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Please Help With Last Minute Testing

Aug 14, 2009 momerath42 link
If you're able, please hop on the test server, and try some Hive and Border Skirmish missions, and an Escort or two, or anything else you feel like- I could have broken *anything* ;). We've made some pretty substantial infrastructure changes this week to enable some of the features of this release.

If you want to know what's new, you'll have to test! If it doesn't get well tested, you may not find out for another week!
Aug 14, 2009 Impavid link
I prefer to find bugs on the production server as they're much more easily exploitable there :D
Aug 15, 2009 mr_spuck link
Well don't know if it's a bit late but..

The hive bots seemed to gang up on me as soon as I killed a bot.and while they did so hardly any of the allied bots died. A large skirmish was at 61:6 when I got killed and dropped to 53:5 or so before I could get back. I got similar results with other skirmishes

Bots still seem to mostly ignore me when I enter a skirmish sector without taking the mission.

After finishing normal skirmishes in odia the bots jumped to odia O7 even though there was no critical there. There was one before in that sector though. I don't think there were any critical skirmishes active in odia at all at the time. I've seen this before in production.
Aug 15, 2009 davejohn link
I found the same behaviour as Mr S on the main server. The Assaults and guardians ignore the player until a kill is made, then they all attack together. If an npc then makes a kill they all switch attention to that npc. A player making another kill then switches the attention of all of the Assaults and guardians back to himself.

It is very similar to the hive behaviour in static queen sectors.

I like the variety of hive bots Momerath. Much appreciated .
Aug 15, 2009 DivisionByZero link
I guess it could be intentional, right? Like a swarm of bees latching onto the latest threat. Or not?
Aug 15, 2009 Whistler link
I noticed that too, and I assume it was intentional. The behavior might need to be smartened up a bit to handle multiple targets, but I generally approve. Tough call about ignoring us until we attack, because there is a certain cold efficiency in maintaining an advantageous position until needed rather than swooping all over the sector and possibly leaving collectors undefended. Maybe they could break off the faster bots to harass players that get too close. I found their attack to be awfully aggressive, but I'm sure we'll quickly work out tactics to adapt. Nice.
Aug 15, 2009 momerath42 link
Not intentional. I was mostly concerned about (re)spawning, and being credited for kills, still working; I didn't notice that the targeting behavior changed. It doesn't make s.. Oh! I know what's wrong- I'll have a fix shortly.
Aug 15, 2009 momerath42 link
Fixed in sectors that aren't currently running.
Aug 15, 2009 roguelazer link
I was in a HS with a queen (Cantus I-10). When the trident died (which happened quite quickly since all of the Hive bots went for it right away), all of the Hive bots stopped responding for about a minute (flew in straight lines, couldn't be damaged).

Also, I noticed a few mining beams persisting after the bots died.

Also, I got the following when trying to enter a Trident turret:

sent vo/vo_gameevent.lua:819: bad argument #1 to 'tonumber' (value expected)
stack traceback:
[C]: in function 'tonumber'
vo/vo_gameevent.lua:819: in function 'func'
vo/vo_gameevent.lua:1282: in function <vo/vo_gameevent.lua:1275>
Aug 15, 2009 Whistler link
I was still credited for kills.
Aug 15, 2009 momerath42 link
Thanks, roguelazer (working on it), and everyone.

Let's move bug reports for the now-released stuff to the version thread (or the bugs forum).