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Old 24 Oct 2009, 9:50 PM   #1
Jinxx
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Sad Old Core adv const kbot bug that never got fixed

Hi, I'm new to this forum but I have been playing TA on and off for years.

Almost a year ago I discovered a serious bug that stopped me from playing. I'm almost certain everyone else must have it because I get it on different computers installed with different TA CD's.

I have the latest patch and units of course and I have no 3rd party stuff.

The bug is how the Core's advanced construction kbots stop guarding a construction factory. If I tell them to guard they will guard and help build the first unit, but slowly 1 by 1 and sometimes more than 1 they will stop helping nanolathe. If I tell them to guard afterwards they won't do anything. I have to click on them individually and tell them to help build that specific unit.

I've tested the adv kbots on the adv aircraft factory but I'm pretty sure they exhibit the same problem with other factories.

I've tried the same test with Arm's adv kbots on Arm's adv aircraft factory and they worked properly.

If anyone knows how to fix just this one problem that would make ALL the difference. As is I refuse to play the game with such an annoying problem, you can't expect me to manually make them build each and every unit when I got a huge base with 50 - 100 unit's cued.

All help is greatly appreciated.
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Old 24 Oct 2009, 10:26 PM   #2
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I think the bug is fixable, I'm not sure which mods sort it out, but i'm sure someone can help more than I can.

Adv construction aircraft are my preferred method to help factories, as you can get as many of them as you like to halp a factory withough running out of room.
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Old 24 Oct 2009, 11:11 PM   #3
Jinxx
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yeah I can keep playing but eventually I'm gonna want to use them from time to time even if I use aircraft most of the time

If I'm desperate enough I'll play as Arm but it's gonna annoy the crap out of me when I want to steal Core's tech and I end up having the same bug even while playing Arm lol
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Old 25 Oct 2009, 4:23 AM   #4
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arm ones do it pretty bad too, even farks.

it seems to happen more when a stray missle hits the lab its guarding, then when its done repairing, it stopps making units from that factory.
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Old 25 Oct 2009, 10:48 AM   #5
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Most mods fix the problem. Uberhack did, ESC does, Total Mayhem does, any other mod based on bugfix or UH generally does.
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Old 25 Oct 2009, 11:13 AM   #6
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What if I don't want mods and just want that bug fixed?. (at least for now)
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Old 25 Oct 2009, 12:38 PM   #7
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Quote:
What if I don't want mods and just want that bug fixed?. (at least for now)
switeck's bugfix fixes many bugs, including the ones you mention, without adding anything new to the game, aside from a few little adustments.
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Old 25 Oct 2009, 1:24 PM   #8
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The URL is http://switeck.tauniverse.com/ btw. And I don't see what "little adustments" do Tam talks about, switeck's bugfix is only about fixing bugs, not about readjusting anything else. Then of course some bugs and exploits were taken as integral part of balance by vet players.
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Old 25 Oct 2009, 1:43 PM   #9
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Quote:
"little adustments"
The one I was thinking about was the way it makes the energy and metal bars wider.
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Old 25 Oct 2009, 6:30 PM   #10
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I don't recall for sure if the bugfix for these was in the script; if so you can extract the fixed script (from Bugfix) and just use that.
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Old 25 Oct 2009, 10:51 PM   #11
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i cant say in the 12 years of ta playing that ive ever had that bug.... but i rarely use ADVCONBOT to guard factories...


one 'bug' i have had is with the necro, you queue up say... 10 wreckages to rebuild, it might do the first one, or two... then it gets to the next one, brings the unit back to life, but cant/wont repair it untill that unit moves slightly... pisses me off... any info on that? or fixes?
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Old 25 Oct 2009, 11:23 PM   #12
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IIRC, wasn't it something to do with it having 0 build distance or something?
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Old 26 Oct 2009, 12:53 AM   #13
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Yes, the Necro bug is builddistance=0. The workaround is to guard your Necro. The modded fix is to increase the value (e.g. I use 32 for my OTA fixed Necro).
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fail causes a "depression" in the fabric of spacetime, and as a result of that, flames "roll" into the "funnel" of fail, upon reaching critical mass, I eat a kitten whole, and beat up a puppy - Panties (colouring in by Danny)
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Old 26 Oct 2009, 1:39 AM   #14
Jinxx
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I must be a dumb ass cuz I need help making the patch to work.

I installed TA from scratch (all previous folders have been removed) and installed CC.

I then extracted Switeck's 1.6 lite install version patch files to the TA folder and ran BFinstall. I tested the adv const kbot from core again and they still have the bug.

What am I doing wrong?.

Last edited by Jinxx; 26 Oct 2009 at 4:55 AM.
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Old 26 Oct 2009, 4:22 AM   #15
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if you've installed it correctly, the file rev31.gp3 in your totala folder will be MUCH smaller - less than 2Mb IIRC. The regular rev31.gp3 patch file is 5.3Mb.
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Old 26 Oct 2009, 9:52 PM   #16
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What the Bugfix installer does, so you can install manually if it doesn't run properly:

rename ccdata.ccx > ccdata.ufo
rename ccmaps.ccx > ccmaps.ufo
rename ccmiss.ccx > ccmiss.ufo
rename btdata.ccx > btdata.ORG
rename btmaps.ccx > btmaps.ufo
rename rev31.gp3 > rev31.ccx

rename afark.ufo > afark.ORG
rename aflea.ufo > aflea.ORG
rename ascarab.ufo > ascarab.ORG
rename cormabm.ufo > cormabm.ORG
rename cornecro.ufo > cornecro.ORG
rename corplas.ufo > corplas.ORG
rename Cavedog_units.ufo > Cavedog_units.ORG

rename ][BF17b5.ORG > rev31.gp3

It does not matter if you don't have all of the listed files.
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fail causes a "depression" in the fabric of spacetime, and as a result of that, flames "roll" into the "funnel" of fail, upon reaching critical mass, I eat a kitten whole, and beat up a puppy - Panties (colouring in by Danny)
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Old 26 Oct 2009, 11:26 PM   #17
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Quote:
Originally Posted by DannyU View Post
Yes, the Necro bug is builddistance=0. The workaround is to guard your Necro. The modded fix is to increase the value (e.g. I use 32 for my OTA fixed Necro).
danny, is it simple to "open, edit and resave" the necro using the 3rd party tools?

ive N E V E R tried to make/edit/play with/create in any way shape or form a unit...

i do know from reading forums and trying to script ONCE, that it is hard and a bit of a challenge...

NTKOO
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Old 27 Oct 2009, 3:31 AM   #18
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This sort of editing is the easiest you can do.

Open the file with HPIView and extract (all) to a temp folder. Edit the fbi in Notepad. Repack the temp folder with HPIPack.

Or use HPIReplace (my prefered util for this sort of task) which will handle the extraction and repacking automatically.
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fail causes a "depression" in the fabric of spacetime, and as a result of that, flames "roll" into the "funnel" of fail, upon reaching critical mass, I eat a kitten whole, and beat up a puppy - Panties (colouring in by Danny)
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Old 27 Oct 2009, 4:41 AM   #19
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Quote:
Originally Posted by DannyU View Post
Or use HPIReplace (my prefered util for this sort of task) which will handle the extraction and repacking automatically.

i dont like HPIReplace, it arsed up a map i'd been working on for 4 hours and i couldnt get it back! grrr
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Old 27 Oct 2009, 3:03 PM   #20
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I've never had a problem with it...
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fail causes a "depression" in the fabric of spacetime, and as a result of that, flames "roll" into the "funnel" of fail, upon reaching critical mass, I eat a kitten whole, and beat up a puppy - Panties (colouring in by Danny)
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Old 27 Oct 2009, 7:42 PM   #21
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never ever saw it..and same as DannyU, never had a problem with it.
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