What templates are we talking about here? Could you show us some of them?
Posts made by Jip
This should now be fixed
I like the idea of being able to just select where the prebuilt units are created, instead of the pre-fixed positions that you have no control over at the moment.
The hotfix is live , should be all good now.
I'll include it with the hotfix then
The observation of @Melanol is correct; it's an engine quirk and not worth fixing in my humble opinion.
The 3d CPUs of AMD are extremely good at this game and can manage up to 10.000 units without slowing down the game. I can recommend the 7800x3d, or the 5800x3d. This game is primarily CPU limited; it runs fine on much weaker GPUs than the 2080ti
These guards exists to (somewhat) sanitize the values we receive in the lobby. As I mentioned on Github, we can* always extend this in the future. Not sure if that was supposed to be taken literally, haha.
I'd personally recommend to just change your name. But for the sake of purpose, @Sheikah what are the minimum and maximum length of a username? If I'm not mistaken it can be 3 to 32 characters.
I do not have time to do a hotfix this weekend; the fix is available on the FAF Develop game type for those that keep running into this problem. Another solution is to always get the gun upgrade .
I'll try to hotfix next week.
@valstrax said in Paragon turn on/off button:
I think he means that engineers reclaimed everything under the factory constuction zone quickly without needing to click each individual rocks or to do the slow way of patrol/attack move. Now, placing a factory down erases all "natural" reclaim (aka trees and rocks, wrecks still needs to be reclaimed)
It doesn't erase rocks or other relative valuable props. Just individual trees and other props that are worth very little to no resources.
This happens because the brush is of a relatively low resolution in comparison to the heightmap. It doesn't interpolate the brush, and therefore you get terraces.
The quick solution is to reduce the brush size. You can always blur the terrain to remove terraces
@tatsu thank you for reporting, @relentless thank you for the UEF suggestion and @Melanol thank you for taking the time to sand box it. I'll hot fix this tomorrow evening
I found it; it is because of this:
@Melanol could you see if you can reproduce it on FAF Beta? It hasn't been updated the past months
@melanol said in Pathfinding/targetting issue with new version:
@jip It can't be ancient, as it would have been noticed years ago.
You'd be surprised how many silly things to unnoticed
I've also experienced this once, but I have no idea whether it's always been there but left under the radar or it's something that recently appeared.
@legendofthestars said in Game bugs out (runs 1 frame per 5 sec) after someone dies and leaves:
Which one you think most likely the problem?
Not eternals strategic icons, I use that too. I'd try just disabling all the others, see if it still occurs.
There's nothing obvious unusual in your logs.
Have you confirmed whether it also happens when you have no UI mods enabled?
You're talking about framerate, which means that there is likely some logic that is tripping over when a player leaves. But it's definitely not in the base game because we'd be swamped with bug reports if that were the case. Therefore it's likely a UI mod
@wtfboomnoob said in Paragon turn on/off button:
And yes, the factory trick does not work anymore bc of this.
What factory trick?