Question About 1.1

Young_TrotskyYoung_Trotsky Join Date: 2003-01-14 Member: 12285Members
edited April 2003 in NS General Discussion
<div class="IPBDescription">building in annoying places...</div> One of my big concerns about NS that I havent seen covered in any of the 1.1 info yet is about building at annoying places on the map. This includes gorges building chambers on the res node by accident and then being unable to build the resource tower (very annoying) and commanders/gorges dropping structures that sink into the ground (extremely annoying and a waste of res, especially for the gorge as the sunk structure still counts toward the area's "quota"). I was just wondering if anyone had seen anything posted about this and could point me to where its explained.
Also, I was wondering if it will be possible to recycle Advanced TF's, siege cannons and empty comm chairs in 1.1 (this also bugs me). Anyone know about that?

Comments

  • LockNLoadedLockNLoaded Join Date: 2002-09-05 Member: 1282Members
    <!--QuoteBegin--Young Trotsky+Apr 16 2003, 01:26 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Young Trotsky @ Apr 16 2003, 01:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Anyone know about that? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Nope.
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    Some of those i wouldnt mind knowing the answer to myself.
  • Young_TrotskyYoung_Trotsky Join Date: 2003-01-14 Member: 12285Members
    Hmmmm, looks like I've got everyone stumped, maybe Flayra will post something soon, maybe.....

    /me prays like hell that Flayra posts in his thread.
  • HOBHOB Join Date: 2002-11-02 Member: 3930Members
    or if building chambers in doors on some maps still crashes servers
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    /me prays this doesnt become another lame speculation thread.
  • JowerJower Join Date: 2003-02-12 Member: 13448Members
    Maybe the lerks will be replaced by hovering scorpions ?
    ( Gotcha Kenichi )
  • Young_TrotskyYoung_Trotsky Join Date: 2003-01-14 Member: 12285Members
    Oh well, there goes our chance of getting an answer on this one...
  • abtmabtm Join Date: 2003-04-08 Member: 15337Members
    Building res towers ontop of each other has been fixed, that's confirmed as for the building in "lame" places. Probably; I can't see why it was talked about I assume.
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    <!--QuoteBegin--Jower+Apr 15 2003, 04:27 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jower @ Apr 15 2003, 04:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Maybe the lerks will be replaced by hovering scorpions ?
    ( Gotcha Kenichi ) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    you sir, need hurt, very very badly.
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    <!--QuoteBegin--Kenichi+Apr 16 2003, 12:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kenichi @ Apr 16 2003, 12:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> you sir, need hurt, very very badly. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    may I? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    as for the bug thing... course I hope it's repaired... but until then... don't build on a slope, don't build in vents, don't build on "fake floors" (miasma walkway style from nothing)
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    why not build in vents? some maps have great vent building areas.
  • abtmabtm Join Date: 2003-04-08 Member: 15337Members
    Building in vents prevents marines/aliens from going through there, or at least for a while
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
  • AaronAaron vroom vroom der party startah Join Date: 2002-11-05 Member: 7020Members
    <!--QuoteBegin--abtm+Apr 15 2003, 08:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (abtm @ Apr 15 2003, 08:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Building in vents prevents marines/aliens from going through there, or at least for a while <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    But that might be the whole point of building there. Annoying places and places that break game mechanics (e.g. on top of a resource node) are not identical sets.
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    no building in vents is buggy sometimes (often too)

    If you see Cargo in ns_nothing you'll see what I mean. It seems the CC is the only non-buggy building. Never saw it fall through. A way to repair this problem?
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    <!--QuoteBegin--Aaron+Apr 15 2003, 08:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aaron @ Apr 15 2003, 08:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--abtm+Apr 15 2003, 08:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (abtm @ Apr 15 2003, 08:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Building in vents prevents marines/aliens from going through there, or at least for a while <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    But that might be the whole point of building there. Annoying places and places that break game mechanics (e.g. on top of a resource node) are not identical sets. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    annoying places? oh you mean places the marines want to go. Guess what its called real time STRATEGY. Blocking vents with them is perfectly viable. Blocking Resource nodes is stupid since both teams need them, BUT the the building on it can be killed. so, i could care less if they let you build there or not.
  • UnderDOGUnderDOG Join Date: 2003-04-05 Member: 15221Members
    tanith has the only real biuldable vent places that ive seen, the rest are usally expliots
  • ThansalThansal The New Scum Join Date: 2002-08-22 Member: 1215Members, Constellation
    amuzingly enugh I think flay likes the idea of alien buildings being ussed to 'infest' (ie block) areas so it seems it will be staying

    like building a tower under an ele is like 'infesting' it

    interesting idea <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • JowerJower Join Date: 2003-02-12 Member: 13448Members
    The reason they said not to build in vents was cause it's buggy
    Not cause it's mean towards the other team
  • Young_TrotskyYoung_Trotsky Join Date: 2003-01-14 Member: 12285Members
    A lot of people seem to be focusing on building in vents anr/or aliens building to block doors etc. That wasn't in my question, my question was asking if in 1.1 the way that some structures fall through the floor and some cant be recycled will be fixed. Also I think that gorges building on res nodes should be stopped because a lot of the time it's done by accident or by someone who doesnt realise its bad and then the alien team cant use that res node (maybe alien recycling would be a good idea?).
  • AaronAaron vroom vroom der party startah Join Date: 2002-11-05 Member: 7020Members
    <!--QuoteBegin--Kenichi+Apr 15 2003, 11:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kenichi @ Apr 15 2003, 11:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Aaron+Apr 15 2003, 08:51 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aaron @ Apr 15 2003, 08:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--abtm+Apr 15 2003, 08:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (abtm @ Apr 15 2003, 08:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Building in vents prevents marines/aliens from going through there, or at least for a while <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    But that might be the whole point of building there. Annoying places and places that break game mechanics (e.g. on top of a resource node) are not identical sets. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    annoying places? oh you mean places the marines want to go. Guess what its called real time STRATEGY. Blocking vents with them is perfectly viable. Blocking Resource nodes is stupid since both teams need them, BUT the the building on it can be killed. so, i could care less if they let you build there or not.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Uh, I'm glad you're agreeing with me...
  • JowerJower Join Date: 2003-02-12 Member: 13448Members
    Alien recycling ?
    So the evil gorges can't only place SC's on res nodes to stop your res but can also recycle all other building's ?
    hehe
    Right
  • Young_TrotskyYoung_Trotsky Join Date: 2003-01-14 Member: 12285Members
  • redeemed_darknessredeemed_darkness Join Date: 2003-01-21 Member: 12565Members
    edited April 2003
    One might assume when they say redoing some maps to fixes the bugs will hopefully fixes some of the bugs in some maps like the structure falling through floor and building inside things
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    trotsky if you really want to have aliens recycle their buildings you can go find a mod out that allows that. but for the sinking in the ground buildings i believe those are map issues and will be addressed in 1.1. there's probably a post saying some of the fixes on the updated maps in the mapping forums so check that out. and for the un-recycables hopefully they will be fixed in 1.1 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> but im not too sure and haven't seen a definite answer
  • ThinGThinG Lord of wub and vlaai Join Date: 2003-04-11 Member: 15400Members, Reinforced - Supporter
    edited April 2003
    As far as the ressnodes go, most servers I play on have ressprotection :

    Buidl anything else than an RT on top of the resspoint as a gorge, and the tower will explode instantly, it scares the BEEEEP out of ya when ya experience it the dfirst time <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    Yes, you loose the ress, but no you don't loose the Ressnode <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    As for buidlings sinking into the ground:

    As far as I know this will only happen if you build in a way that is impossible, lemme explain:

    1. dropping a 4 feet high TF in a 2 feet high vent
    2. building alien towers where there is simply no place for them, or no flat surface underneath

    I'm sure lots of stuff sinks into the ground on lots of places for lots of reasons,
    but if you aren't trying to create works of art with your buidlings (oh boy have I tried <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->) you won't have that much problems.

    But I hope Flayra will indeed make a lil post here, and that it will be fized in 1.1

    Personally, I am craving for 1.1, I'm an NS addict <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    PS: yes it does say "fized" that's a typo, but I like my new found word, so I'll just leave it as it is <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • DizzyOneDizzyOne BASS&#33; Join Date: 2002-11-17 Member: 9095Members
    I dont think empty comm chairs should be recyclable, they are ur portal to game (no cc = dead, doh <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> ), if someone relocates and then the next comm hates reloacting and then recycles the cc in the hive, or the other way around when someone relocates to a hive and gets money for the starting cc, that would be just s*ckage...

    also becuz the last survivor maybe could had rebuilded in a secured hive when he was in marinestart or in the other hive (if the cc was not recycled like above)

    I mean it attracts laming/flaming and it doesnt really mather cuz when do u want to recycle a cc? Yeah when u want to relocate or when u want to make a wall and then when the cc is yellow u can recycle it again, thats laming again...

    Or a noob went in de comm and builded a cc, ok so this one may happen once in a while, but how many times has this really happened to u?

    About relocating I hope 1.1 will be totally different wich makes relocating a pain in the *ss...
  • criticaIcriticaI Join Date: 2003-04-07 Member: 15269Banned, Constellation
    edited April 2003
    I do loathe the fact that when structures sink thru the floor, they are still actually out there in the void. And thus, taking up a spot in your building limit if you are alien. I'm sure keeping track of completely useless structures that are outside the world doesn't make the server happy either =D

    I'm not sure if map makers can really address this issue. Could something like a thin brush of a trigger_hurt beneath the entire map be feasible? That would make those void-sinking o chambers go bye bye in a hurry.
  • Young_TrotskyYoung_Trotsky Join Date: 2003-01-14 Member: 12285Members
    I'd rather they just didn't sink.
    Doesn't look like anyone's gonna post with news on whether this is being fixed... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • CypherCypher Join Date: 2003-03-16 Member: 14579Members
    <!--QuoteBegin--Cereal_KillR+Apr 15 2003, 08:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cereal_KillR @ Apr 15 2003, 08:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you see Cargo in ns_nothing you'll see what I mean. It seems the CC is the only non-buggy building. Never saw it fall through. A way to repair this problem? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yeah, but actually the CC is the only building (Im pretty sure) that doesnt take damage when built on something that is suppose kill instantly. Try building a CC on the little electric island on the very bottom of the big pit with the catwalk over it in ns_bast, it wont die, but PGs and stuff will.
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