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Old 10-11-2017, 11:19 PM   #1
offsides
 
Join Date: Jun 2008
Location: Cheltenham, PA
Default Units disabled by enemy fire

It appears that units disabled by enemy fire aren't undisabling properly according to the rules of Ogre. Per ODE 7.11.0:

Quote:
A unit disabled by ramming or enemy fire recovers after one full
enemy turn has passed. If it becomes disabled on an enemy turn, it
remains disabled through that enemy turn, through its own turn,
and through the next enemy turn; it then recovers. If disabled on
its own turn by making a ram (6.07.1, 11.04.3), it remains disabled
through the enemy turn and recovers on its next turn.

A unit disabled by entering terrain remains disabled through
the enemy turn and rolls to recover on its next turn.
However, in both missions 1 and 2 I've had the Ogre fire it's missiles and disable a unit, I take my turn, the Ogre takes its turn, and when I take my next turn the unit remains disabled. I haven't figured out if it's rolling to undisable, or if it's simply keeping it disabled for an extra turn, but either way I'm not having those units available to move and fire the turn that I'm expecting to. Is anyone else seeing this happen?
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Old 10-11-2017, 11:24 PM   #2
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Default Re: Units disabled by enemy fire

Quote:
Originally Posted by offsides View Post
It appears that units disabled by enemy fire aren't undisabling properly according to the rules of Ogre. Per ODE 7.11.0:



However, in both missions 1 and 2 I've had the Ogre fire it's missiles and disable a unit, I take my turn, the Ogre takes its turn, and when I take my next turn the unit remains disabled. I haven't figured out if it's rolling to undisable, or if it's simply keeping it disabled for an extra turn, but either way I'm not having those units available to move and fire the turn that I'm expecting to. Is anyone else seeing this happen?
It's a bug that's been there since the beta. They are aware and are working on it.
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Old 10-11-2017, 11:34 PM   #3
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Default Re: Units disabled by enemy fire

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Originally Posted by GranitePenguin View Post
It's a bug that's been there since the beta. They are aware and are working on it.
OK, as long as they know about it, that's the key. I'm surprised it's been around that long, it strikes me as being relatively simple to fix, though I suppose it all depends on how things are implemented on the back end...
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Old 10-12-2017, 07:57 AM   #4
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Default Re: Units disabled by enemy fire

I was wondering about that as well. Was thinking "Have I been playing it wrong all this time?"
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Old 10-12-2017, 10:12 AM   #5
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Default Re: Units disabled by enemy fire

Got a reply from Jake this morning, he said he thinks the fix will hopefully be in the next release :)
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Old 10-12-2017, 12:41 PM   #6
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Default Re: Units disabled by enemy fire

Hmm... I don't see this bug listed in teh 1.2.1.0 release notes. I guess they're still working on it. Oh well, progress is till good! :)
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Old 10-12-2017, 02:00 PM   #7
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Default Re: Units disabled by enemy fire

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Originally Posted by offsides View Post
Hmm... I don't see this bug listed in teh 1.2.1.0 release notes. I guess they're still working on it. Oh well, progress is till good! :)
I have not had any units disabled to test yet. ;-)
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Old 10-13-2017, 09:09 AM   #8
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Default Re: Units disabled by enemy fire

Quote:
Originally Posted by offsides View Post
Hmm... I don't see this bug listed in teh 1.2.1.0 release notes. I guess they're still working on it. Oh well, progress is till good! :)
Hello,

This didn't quite end up making yesterday's release, but we're pushing one shortly which does indeed have this fix in. Apologies for misinformation yesterday!

Thanks :)
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Old 10-13-2017, 09:34 AM   #9
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Default Re: Units disabled by enemy fire

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Originally Posted by AurochJake View Post
This didn't quite end up making yesterday's release, but we're pushing one shortly which does indeed have this fix in. Apologies for misinformation yesterday!
No worries - as I said in my email reply then, just knowing that the fix is in process and coming soon is good enough for me. As frustrating as release bugs are, I'm fully aware of how hard it is to avoid them entirely, and you guys have been both responsive and transparent about what you're working to fix which is not always the case in this industry. Thanks for the update, and keep up the great work!
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Old 10-13-2017, 09:48 AM   #10
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Default Re: Units disabled by enemy fire

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Originally Posted by AurochJake View Post
This didn't quite end up making yesterday's release, but we're pushing one shortly which does indeed have this fix in. Apologies for misinformation yesterday!
I appreciate the quick update cycles you guys are pulling off. You beat the hell out of my day job.
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