DDRKirby(ISQ) Posted December 31, 2008 could be wrong but i think autocast is enabled by default for trickery but disabled when you upgrade to mirage and eidolon. Go to top Share this post Link to post
Karawasa Posted December 31, 2008 I noticed this too, not sure what happened. Has this always been the case? Go to top Share this post Link to post
DDRKirby(ISQ) Posted December 31, 2008 i dont think it happened in previous betas... will do a quick check. Go to top Share this post Link to post
DDRKirby(ISQ) Posted December 31, 2008 the problem is in beta 19, but not in beta 18b, so something changed there... Go to top Share this post Link to post
jolin012 Posted January 8, 2009 yep trickery starts enabled and mirage disabled. didn't try eidolon yet.. about trickery autocast i can tell kirby, that it Does autocast every "interest-second", so if you want to built trickery and not autocast the first thing it does here's what you do: build darkness and upgrade to amplified. hit T for trickery the next time interest timer hits a new number. when it chenges from tor example 8 to 7. you are probably about 0.1 sec, and hold your mouse pointer over where the disable button will be, click disable when it shows up. unless you are on Bnet and someone else hosting it has always worked for me. Also the trickery bug that it's autocast range is 700 instead of the 800 it should do (screen-shot and all with -range 800 in previous threads) seems to be remaining. Go to top Share this post Link to post
DDRKirby(ISQ) Posted January 8, 2009 yep trickery starts enabled and mirage disabled. didn't try eidolon yet.. about trickery autocast i can tell kirby, that it Does autocast every "interest-second", so if you want to built trickery and not autocast the first thing it does here's what you do: build darkness and upgrade to amplified. hit T for trickery the next time interest timer hits a new number. when it chenges from tor example 8 to 7. you are probably about 0.1 sec, and hold your mouse pointer over where the disable button will be, click disable when it shows up. unless you are on Bnet and someone else hosting it has always worked for me. Yep. I haven't practiced this much yet but i already had that idea. I think for some reason if you set trickery to DISABLE autocast, when you upgrade to mirage/eidolon it will be ENABLED. Not sure, but I seem to remember that happening. On a side note, even though clones disappear when selling the original tower (or, they supposedly do...i haven't tried it out), you can still perform some small abuse by cloning towers that are upgrading and then cancelling them. Basically gaining a copy of that tower without actually paying for it. But, this is a very small, and pretty ineffective abuse (can only be done once per minute for each tower) so it's nothing to worry about. Go to top Share this post Link to post
jolin012 Posted January 8, 2009 first of all, you are right that it sometimes does start as enabled. I was thinking about the same, that it was probably when trick was enabled, mirage became disabled.. Also I think the Enable / Disable are perhaps worth hotkeys.. or is the unfair to the otehr sup duals?^^ Another remaining bug is that pures cost food but don't generate it. this was in one version but removed? I remember it worked with all except a few bugs with like periodics or something. About Only A sell of a tower affecting the clone, I don't like that. It Can be abused, and Has been abused in previous betas. I can have 3 types of pures, and having clones equaling 4.8 (240%*2) of each pure type by upgrading/cancling and doing this on all pure types. Hope it's possible that clone follows everything original does, that'd be the best. if it follows upgrading, cancling and selling. Go to top Share this post Link to post
DDRKirby(ISQ) Posted January 8, 2009 Another remaining bug is that pures cost food but don't generate it. this was in one version but removed? I remember it worked with all except a few bugs with like periodics or something. About Only A sell of a tower affecting the clone, I don't like that. It Can be abused, and Has been abused in previous betas. I can have 3 types of pures, and having clones equaling 4.8 (240%*2) of each pure type by upgrading/cancling and doing this on all pure types. Hope it's possible that clone follows everything original does, that'd be the best. if it follows upgrading, cancling and selling. i dont understand how pures can be abused with that. Doesn't the food problem invalidate that kind of abuse? The food problem is really bad with eidolons. Having to wait MINUTES before getting an extra pure can be pretty painful. Not to mention we already have placement problems with towers getting in the way...there really really needs to be some way to destroy clones. Heck, even make them attackable or SOMETHING. Go to top Share this post Link to post
jolin012 Posted January 8, 2009 Able to sell pures again would be nice - why was that feature removed? and yes - the food bug makes the abuse harder - but both these bugs should be fixed by: -Pure Clones back to not cost Food - or produce the food that they cost. -Clones Upgrade/Cancle/Sell if Original tower does. -Able to sell Clones alone would be a neat feature to reimplement. (this one can not be "Abused" but is simply cause it gets players upset.) Go to top Share this post Link to post
Brule Posted January 10, 2009 Able to sell pures again would be nice - why was that feature removed? and yes - the food bug makes the abuse harder - but both these bugs should be fixed by: -Pure Clones back to not cost Food - or produce the food that they cost. -Clones Upgrade/Cancle/Sell if Original tower does. -Able to sell Clones alone would be a neat feature to reimplement. (this one can not be "Abused" but is simply cause it gets players upset.) one thing i sometime get upset, is because clones pop up right where i will build a tower, so should be a sell button on clones that only destroy then, but 0 refund Go to top Share this post Link to post
jolin012 Posted January 10, 2009 exactly. (you are able to turn off trick autocast when going to build, but still it's a neat feature to sell clones at 0 refund) So - Kara, your comments on if it is possible/other reasons to not implement it/ why it was removed, we had working food system and 0 refund in previous versions. Go to top Share this post Link to post
Guest Void Posted January 12, 2009 The fix should be in the object editor. Go to the trickery tower unit and change the ability that is on by default (it should be near its ability list) to nothing. Go to top Share this post Link to post
Cisz Posted January 13, 2009 The bug is even a bit more tricky: The tower switches it's autocast setting when upgraded from trickery to mirage. So if you turn it off and upgrade, it's on. I even built 2 trickery, turned one autocast off, and upgraded both simultaneously. Both changed status. Go to top Share this post Link to post
echinodermata Posted January 14, 2009 the bugs in this game sure are strange. Go to top Share this post Link to post
Karawasa Posted January 14, 2009 If it is fine in one beta but not the next, then it sounds like an easy to fix problem. I will also look into the Food (jolin012 what beta was that fully working in again?) and the Sell. Go to top Share this post Link to post
jolin012 Posted January 14, 2009 17b was the first version with completely working food/pure system. Go to top Share this post Link to post