List of current bugs
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- Major Cooke
- level4
- Posts: 670
- Joined: Mon Apr 03, 2006 1:35 am
List of current bugs
I'm starting a bug list which I have found over time from playing. Feel free to add on as you see fit.
2/12/09, Multiwinia v1.2.5 retail version
-Harvesters sometimes "forget" that their full and continue to suck up souls, and won't move until manually commanded to.
-Harvesters also will sometimes stop depositing souls into SPs due to the high amount of overall multiwinians on the map, not by their team numbers.
-Some ant nest placements would not drain health unless every ant was destroyed, resulting in even more ants to be spawned for the next 10% of health remaining, even so much as to leave it completely empty at times and not self-destruct.
-Dark forests can sometimes loom to be much bigger than the biggest tree on the map
-(not a bug, more of a nuisance) Engineers die in fires way too often
-The crate-collecting particle effects are unrestricted, resulting in if say... several hundred MW's open a crate, it causes the game to lag considerably due to the amount of sparks flying
-Ants attempt to attack harvesters, resulting in FPS loss at times, even though they can't touch the harvester
-Futurewinian spaceships are far too repetitive in sucking up the same portion of the map every time (i.e. Field of unending dawn, the sunlit spawnpoints with the statue facing the light directly is always the target of futurewinians)
-The Plague tends to clone it's appearance too often, i.e. one moment i get a plague crate, twenty seconds later the next crate off the bat is 75% chance to be the plague AGAIN.
-Infection crate is the same way as the plague
-AI and meteor showers target same spots almost every time in retribution mode
-Officers can be made out of multiwinians within 5 seconds of their death, in an essence, which can be killed to spawn more souls for harvesting
-Plagued Multiwinians explode very fast in large groups, resulting in many of them being wiped out very fast
-Plagued MW's also tend to run in 1 direction when shooting wildly, and I believe that's north...
-Futurewinians, if pressured enough with over 1000 FW's in one area, will fire rockets at a large threat like eggs, grenades if they havent collected the rocketwinian crate.
-If shot with enemy subversion bullets, Futurewinians will not turn back into normal multiwinians, they also "die", leaving white souls behind
-Rocket turrets are too insensitive about how many friendly MW's are in the area, and if too close to buildings, will fire rockets at them sometimes if it detects enemies behind them. They should only have a line-of-sight to prevent these kinds of mishaps, and perhaps even disable clogged rocket pods until their clear for firing.
-Statues on Field of Unlife tend to explode if self-multiwinia pathfinding goes into ditches while carrying the statues
-Multiwinians chasing spore generators or enemies they have acquired from far away tend to shoot straight ahead of them instead of up with their rockets. Also tend to fire grenades in areas when the enemy is not even remotely near them.
-Field of Unending Dawn sometimes causes multiwinians to spam grenade barrages into the middle ring on King of the Hill if no enemies are present, once anyone who was there was killed (treats it like an enemy rocket ship).
-Leap of Faith laser fences are too tall, resulting in the off-island hopping Multiwinians catching on fire
-Magical Forest leaves tend to lag people out at times
-Multiwinians, on some levels, tend to fire grenades/rockets going uphill more often than downhill, and with rockets, Multiwinians tend to aim straight ahead resulting in horrific loss of an assault/defensive position
-Stairway to Heaven (RR) is unbalanced at the beginning, the one closest to the solar panels more often than not gets first-hand advantages
-Forest fires tend to cause massive lag if the forest is large, including tree size
-Ant nests with ants far outside it's travel radius tend to never take damage until those ants that are chasing an enemy are finally shot
More to come as I look around.
2/12/09, Multiwinia v1.2.5 retail version
-Harvesters sometimes "forget" that their full and continue to suck up souls, and won't move until manually commanded to.
-Harvesters also will sometimes stop depositing souls into SPs due to the high amount of overall multiwinians on the map, not by their team numbers.
-Some ant nest placements would not drain health unless every ant was destroyed, resulting in even more ants to be spawned for the next 10% of health remaining, even so much as to leave it completely empty at times and not self-destruct.
-Dark forests can sometimes loom to be much bigger than the biggest tree on the map
-(not a bug, more of a nuisance) Engineers die in fires way too often
-The crate-collecting particle effects are unrestricted, resulting in if say... several hundred MW's open a crate, it causes the game to lag considerably due to the amount of sparks flying
-Ants attempt to attack harvesters, resulting in FPS loss at times, even though they can't touch the harvester
-Futurewinian spaceships are far too repetitive in sucking up the same portion of the map every time (i.e. Field of unending dawn, the sunlit spawnpoints with the statue facing the light directly is always the target of futurewinians)
-The Plague tends to clone it's appearance too often, i.e. one moment i get a plague crate, twenty seconds later the next crate off the bat is 75% chance to be the plague AGAIN.
-Infection crate is the same way as the plague
-AI and meteor showers target same spots almost every time in retribution mode
-Officers can be made out of multiwinians within 5 seconds of their death, in an essence, which can be killed to spawn more souls for harvesting
-Plagued Multiwinians explode very fast in large groups, resulting in many of them being wiped out very fast
-Plagued MW's also tend to run in 1 direction when shooting wildly, and I believe that's north...
-Futurewinians, if pressured enough with over 1000 FW's in one area, will fire rockets at a large threat like eggs, grenades if they havent collected the rocketwinian crate.
-If shot with enemy subversion bullets, Futurewinians will not turn back into normal multiwinians, they also "die", leaving white souls behind
-Rocket turrets are too insensitive about how many friendly MW's are in the area, and if too close to buildings, will fire rockets at them sometimes if it detects enemies behind them. They should only have a line-of-sight to prevent these kinds of mishaps, and perhaps even disable clogged rocket pods until their clear for firing.
-Statues on Field of Unlife tend to explode if self-multiwinia pathfinding goes into ditches while carrying the statues
-Multiwinians chasing spore generators or enemies they have acquired from far away tend to shoot straight ahead of them instead of up with their rockets. Also tend to fire grenades in areas when the enemy is not even remotely near them.
-Field of Unending Dawn sometimes causes multiwinians to spam grenade barrages into the middle ring on King of the Hill if no enemies are present, once anyone who was there was killed (treats it like an enemy rocket ship).
-Leap of Faith laser fences are too tall, resulting in the off-island hopping Multiwinians catching on fire
-Magical Forest leaves tend to lag people out at times
-Multiwinians, on some levels, tend to fire grenades/rockets going uphill more often than downhill, and with rockets, Multiwinians tend to aim straight ahead resulting in horrific loss of an assault/defensive position
-Stairway to Heaven (RR) is unbalanced at the beginning, the one closest to the solar panels more often than not gets first-hand advantages
-Forest fires tend to cause massive lag if the forest is large, including tree size
-Ant nests with ants far outside it's travel radius tend to never take damage until those ants that are chasing an enemy are finally shot
More to come as I look around.
Re: List of current bugs
First off, it is much easier to address problems one bug at a time. This huge bug dumps are not really useful, as they do not foster discussion of individual problems, and overwhelm people. If you think you have found a bug, the best way to report it is to do so by first asking someone on IRC, then posting on the Windows Troubleshooting forum.
I have never seen this behaviour. If you play on Dedwinia servers that are associated with the ladder, and see this happening, you should post a link to the game so that IV can get a recording of it happening.
I don't think you understand how ants are supposed to work. Either that, or you are not describing the problem very well. Ant nests only take damage when there are no ants in them. When all of the ants are gone, they take 10% damage, and 10 new ants are placed in the nest. So, if the ants are very effective in capturing souls (i.e. if the nests are well placed), then they can theoretically survive forever. I have never seen this mechanism fail to work properly, so I am confused as to what you think is happening.
Not a bug? I don't understand what you think the problem is. Can you provide a screenshot?
Honestly, I don't see as this is a big deal. If you have that many DGs collecting a single crate, it will be completely collected very quickly, and any slowdown (which I haven't noticed, by the way, even on a relatively low-end system) should be short in duration. If it is really a problem, turn the detail levels down a bit -- that should help.
You seem to have combined two problems -- (1) ants attack harvesters and (2) the ant AI causes FPS loss. The first issue I have not noticed, though I believe it. It isn't a huge bug, so I wouldn't expect to see it fixed any time soon. As to the second issue, your computer may just not be that powerful. Ants don't seem to cause me any problems -- I have far more problems with magical forests.
I am going to go ahead and say that you are suffering from observer bias. Without any data that has been collected in a systematic fashion, I see no reason to take these "bugs" seriously.
Yeah, this has been reported. The AI is dumb. Such is life.
Meh. Not really a bug.
Such are the fortunes of war?
I have never noticed this, but I will keep an eye out. Honestly, plauged DGs tend to mill about in my experience -- they never really "run" anywhere.
Why is this a bug?
Heh. Interesting. This may be intentional?
Um... part of playing the game well is knowing how to place your units, such as turrets. DGs, and by extension the turrets they fire, are not really all that smart. If you put a flame turret in the middle of your units, your units will get roasted. If you put a rocket turret in the middle of your units, they will get exploded. Don't be stupid, and you won't blow up your units (unless, of course, your opponent is smart, and gives you a rocket turret in such a position that you will blow up your own units).
This has been discussed before.
To expand on this, if a magical forest is in the field of vision of the camera (whether it is behind landscape or not), framerates will drop precipitously.
Once again, I think you are suffering from observer bias.
xander
Major Cooke wrote:-Harvesters sometimes "forget" that their full and continue to suck up souls, and won't move until manually commanded to.
-Harvesters also will sometimes stop depositing souls into SPs due to the high amount of overall multiwinians on the map, not by their team numbers.
I have never seen this behaviour. If you play on Dedwinia servers that are associated with the ladder, and see this happening, you should post a link to the game so that IV can get a recording of it happening.
Major Cooke wrote:-Some ant nest placements would not drain health unless every ant was destroyed, resulting in even more ants to be spawned for the next 10% of health remaining, even so much as to leave it completely empty at times and not self-destruct.
I don't think you understand how ants are supposed to work. Either that, or you are not describing the problem very well. Ant nests only take damage when there are no ants in them. When all of the ants are gone, they take 10% damage, and 10 new ants are placed in the nest. So, if the ants are very effective in capturing souls (i.e. if the nests are well placed), then they can theoretically survive forever. I have never seen this mechanism fail to work properly, so I am confused as to what you think is happening.
Major Cooke wrote:-Dark forests can sometimes loom to be much bigger than the biggest tree on the map
Not a bug? I don't understand what you think the problem is. Can you provide a screenshot?
Major Cooke wrote:-The crate-collecting particle effects are unrestricted, resulting in if say... several hundred MW's open a crate, it causes the game to lag considerably due to the amount of sparks flying
Honestly, I don't see as this is a big deal. If you have that many DGs collecting a single crate, it will be completely collected very quickly, and any slowdown (which I haven't noticed, by the way, even on a relatively low-end system) should be short in duration. If it is really a problem, turn the detail levels down a bit -- that should help.
Major Cooke wrote:-Ants attempt to attack harvesters, resulting in FPS loss at times, even though they can't touch the harvester
You seem to have combined two problems -- (1) ants attack harvesters and (2) the ant AI causes FPS loss. The first issue I have not noticed, though I believe it. It isn't a huge bug, so I wouldn't expect to see it fixed any time soon. As to the second issue, your computer may just not be that powerful. Ants don't seem to cause me any problems -- I have far more problems with magical forests.
Major Cooke wrote:-Futurewinian spaceships are far too repetitive in sucking up the same portion of the map every time (i.e. Field of unending dawn, the sunlit spawnpoints with the statue facing the light directly is always the target of futurewinians)
-The Plague tends to clone it's appearance too often, i.e. one moment i get a plague crate, twenty seconds later the next crate off the bat is 75% chance to be the plague AGAIN.
-Infection crate is the same way as the plague
I am going to go ahead and say that you are suffering from observer bias. Without any data that has been collected in a systematic fashion, I see no reason to take these "bugs" seriously.
Major Cooke wrote:-AI and meteor showers target same spots almost every time in retribution mode
Yeah, this has been reported. The AI is dumb. Such is life.
Major Cooke wrote:-Officers can be made out of multiwinians within 5 seconds of their death, in an essence, which can be killed to spawn more souls for harvesting
Meh. Not really a bug.
Major Cooke wrote:-Plagued Multiwinians explode very fast in large groups, resulting in many of them being wiped out very fast
Such are the fortunes of war?
Major Cooke wrote:-Plagued MW's also tend to run in 1 direction when shooting wildly, and I believe that's north...
I have never noticed this, but I will keep an eye out. Honestly, plauged DGs tend to mill about in my experience -- they never really "run" anywhere.
Major Cooke wrote:-Futurewinians, if pressured enough with over 1000 FW's in one area, will fire rockets at a large threat like eggs, grenades if they havent collected the rocketwinian crate.
Why is this a bug?
Major Cooke wrote:-If shot with enemy subversion bullets, Futurewinians will not turn back into normal multiwinians, they also "die", leaving white souls behind
Heh. Interesting. This may be intentional?
Major Cooke wrote:-Rocket turrets are too insensitive about how many friendly MW's are in the area, and if too close to buildings, will fire rockets at them sometimes if it detects enemies behind them. They should only have a line-of-sight to prevent these kinds of mishaps, and perhaps even disable clogged rocket pods until their clear for firing.
Um... part of playing the game well is knowing how to place your units, such as turrets. DGs, and by extension the turrets they fire, are not really all that smart. If you put a flame turret in the middle of your units, your units will get roasted. If you put a rocket turret in the middle of your units, they will get exploded. Don't be stupid, and you won't blow up your units (unless, of course, your opponent is smart, and gives you a rocket turret in such a position that you will blow up your own units).
Major Cooke wrote:-Leap of Faith laser fences are too tall, resulting in the off-island hopping Multiwinians catching on fire
This has been discussed before.
Major Cooke wrote:-Magical Forest leaves tend to lag people out at times
To expand on this, if a magical forest is in the field of vision of the camera (whether it is behind landscape or not), framerates will drop precipitously.
Major Cooke wrote:-Multiwinians, on some levels, tend to fire grenades/rockets going uphill more often than downhill, and with rockets, Multiwinians tend to aim straight ahead resulting in horrific loss of an assault/defensive position
Once again, I think you are suffering from observer bias.
xander
- Major Cooke
- level4
- Posts: 670
- Joined: Mon Apr 03, 2006 1:35 am
The observer bias I'm not. I'll grab a screenshot and show you how they will literally commit kamikaze and blow more of themselves up than the enemy. It's just stupid.
But seriously, the futurewinians never get to the other areas, and always end up dropping their futurewinians down nearest the double-spawns or the next door neighbors. I'll record it for you if I have time.
But seriously, the futurewinians never get to the other areas, and always end up dropping their futurewinians down nearest the double-spawns or the next door neighbors. I'll record it for you if I have time.
Major Cooke wrote:The observer bias I'm not. I'll grab a screenshot and show you how they will literally commit kamikaze and blow more of themselves up than the enemy. It's just stupid.
First off, with as many "bugs" as you reported, and as many times as I suggested observer bias, I don't even know what you are talking about. Second, sometimes DGs do stupid things. That is what they do. It is part of the game. Not a bug.
Major Cooke wrote:But seriously, the futurewinians never get to the other areas, and always end up dropping their futurewinians down nearest the double-spawns or the next door neighbors. I'll record it for you if I have time.
Prove it. I have been destroyed by futurewinans, and I have been aided by futurewinians. I cannot claim that I have seen any pattern to their attacks. So, prove it. Collect the data. Tell us what you are doing. Otherwise, I will continue to claim that you are experiencing observer bias.
xander
- Major Cooke
- level4
- Posts: 670
- Joined: Mon Apr 03, 2006 1:35 am
Major Cooke wrote:It's not about where they land, it's about where they keep descending and using their tractor beam. (I can't provide a pic atm, whenever I use print screen it just pastes black).
I didn't say anything about landing. I said that I have been both destroyed and aided by futurewinians. I was referring to both situations in which my spawn points are stripped of DGs by a hovering saucer, and situations where they land on top of me. Of course, that doesn't matter, because you have still failed to provide any data at all, other than a gut feeling and some anecdotes. Describe exactly what you think is happening, and collect the data to prove it, otherwise it is nothing more than an anecdote, and probably related to observer bias.
xander
Re: List of current bugs
Heh.Major Cooke wrote:-Stairway to Heaven (RR) is unbalanced at the beginning, the one closest to the solar panels more often than not gets first-hand advantages
Killjoy wrote:Major Cooke wrote:(I can't provide a pic atm, whenever I use print screen it just pastes black).
Printscreen does do that, I think you press P to take a picture, not sure so I am sorry if I have provided wrong information.
You are correct. Hit [P] to take a screenshot. The screenshot will be stored in your Multiwinia profile directory -- in the Multiwinia directory, there should be an app called ProfileLocater.exe (I think this app is also associated with Multiwinia in the Start menu). Run it, and it should open a new Explorer window showing your profile. One of the directories in there should have screenshots in there.
xander
- Major Cooke
- level4
- Posts: 670
- Joined: Mon Apr 03, 2006 1:35 am
Re: List of current bugs
Major Cooke wrote:-Harvesters sometimes "forget" that their full and continue to suck up souls, and won't move until manually commanded to.
I've noticed this as well. Sometimes they even seize up entirely, and become completely useless.
Major Cooke wrote:-Magical Forest leaves tend to lag people out at times
Maybe a way around this would be to make a toggleable option that would disable the tree pulsating, both magical and dark?. I know even my relatively good machine starts to lag a lot when there are lots of big forests on the field.
- Major Cooke
- level4
- Posts: 670
- Joined: Mon Apr 03, 2006 1:35 am
Re: List of current bugs
tnosrac wrote:Major Cooke wrote:-Harvesters sometimes "forget" that their full and continue to suck up souls, and won't move until manually commanded to.
I've noticed this as well. Sometimes they even seize up entirely, and become completely useless.Major Cooke wrote:-Magical Forest leaves tend to lag people out at times
Maybe a way around this would be to make a toggleable option that would disable the tree pulsating, both magical and dark?. I know even my relatively good machine starts to lag a lot when there are lots of big forests on the field.
Here here. Too right mate.
Re: List of current bugs
xander wrote:Major Cooke wrote:-Harvesters sometimes "forget" that their full and continue to suck up souls, and won't move until manually commanded to.
-Harvesters also will sometimes stop depositing souls into SPs due to the high amount of overall multiwinians on the map, not by their team numbers.
I have never seen this behaviour. If you play on Dedwinia servers that are associated with the ladder, and see this happening, you should post a link to the game so that IV can get a recording of it happening.
I've seen this behaviour in a game I just played. The same issue seems to affect engineers too. It was this game.
While were at it:
-Multiwinians who capture a statue and drop it off at home have a tendancy to either move back to the spot where they picked up the statue or to continue with their last order before picking up the statue(i dont know which it is). This is most noticable on Field of Unending Dawn, as the multiwinians move to their destination 'as the crow flies', which makes you end up with a bunch of them trying to cross the water.
-Multiwinians who capture a statue and drop it off at home have a tendancy to either move back to the spot where they picked up the statue or to continue with their last order before picking up the statue(i dont know which it is). This is most noticable on Field of Unending Dawn, as the multiwinians move to their destination 'as the crow flies', which makes you end up with a bunch of them trying to cross the water.
- Major Cooke
- level4
- Posts: 670
- Joined: Mon Apr 03, 2006 1:35 am
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