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Ladadoos

Admin & Main Developer
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Posts posted by Ladadoos

  1. SEVERITY: 3
    LOCATION: Post-Game screen (screen with Upgrades, Statistics and Gold after winning a match)
    REPRODUCIBILITY: 1/1
    DESCRIPTION: After me and @RadicalX finished playing a map, we got to the loot screen and saw the following upgrades (named in order from left to right): Area Ice Shield, Buggy White Card, Timeless One, Lost Shade. After RadicalX assigned the cards (Lost Shade for me, Timeless One and Area Ice Shield for Radical and disenchanted the Buggy White Card), the order in which the upgrades were displayed changed to: Lost Shade, Timeless One, Area Ice Shield, Buggy White Card. The order didn't use to change in the old BF.
    SCREENSHOT: -
    ADDITIONAL INFORMATION: I would also like to point on that after receiving the Lost Shade as reward I got the system message: " You have received Lost Shade as reward! ", which is kinda misleading since it sounds like I received the card when I only received the upgrade for it, in this case Lost Shade III. I suggest this system message to be worded differently if possible, to something like " You have received upgrade III for Lost shade as reward! "

  2. SEVERITY: 3
    LOCATION: Post-Game screen (screen with Upgrades, Statistics and Gold after winning a match)
    REPRODUCIBILITY: Always
    DESCRIPTION: Every time I finish a map, I at first don't see the ugprades displayed. The loot screen is empty. Closing the window and re-oppening it doesn't help, but what does help is switching to the statistics window and then back to the loot window. After doing that I can see the loot and proceed to assigning it to a team member. Also, on a second note, I only the see EXP and Gold received after I have assigned the upgrades to someone. The Gold seems to work properly (since Disenchanting a card gives you more gold), but since disenchanting cards doesn't provide any more or less EXP, I believe the EXP should be displayed right away too, and not after the cards have been assigned (Although I am not sure how this exactly worked in the old BF)
    SCREENSHOT: -
    ADDITIONAL INFORMATION: This issue only seems to occur when the way of distributing the loot is in 'Assign' mode. If I have it on 'Random' I see the upgrades right away.

  3. 2 hours ago, John said:

    ADDITIONAL INFORMATION: This bug seems to occur permanently (not sure whether a server restart fixes it) after winning a map/difficulty a specific amount of times

    • The number of times I was able to win the map at a difficulty was the number of upgrades available on this map divided by 4

    It seems indeed to be a problem after playing maps a specific amount of times. I would also like to mention that the bug Speedrun displays wrong difficulty in rankings also seems to have an issue with 4. It adds 4 to the displayed difficulty in the rankings. Not sure how related these bugs are, but there seems to be something with 4.

  4. I like Giant wyrm, it's a pretty solid unit for a 1 nature only T4 card, especially agaisnt L units, although doesn't have much of a chance agaisnt XL. This is unless you combine it with unholy Hero and go flying around destroying all crystals in The Dwarven Riddle :P Most of the times tho I had other colors like frost and shadow in combination with my nature orb, which made me use LSS instead of Giant Wyrm. I pretty much only used it for either specific scenarios or if I didn't have any other better T4 card, which wasn't often the case.

  5. 1 minute ago, fiki574 said:

    Well weird cuz only difference is:

    As u can see, there's ";" in first case, and "," in second but that really shouldn't cause problems.

    You can try changing the "," to ";" so it looks like this:

    Well, I've written quite a bit of script always using ' , ' at the end instead of  ' ; ' and never had issues.That being said though, the only difference I notice that might cause it compared to how I write it is that I write

          Conditions = {
    		PlayerHasGameLost ({Player = "pl_Player1"}),
          },

    instead of

          Conditions = {
    		PlayerHasGameLost {Player = "pl_Player1"},
          },

    Although this also shouldn't cause it because else this script would never work :P It sometimes working and sometimes not (according to Geradon) is basically why I think it must be something else, but no idea what. Maybe some client stuff.

  6. 54 minutes ago, fiki574 said:

    If it continues to happen, i can fix it with the tool. It even says the line where the error is.

    1.	OnOneTimeEvent
    2.   {
    3.      Conditions =
    4.     {
    5.		PlayerHasGameLost {Player = "pl_Player1"};
    6.      },
    7.
    8.      Actions =
    9.      {
    10.		PlayerGameOver { Player = "pl_Player2", TargetTag = "spectator2"},
    11.		PlayerGameOver { Player = "pl_Player3", TargetTag = "spectator3"},
    12.	  };
    13.   };
    14.
    15.     OnOneTimeEvent
    16.   {
    17.      Conditions =
    18.      {
    19.		PlayerHasGameLost { Player = "pl_Player4"},
    20.      },
    21.
    22.      Actions =
    23.      {
    24.		PlayerGameOver { Player = "pl_Player5", TargetTag = "spectator5"},
    25.		PlayerGameOver { Player = "pl_Player6", TargetTag = "spectator6"},
    26.	  };
    27.   };
    28.
    29. State {StateName = "INIT"}

    This is the script literally copied from the file, I changed nothing besides the line number on the left for convenience sake. Besides what I said earlier about it being strange that it doesn't always crash if it's a script error, I don't see anything in/near line 18 that could give this crash. 

  7. 8 hours ago, MephistoRoss said:

    Seems like this is a bug in the lua script of the custom map. So I am not sure what you want the devs to do with this?

    I did take a look at the one and only lua script required to run this map and saw nothing which should lead to an error. What's more strange is that, according to Geradon, this only happened one time. If it's a 'true' script error it should crash all the time (assuming the lua file doesn't change its own script :P ), not just randomly.

  8. 2 hours ago, MeisterRihno said:

    Thx ladadoos for your great topic but some people didn't write their exact location.

    So it could be that some are neighbours and they don't know. :) 

    That was my reason behind.

    I know that your idea is slightly different, but just thought I'd let you know about the Austrian guys that wrote in that topic :P Maybe you could ask them or quote them and hope they answer.

  9. Nice find, I guess I'll add a few I found as well

    ui_card_front.png.a319feb2518b9fb2d79804

    ui_card_side.thumb.png.f5ee514a6bf0ce8f3

     

    icon_portrait_banned.png.2a5b8a7b4cd1d16 I'd assume this is somekind of icon for whenever a person is banned, based on the file name.

    588d2cbe677d2_ArtisticCrossbowmen.png.00588d2cc3c31d5_ShadowPackScary.png.7355de588d2cc7ea7bb_LivingTowerPack.png.fc079d588d2cc99e68a_AmiiPack.png.7233a285d7e7d

    This landscape apparently has something to do with crossbowmen, not sure why though.

  10. This is my outcome after learning a bit about photoshop. If a small version of this logo is required, or any other adjustments for that matter, I'll gladly hear it. Also thanks to the people who gave me feedback, you know who you are.

    FinalEntry.thumb.png.e3defe6e41be33738ed

  11. 2 hours ago, Eirias said:

    I remember when 3 or 4 rep would put you at the top of the week's leaderboard, and now we sometimes have multiple people in the 20s.

    3-4 rep at the top ? I remember when 15-30 reputation was required to be at the top of the leaderboard. Of course these amounts depend on when you look at the leaderboard (more hype - less hype).

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