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View Code? Open in Web Editor NEWOfficial Istrolid Bug Tracking
Official Istrolid Bug Tracking
Along with the fleet not updating, the fleet shown is displayed incorrectly. (Ex: I have 2 fleets - 1 and 2. I'm on fleet 1 and then change to fleet 2 in spectator. When I play though I see the fleet 2 ships but spawn the fleet 1 ships.)
(It's supposed to be 'less range than 1300')
When it happened to 1 ship with 1 attacking command is fine, however, for a whole fleet, over 80% of the maximum fleet, and over 6 attacking commands per ship is not fine.
I know the bug only affect the appearance, ships still work the same way, although it's extremely hard to figure out which command causes the ship to 'run into the enemy'
So, please fix this so our AI can properly run into the enemy.
I've seen on the internet and on your discord that you can code Istrolid AI in javascript.
https://gist.github.com/Rio6/52674571657ee5730911b8bff13fa219
I can't find it in any menus, so is this possible and if so, how do you open it?
In the presence of cloaked units, sidewinder will either shoot towards them (and miss, of course) or will just have the shots fly north and south. Presumably because sidewinder aims at the closest unit once the shots are fired, even if the closest unit is cloaked.
Sometimes when the server type is changed without reconnecting, the client side is bugged out. Possible side effects:
Above game is a 2v2, in progress, yet the UI is super bugged out and displays 3v3, as well as join buttons for both teams.
Dragging the bar usually either does very little, nothing, or sets it to maximum or 0 volume. Trying to click to set the volume will usually just set it to maximum or 0.
Leaving a server and going to your local battleroom, you can see people chatting from the server you just left. This leads me to think leaving a server doesn't actually work. This may also explain why some servers are locked while only 5-7 people appear to be in.
Here is a 3v3 after the server type was switched from 1v1t. Note the server type indicator says it is 3v3, and the chat shows the server has been changed to 3v3. Note, however, that the button above alpha team still says "Waiting for players 1v1t", and that the join button disappeared after only one person joined beta team, probably because it still appeared as 1v1t. Note also that 2 people were able to join alpha, which shows that the problem did not apply to all the players.
@treeform here is the screenshot for the bug JWDEGames was talking about.
The guard command occasionally changes to capture. I hear that happens with other commands too, but I haven't experienced this with other commands.
Sometimes if you're in a game, and the game freezes, it becomes impossible to reconnect to the server if it is already locked, resulting in a player being unable to do anything and unable to reconnect without opening the console. Adding a button right above the "Leave Game" one that runs battleMode.joinServer(battleMode.serverName);
would solve that problem.
Because spectators don't send update to the server. The server can't tell their ship was fixed. Do ship checking client side for spectators.
Class Unit
//…
computeRadius: ->
//…
@radius = 500 if 500 < @raidus ### should be ra_di_us apparently
I noticed that almost every time I move an attack command above another attack command in the ai, it will automatically change some detail in the ai command. Some common changes include:
Swapping attack types: For example if a ram command was above a kite command, moving the kite command above the ram command will change the kite command to a ram and the ram command to a kite.
Swapping stats: Same as the attack commands bug except it affects the stats of the target that the commands are analyzing, instead of the attack type.
I'm not sure if these are just cosmetic bugs that leave the actual ai unchanged, or if they actually affect the ai. I did notice this one time when I moved an attack command (one with attack type "attack") above a flee command (I wanted to change the attack command to a flee). It automatically changed to flee when I moved it above the other flee command, so I assumed it was flee and left it alone. The next time I checked it had reverted back to attack.
These can be easily reproduced, but I can attach screenshots if you want.
When z is pressed, it clears ship states in addition to locking it. This includes destinations and follows. For ease of use it should only apply lock, not clear other ship states as well.
The cloak module says that it can keep 165T cloaked while moving. However, it seems to only be able to cloak 160T. My friend and I have both had times when we built a carrier that was between 320T and 330T. Even though 2 cloak modules = 2 x 165 which is 330, which means it should keep cloaked since the ship is below 330T. However, after the ship fully cloaked and we started moving it, we started noticing the ship gradually decloaking, indicating that the cloak module was beyond its weight limit, even though we weren't. This never happened when the ship was like 314 or 315T. Since the old limit was 160T, this leads me to believe that somehow there was a mistake and it's still set to 160T, even though it says 165 in the stats table.
Title, when you use the search players functionality the entirety of your friends list stays, regardless of whether or not the friends in the list fulfill the search requirement.
The chat in a given server is not logged when the player checks the multiplayer section (general chat + servers + playerlist) of the game; any chat that goes on in the original server the player was in is not displayed if the player returns to the server. The game should still be showing the chat since the player never leaves the server.
When players swap fleets in spectator mode the changes are no longer sent to the server, but if they afterward join a team it will not always update their fleet, leaving them spawning from whatever the server had saved for them. To fix this a fleet update should be sent whenever a player joins a team from spectators.
The bright orange background that is sometimes seen during games (example can be seen in the background of the Curves and Shadows banner) is excessively bright and not only does it not fit the current theme of duller pleasing to see backgrounds but it hurts your eyes. Ideally this background should be removed or made a lot duller.
After sitting for about 5 minutes in a battle, some of my AI kiters just stop moving, they don't do anything, such as attack, move, etc. I have to click on them in order for them to come back alive. This is me being the ai, not a temporary player.
One time after becoming disconnected (wifi went down) and reloading the game webpage, I was able to join a new match while in my previous match, I was being shown as inactive on the server on my friend's computer (he was in-battle). I was still able to leave this match and re-join the one I left.
I played a 1v1 with raaar and the server didn't draw at 30 min
Many players have requested that the friend list be sorted in some way.
The following code will sort the friends list in alphabetical order, putting online friends first so that everyone online appears on the top.
function sortFriends(){ friendson = []; friendsoff = []; for(var i in commander.friends){ if(commander.friends[i] == true){ online = []; for(var j in chat.players){ online.push(chat.players[j].name); } if(online.includes(i)){ friendson.push(i); } else { friendsoff.push(i); } } } friendson.sort(); friendsoff.sort(); commander.friends = new Object(); for(var i in friendson){ commander.friends[friendson[i]] = true; } for(var i in friendsoff){ commander.friends[friendsoff[i]] = true; } account.simpleCommander(); account.rootRealSave(); }
Building friends list sorting into the game would be rather nice and convenient to most, and make the friends list a little easier to use. Currently most people decide not to use the friends list for the reason that it is extremely messy.
Title, when moving a large group of ships a small group may linger behind when the main group finds a new destination.
When I play, the game starts freezing and disconnecting. It lasts 1-5 seconds.
It's not the server: people don't seem to have this issue
It's not my connection: I have been playing with streams in the background for years, and they aren't interupted when these lags happen
My PC even says I lost my connection to Internet while they happen, even though I know the connection didn't drop (No complaints from familly members browsing at the same time, audio/video streams not dropping)
It doesn't seem to happen when I spectate.
Maybe it's my connection being critically lagging somehow (which I doubt), and then playing is the straw that breaks the camel's back ; or maybe it's a bug.
Alpha side always wins the coinflip as a tiebreaker.
After leaving a multiplayer match to go to a Play vs. AI match, my chat from the previous battle was directed towards my new match and updated live as if I was still there. My messages posted to this chat were able to be read by the people still on the server as well.
AI commands for attack and kite do not work as intended
Hey my rank doesn't seem to change after playing a match of 1v1r - I have to relog inorder for my rank to change
I have to rejoin the server in order to get the updated game mode. Several others also have this issue.
Since the recent cosmetics update, AI "attack" commands have become broken in 2 major ways:
When the command triggers, it is supposed to make the ship turn to face the enemy that triggered it. This rarely happens now, instead it will usually stop and only stop the ship.
This bug is considerably rarer. Sometimes, the command will make the ship move towards the enemy, even when it doesn't need to, resulting in ships with this command sometimes randomly advancing. This bug sometimes even triggers on enemies outside the command's trigger range.
As both a "cyborg" and an AI enthusiast, these bugs have hit me hard. Please fix them as soon as possible. Thanks!
everytime i open istrolid all my laptop sound system broke
i try mute and change sound to 0
i try mute both electron on sound mixer
not fixed
here example
https://cdn.discordapp.com/attachments/231268292667375617/340248914588598283/2017-07-28_05-44-06.flv (Istrolid only)
https://cdn.discordapp.com/attachments/231268292667375617/340249900514148355/2017-07-28_05-49-00.flv (istrolid with dota)
this broken sound affect everything like music or movie
and it stop after i close istrolid
ps only steam version web version good
Here is a screenshot:
https://media.discordapp.net/attachments/182640172297486346/406927002218528769/unknown.png
There have been multiple cases of this posted on the Discord.
I always use groups the same way: all carriers in group 3. But sometimes my other ships, fighters or else, get randomly added to said group. This can mess up micro a lot.
After host leaves server, next host is not always the player who has been in the server longest.
I'm yellow here in the picture below and even after the update, my AI still freezes. I still have to reactivate them by moving my ships around every 2 1/2 minutes. As the game goes on, this can become up to every 10 seconds.
As you can see in the picture above, they seem to just be sitting in their arc-like position This bug seems to be constant in AIs that have the stay at range command. After a certain amount of time, the ships will stay at range, even though they are set to only stay at range of enemies that are closer than their range.
Here is my AI:
There's a bug where when a shot hits a target at the exact moment the target is killed by another shot, it will still dissipate against the target, as if it hit a living unit. As an example, when 2 53-damage plasma shots hit a 40hp fighter at the exact same time, both shots will dissipate, even though only 1 of the shots should've been "used" to kill the fighter.
Whenever I complete a challenge my best time will show up in the bottom of the square that was completed. But whenever I close the game out or press Quit Game and then re-open the game all of my best times will be gone (even though pressing Quit Game says that it saves all the data). I've tried everything and can't seem to figure out why this is. Please help. Also is anyone else experiencing this problem?
X should clear all states and leave the unit stopped for ease of use and consistency.
After opening in-game chat, and closing it, money saved glitches out for a second with a very high value.
To reproduce: Type something in the chat accessible while in game and exit.
When I F a brawler on an enemy for example, it sometimes works normally, but sometimes just gets forgotten. It seems to happen when I quickly select & move another ship after issuing the F command.
Doesn't happen on brawlers only, fighters do that too sometimes. Many times I have used F offensively, only to witness my ships face the other way around 2 seconds after and lose the fight. Anyone else experienced this problem?
The behavior is that the ring spins faster with more damage. However, at certain amounts of the damage the ring will spin much more slowly. This was tested by adding damage mods to a single ring.
The following ring damage values will experience RPM decreases in comparison to speeds demonstrated by earlier amounts of damage.
24706.5
19005
3028.8
6654.2
There are probably more damage values that experience slowdown if you modshare, allowing for different damage values than a single ring with damage mods.
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