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Old 03-02-2008, 10:10 PM   #6 (permalink)
beng
Senior Member
 
Join Date: Jan 2008
Posts: 274
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Well it looks like they were pushed for time so they didin't fully test everything before the final release.

Anyway, i found out that the ArmorUpgrade module in Chinese buildings that have no upgrade armor set is not useless after all. It enables the upgrade from standard mines to EMP mines. The Generateminefield behavior is unable to tell the game engine that it needs a second upgrade, so if there is no other module that needs the EMP mines upgrade, it does not let you buy it, saying "conflicting upgrade cannot be purchased".

Another thing i noticed, which is not really a bug, but which does show the concern over having too many modules in objects is the difference between trees in Generals and trees in Zero Hour. In Generals most of the trees can be burnt by fire. In Zero hour only a few types of trees (like the palm trees) can catch fire. Still it looks odd when you drop a fuel air bomb or MOAB in Zero Hour and the buildings are blown to bits and the trees are unaffected.

They cut out some modules from the trees in Zero Hour to try and save frame rate in maps with many trees (hint to map makers: don't put so many trees, just put some to greate a visual effect of a forrest, not an actual forest, like the world builder manual says).

Another thing, i don't know if it is a bug, is that the AmericaInfantryPilot upgrades to a slower locomotor when he has HEROIC veterancy. Maybe the extra rank bar on his uniform is so heavy that it slows down his movement?
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