Comment 19 for bug 894884

Revision history for this message
FS-21 (jagarni1983) wrote :

Of what I observed (thanks for the default values of that DLL, I saved a lot of time that I used to test things):
- Temporals not work.
- If you use repair weapons (negative damage) it show in red as "-$-50" but in reality the money is increased by 50.
- Rail gun weapons works.
- Sonic weapons with ambient damage works but is impossible to read the "almost" infinite chain of strings when the wave is damaging the unit.
- Money strings from V3 launchers vehicles are indicated in V3 rockets & not in the V3 launchers (is this behaviour what you wanted?).
- Chaos drone gas produce negative damage in your units when they attack friendly units (by logic I imagine that it works).
- By "Animation Damage" do you mean the damage made by virus clouds? If "yes" then it not works.
- By "Slave Miners" what do you wanted exactly to test with those units? I don't see any problem if I attack them or if I kill the slaves or they attack enemies...
- "DeathWeapons": Works as planned.
- Drain weapon from the Yuri Flying Disk does nothing.
- Crushing infantry with vehicles does nothing.
- Flying vehicles like the Yuri Disk killed by EMP weapons does nothing (EMP.Threshold).
- "Paralyze" (from squids against ships?) works.
- Hospital & Armory "massive heal" effect that you wanted to test does nothing.

One idea I thought about the heavy overload of strings due to a very low ROF of the weapons: do a counter of 1 sec. between strings (or less time, the min. necessary to not overlap strings) & during that time not to show nothing and when the counter ends then show the full sum of that unit since the last count (if sum != 0), reset count of the unit & repeat again the count...