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Lost sheep report
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rjpatrick2
Developing Poster
Joined: 24 Sep 2003
Posts: 22
Location: Mobile, Alabama USA
 Post Posted: Tue Oct 21, 2003 2:19 pm  Post subject: Lost sheep report

I was told to report scenarios that the soldiers go the wrong way. well here goes.

m:7
as i advance on the FR i come down the path to the right. i build a chain of generators so that i may build a battery of towers at their front door and pick them off before they get too far. as i try to reinforce the troops, i like to pack them in behind the towers so the towers get the FR's attention 1st then my troops sweep in before the do too much damage to my towers. when i try to pull them back or reinforce they do their thing "RUN AWAY! RUN AWAY! RUN AWAY!" towards the camp. again occuring in the presence of many structures in a confined space. I'll keep you posted as i test the replayablity of this game.
claxbane
Site Admin


Joined: 15 Aug 2003
Posts: 331
Location: Seattle, WA
 Post Posted: Wed Oct 22, 2003 1:18 am  

Awesome job. Well definately look into that. Keep us posted with any other cases similar to this one and see if you can determine a common element like... you are telling them to go around a land area but you clicked on the wall instead of an area that you can actually move too.

Thanks for the help. It is much appreciated.
rjpatrick2
Developing Poster
Joined: 24 Sep 2003
Posts: 22
Location: Mobile, Alabama USA
 Post Posted: Wed Oct 22, 2003 11:21 am  

one thing i did notice is that immediatley behind my towers is a galaxite field and separating the two is a ridge. there is probably one generator's worth of space behind my towers before you get to the ridge. i feel confident that i was clicking that area, 'cause i did it so many times, but when i click somewhere farther up-stream or down-stream they respond correctly. that brings to mind the addition of a stop button, so i can overshoot my target area, and when they reach the point i want them to be, i can stop them, instead of having them dance back and forth.
Twin_Pixel
Developing Poster
Joined: 05 Oct 2003
Posts: 14
Location: Stockholm, Sweden
 Post Posted: Fri Oct 24, 2003 4:22 am  

Perhaps the hard buttons could be used as a stop button, along with an on-screen one. Presently, Calendar and Contacts are bound to scroll left while Tasks and Notes are used for scrolling right (in landscape mode).

There's however no need for these to be like that, since I use the 5-way navigator to scroll around.
rjpatrick2
Developing Poster
Joined: 24 Sep 2003
Posts: 22
Location: Mobile, Alabama USA
 Post Posted: Fri Oct 24, 2003 11:55 am  

I've got a sony nx70v, so i have no use for the hard buttons (they are not visible with the screen flipped around.) they have corrected this design flaw on the newer models, though. i just can't seem to make myself fork out another $600 for and updated PDA with a better digital camera...and more memory....and a beefed up hinge....hmmmm, perhaps i should reconsider my position. any body want to buy an nx70v - only dropped once.
claxbane
Site Admin


Joined: 15 Aug 2003
Posts: 331
Location: Seattle, WA
 Post Posted: Mon Oct 27, 2003 1:08 am  

these are some good ideas. I know the programmers have considered some different uses of the hard buttons. We will just have to see what wins out :)
davids
WI Forum Novice
Joined: 22 Sep 2003
Posts: 3
 Post Posted: Sat Nov 08, 2003 2:10 am  

I've also noticed situations where the units refuse to go where you indicate - but can't remember the details.

However, one more general problem I've noticed is that if your units have two paths from location to destination, they are awfully dumb about guessing which path you mean. Perhaps the game could improve on its analysis. It doesn't even appear to select the shortest path, but sometimes it decides that your units should just "wander past" live enemy towers.

I suggest that if there are two routes, and one "wanders past" live enemy towers, it's probably not the one the strategist intended for the units to take :)

A good example of this is in M13. A unit sitting in the big galaxite field and directed to go to the top right corner of the map can go there directly via the path to the far right, but instead wanders through the enemy camp via entrance with towers.

You can get them to do the right thing by directing them to a way-point first, but it would be nice if they tended not to assume insane interpretations of your orders to start with.
DBZ-GOKU-
Mega-Poster


Joined: 15 Aug 2003
Posts: 493
Location: Utah
 Post Posted: Sat Nov 08, 2003 11:33 am  

When you guys report problems you should put which device you have, it makes it easier, because some devices don't have the same problems as others.
claxbane
Site Admin


Joined: 15 Aug 2003
Posts: 331
Location: Seattle, WA
 Post Posted: Wed Nov 12, 2003 3:47 pm  

thanks for the info. As usual it will go on the list, and be addressed as quickly as possible.
rosskoepke
Semi-frequent Poster


Joined: 07 Dec 2003
Posts: 40
Location: Ann Arbor, MI
 Post Posted: Sun Dec 07, 2003 2:31 pm  

Does anyone know how I can take a screenshot on a Tungsten E? There's a huge problem on M7 in the lower left corner that I need a pic to explain.
Pathdoc
WI Forum Novice
Joined: 20 Oct 2003
Posts: 9
 Post Posted: Sun Dec 07, 2003 4:07 pm  

[quote="rosskoepke"]Does anyone know how I can take a screenshot on a Tungsten E? There's a huge problem on M7 in the lower left corner that I need a pic to explain.[/quote]

Try screenshot 2.1. Download it from:
[url]http://www.linkesoft.com/screenshot/[/url]
rosskoepke
Semi-frequent Poster


Joined: 07 Dec 2003
Posts: 40
Location: Ann Arbor, MI
 Post Posted: Sun Dec 07, 2003 4:11 pm  

Thanks pathdoc.
rosskoepke
Semi-frequent Poster


Joined: 07 Dec 2003
Posts: 40
Location: Ann Arbor, MI
 Post Posted: Sun Dec 07, 2003 4:18 pm  

Nope, it doesnt work. The colors get really screwed up with ScreenShot 5.