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Re: Big Maps Project[message #268734] Tue, 21 December 2010 23:39 Go to previous messageGo to previous message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Also a bit annoying are those random crashes on big maps.

Happens quite often during enemy turns, when an enemy turns around to change direction. Don't know what's going on there, but would be nice, if someone could look into that.


I can provide a testmap for this (new landingzone sector in A8).


Edit:
My guess is, that the crashes are somehow related to the "jump on a fence" feature. Once I delted the fence from the map, it seems to run stable for now.


Edit:
Well, with the jump on fences feature turned off in the ini, I could play a bit longer, but the map still eventually crashed on me.

Also it seems that the AI is pretty much clueless on big maps, especially if you have a sniper on your team, that picks out one enemy a turn while being away more than 50 tiles.

I think the AI needs to develop special counter meassures when under attack by a sniper (move into buildings, use smoke grenades defensively, etc...). Otherwise it will be much too easy to defeat large enemy groups on big maps (survive the initial rush, then find the place where the rest is hiding... usually behind a fence... and conveniently pick them out one for one).


Experimented a bit more with the new big map:
Jumping over fences in the big map is huge trouble.

Either it causes a ctd right away (if enemies are in the sector//turn based). This happens with mercs and enemies a like.

If you do the same in a sector without enmies, the merc vanishes (as if put outside the map by the jump). If you try to shoot a gun while the merc is somewhere in out-of-map edges nirvana, the game crashes. The merc can however get recused by the GABBI transport cheat.

[Updated on: Wed, 22 December 2010 02:15] by Moderator

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