable to get close to the pier before grounding. The distance to the pier may need to be increased slightly.
  4. Another addition to the bugs list (i'm not sure if this appeared in 1.05 or 1.06!) (11) At times when giving a Walrus a command to move to a particular point on the map of an island, it will accept the order but it will not move! if you instead click on a piece of land that is on the way to the destination (such as outside of the walls of a particular area) you can then often get it to move to that point instead. (12) At random times (i cannot reliably reproduce the bug), the sensor array on an enemy island will become invulnerable (13) In the game i'm playing now, there are no refuelling points at all on the island 'Treasure', yet there are 4 ammo resupply points, and 4 repair stations (14) Since the 1.06 beta, (likely present in the release 1.06 as well but not tested as of yet),the game will sometimes crash when loading a new map. I have only seen this happen when the enemy carrier is present (it happens more often than not, when arriving at a friendly island to defend). It also just happened to me when loading the video of the enemy carrier sinking, the only difference being that with the loading of the cutscene, I eventually got an exception error message. When the crash happens from arriving at a friendly island with the enemy carrier present, it just freezes at the loading / tip page.
  5. atroublestarter

    Mouse acceleration getting WORSE?!

    After some time discussing the issue with support, they are now investigating the problem, the strange thing is, they thought they already solved it! according to the guy I was discussing it with. He suggested trying to run the game in windowed mode, whilst doing that I noticed that if i moved the mouse to the bottom of the screen around the windows task bar, i could see both the windows cursor and the game's cursor. When moving horizontally left and right, I noticed that the windows mouse responded instantly and accurately, but you could also clearly see the game cursor 'lagging' behind it. Like i said before though, clicks are handled instantly, it's just the mouse movement that lags behind. I have noticed the problem still occurs when the game is hitting anywhere between 50-100 fps (according to fraps), however the problem is MUCH worse in the latest patch, where there appears to be spikes in latency in the game for some odd reason, reducing my fps as low as 20 (and this is why the problem is far more noticeable in the latest patches). As Species pointed out the problem is nothing to do with windows, but is something to do with how the game is handling my mouse controls.
  6. Indeed it's not difficult to re-produce, I also made a bugs list in another thread and this problem is included in the list. I think the targeting AI needs an overhaul in general, but especially the carrier. The defensive weapons don't target things that are in range and firing arc, yet the shell cannon is trying to hit aircraft, and shooting at things that it cannot hit because they are behind a building such as the command centre.
  7. Not sure if that's the problem, as I don't have the game installed in the default path either. Well, I have it installed on a different drive letter, but the rest of the install path is same as default.
  8. atroublestarter

    Unable to install game

    By 'don' launch, do you mean the installer does launch or doesn't launch?
  9. atroublestarter

    Mouse acceleration getting WORSE?!

    Perhaps, I will try that again next time. I am running the game as administrator though. please check if you are not running any other applications on background. Then please reinstall the game and update to the latest version from here: that's the response I got. Easily predictable really.
  10. atroublestarter

    Mouse acceleration getting WORSE?!

    Just tried playing the game again and I confirm this patch has definitely made the mouse worse to the point of being unbearable to play the game with. I've tried adjusting the priority of the carrier command .exe file, but it said access was denied when i tried it. I've also checked the system requirements and my system meets them, although I do feel that this shouldn't be an issue, since with all other games I own, the mouse will still function just fine no matter what FPS the game is running at. Have sent a message to BI support, though with the lack of responses about the mouse issues in their games, and the questionable intelligence of releasing a patch that they know to be faulty from the beta (1.05), I must say my hopefulness about them actually giving me some acceptable support is low.
  11. atroublestarter

    Mouse acceleration getting WORSE?!

    It's a wired mouse, i just recently purchased it, but it was doing it with my old mouse too. It's not got it's own software however, the drivers are just windows based (and therefore no report rate settings). Interestingly, however, clicks happen instantly. It's just mouse movement that is affected. To be honest with you, i thought mouse acceleration was a term for the software involved in working the mouse. Such as hardware acceleration basically meaning that the hardware is involved in handling a certain task, rather than software acceleration where the CPU will deal with the job. (Basically i thought mouse sensitivity is to do with how much it moves, and mouse acceleration being from in game or in windows or another driver software which is what runs the hardware). I will attempt your ctrl-alt-del work around, but since mouse acceleration is forced to being handled in game, and therefore the game is running the hardware, i fear that putting it on low priority will worsen the symptoms! I will test this next time i play and report back.
  12. atroublestarter

    Mouse acceleration getting WORSE?!

    Are the 2 not associated? My problem has always been that when i move the mouse, it takes a longer time to happen on screen compared to any other game i own (all other games the mouse works normally, regardless of frame rates) Putting the graphics to lowest improves the mouse responsiveness, but in the latest patch, after 2 minutes, it gets worse where it can take almost half a second for my mouse movements to register on screen. This has made it unplayable for me. Yet in any other game, even if i had a framerate of 1, the mouse would still move like normal.
  13. atroublestarter

    Mouse acceleration getting WORSE?!

    Oh Species I thought you was experiencing it the same way as me, making it difficult to control Manta etc. My mouse has a high latency in all parts of the game!
  14. Island units (both friendly and enemy) will respawn as normal, whether you are playing with the mod or without the mod. The thing that this mod changes is that the enemy CARRIER will respawn (without the mod - if you destroy the enemy carrier, it will not respawn and you have no enemy except islands)
  15. atroublestarter

    Mouse acceleration getting WORSE?!

    Am I the only person who is getting increased mouse lag in the latest patch?
  16. I've never ever had this :-( the units either die in seconds, or beat my defences local to them and just hold position.... will have to do more testing ---------- Post added at 08:53 ---------- Previous post was at 08:51 ---------- fantastic work! I was coming on here only to let you know that since the game update the mod no longer launches, but it appears you already know. It seems they've added their own HUD display in third person mode now, and I remember that your mod adds this also, so i'm guessing that's one of the things you're going to be looking at but then again, you probably already know that too as you are on the ball ;-) lol
  17. As far as i know, there is no way to switch to carrier view whilst in timewarp - you have to be on either the map view or on the units (mantas/walrusses). cancelling map view when timewarp is beginning, will cancel the countdown. this is the mod you recquire for enemy carrier respawn: http://forums.bistudio.com/showthread.php?145327-Deadly-Islands-mod-with-Manual-Timewarp-and-enemy-respawn you will probably want to read up on how to disable most of the other options though, because if you're new to the game some things will overwhelm you and some things will likely make the game too hard (it will change all enemy island defences to deadly).
  18. atroublestarter

    Enemy carrier too agressive

    I can honestly say i've never lost a naval battle. The main deciding factor is who loses their main cannon first. I don't even launch my mantas or walruses, just take out the enemy carrier's main cannon first, then any enemy mantas and walruses, then it's defensive cannons, and then i've found it impossible to lose using this strategy. After that, your best target is probably it's engines. I must admit it's easier with a shell main cannon rather than the plasma main cannon.
  19. As Species said, turrets will be irrelevant to the time it takes for the enemy carrier to take your island. This is related to the issue I've been really disappointed with about things happening away from your carrier not being at least considered in real time. Let the enemy carrier attack one of your 'weak' islands and then arrive at that island and watch what happens. The enemy carrier units will just get spawned at a pre-determined spot on the island (usually quite far from the enemy carrier) and will just fight the targets local to them. They will then just sit there - they will never actually take your island! ---------- Post added at 10:09 ---------- Previous post was at 10:02 ---------- What will almost always happen when arriving to defend a friendly island is that your island's defences will destroy the carrier's units in under 30 seconds. Once the carrier's units are destroyed it will flee to re-supply. My advice to you on playing the game when it's this hard is to destroy the enemy carrier, and THEN attack one of his islands. Hopefully you would have almost taken the island by the time he re-spawns, and then you're ready to defend against an attack again, and then take another island and so on. This mod adds a LOT of naval combat into the game :-) it's necessary in order to win. Also when an island is under attack, don't forget to change the islands around it to defence, as it's likely he'll move onto one of those afterwards ---------- Post added at 10:10 ---------- Previous post was at 10:09 ---------- Absolutely amazing as usual Species ;-) thanks!
  20. atroublestarter

    Future of 1.05 Beta?

    do you normally only head in with one walrus? I find it gets worse when i manually control one walrus with the other 3 assisting!
  21. atroublestarter

    Bugs in 1.05.0026

    Yes I don't think it's hardware related, I have an Nvidia geforce card too and both ATI and Nvidia users are getting the same thing,
  22. For many of us there is a delay between moving your mouse and seeing that movement on screen, making things difficult to control.... The theory is because the game uses it's own mouse acceleration instead of just letting you use hardware acceleration.
  23. atroublestarter

    Future of 1.05 Beta?

    True, but at least if you set the manta autopilot in the OG, it just sets a course for it and gets there at the altitude level you set it at. Mantas in CCGM just slowly crawl to their destination, sometimes stopping and going side to side and all kinds of stuff that it shouldn't be doing, and then even getting stuck on hills, where it refuses to climb. All it needs to do is check the height of terrain slightly in front of it and change it's altitude accordingly, but it's just not doing that walrus autopilot is no better, when it's following a path where it could go in a straight line it's stopping, even turning 180 degrees to face the completely wrong way, instead of just following the road or heading straight! The worrying thing is, patches seem to be only fixing minor issues - i wonder if any of the larger bugs are actually being worked on?
  24. atroublestarter

    1.05 released.

    Yeah, now EVERYBODY can get blinded and learn to see in the dark at the same time :D yay! I think by my post you can guess my stance on making beta a release version when there is a known serious visual bug in there that makes the game hard to play.
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