Game 919: SteveSmith, Deadlime, PCasaca in Egg Hunt*
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- Sorry Steve, I threw an AP100 grenade which detonated, but then caused a crash. My turn is still active but it looks like all of your Aliens inside the blast were unaffected. :(
Error on Tue Mar 15 17:47:53 GMT 2011
Type: class java.lang.OutOfMemoryError
No message.
Version=1.63
Stack trace:
sun.misc.Unsafe:-2 - allocateMemory
java.nio.DirectByteBuffer:-1 - <init>
java.nio.ByteBuffer:-1 - allocateDirect
com.jme.util.geom.BufferUtils:731 - createFloatBuffer
com.jme.util.geom.BufferUtils:244 - createVector3Buffer
com.jme.scene.shape.Quad:151 - updateGeometry
com.jme.scene.shape.Quad:87 - <init>
dsr.models.CollisionQuad:15 - <init>
dsr.models.map.MiniFloor:32 - <init>
dsr.models.map.AbstractMapModel:298 - addWallsAndMiniFloors
dsr.models.map.AbstractMapModel:220 - addWallsAndMiniFloors
dsr.models.map.MapModel_SlimWalls:53 - loadMapObjects
dsr.models.map.MapModel_SlimWalls:26 - <init>
dsr.AppletMain:1327 - createMapModel
dsr.AppletMain:1479 - explosion
dsr.AppletMain:3063 - checkForDeathGrenadesOrAlienExplode
dsr.data.UnitData:145 - damage
dsr.AppletMain:1502 - explosion
dsr.AppletMain:1409 - explodeGrenade
dsr.AppletMain:317 - update
com.jme.app.BaseGame:84 - start
dsr.start.StartupNew:327 - gameSelected
dsr.start.StartupNew:236 - selectGame
dsr.start.StartupNew:185 - <init>
dsr.start.StartupNew:449 - main
End of error details. Posted by
Deadlime 15 years ago [Login to reply]
- > it looks like all of your Aliens inside the blast were unaffected.
That's cos their damn hard!
Sorry abut that, leave it with me... Posted by
SteveSmith 15 years ago [Login to reply]
- Sorted now. :)
It's interesting to note that in the new (unreleased yet) version of the client, my aliens would all be unharmed since grenades will only remove the first layer of walls. Maybe grenades need (only slightly) reducing in price since they will be less effective? it could also have a big effect on missions like Prison Mutiny/Riot. Posted by
SteveSmith 15 years ago [Login to reply]
- Thanks Steve.
So in the new client the first layer of wall will completely stop any further damage? So a unit behind a wall will always be uninjured? Posted by
Deadlime 15 years ago [Login to reply]
- At the moment yes, though I am toying with the idea that damage is reduce by 50% for units behind one layer of wall. Also, I'm thinking of removing this new feature for certain missions (like the ones I mentioned in my previous post).
Posted by
SteveSmith 15 years ago [Login to reply]
- I think I prefer the idea of a 50% reduction in damage. A unit directly behind a wall receiving no damage sounds a little unrealistic, and would cause a MASSIVE change in available tactics in pretty much all missions (all except for those with indestructible walls).
Posted by
Deadlime 15 years ago [Login to reply]
- Sorry Steve, the same thing has happened again when I threw a grenade at your Alien no.8. :(
Error on Thu Mar 17 12:30:55 GMT 2011
Type: class java.lang.OutOfMemoryError
No message.
Version=1.63
Stack trace:
sun.misc.Unsafe:-2 - allocateMemory
java.nio.DirectByteBuffer:-1 - <init>
java.nio.ByteBuffer:-1 - allocateDirect
com.jme.util.geom.BufferUtils:731 - createFloatBuffer
com.jme.util.geom.BufferUtils:244 - createVector3Buffer
com.jme.scene.shape.Quad:151 - updateGeometry
com.jme.scene.shape.Quad:87 - <init>
dsr.models.CollisionQuad:15 - <init>
dsr.models.map.MiniFloor:32 - <init>
dsr.models.map.AbstractMapModel:298 - addWallsAndMiniFloors
dsr.models.map.AbstractMapModel:220 - addWallsAndMiniFloors
dsr.models.map.MapModel_SlimWalls:53 - loadMapObjects
dsr.models.map.MapModel_SlimWalls:26 - <init>
dsr.AppletMain:1327 - createMapModel
dsr.AppletMain:1479 - explosion
dsr.AppletMain:3063 - checkForDeathGrenadesOrAlienExplode
dsr.data.UnitData:145 - damage
dsr.AppletMain:1502 - explosion
dsr.AppletMain:1409 - explodeGrenade
dsr.AppletMain:317 - update
com.jme.app.BaseGame:84 - start
dsr.start.StartupNew:327 - gameSelected
dsr.start.StartupNew:236 - selectGame
dsr.start.StartupNew:185 - <init>
dsr.start.StartupNew:449 - main
End of error details. Posted by
Deadlime 15 years ago [Login to reply]
- Sorted now. Sorry about that (again).
Posted by
SteveSmith 15 years ago [Login to reply]
- No problem. Thanks (again). :)
Posted by
Deadlime 15 years ago [Login to reply]
- Phew, that was close, you nearly made me shoot my own egg carrier with my opportunity fire!
Private Quexatl (no.5) has just escaped carrying an egg, but the mission hasn't ended. ?? Posted by
Deadlime 15 years ago [Login to reply]
- Daaammmnn!! I had my Queen waiting just round the corner. I didn't think you'd get to the exi until the next turn!
Did your unit disappear? Posted by
SteveSmith 15 years ago [Login to reply]
- Yeah he disappeared/escaped.
Posted by
Deadlime 15 years ago [Login to reply]
- I think that's why; it checks to see who is holding an egg at the exit at the end of a turn, but it looks like since the unit dissappears, there is no unit holding an egg. I should have it fixed soon.
Well played, BTW! My aliens were making a mad rush once you started moving the egg but you had all the corridors and angles covered. Posted by
SteveSmith 15 years ago [Login to reply]
- Yeah that makes sense. I think we had this same problem happen when Wonderhero won this mission a little while back. Cheers.
Thanks, yeah it was a great game. I knew your aleins wouldn't be far away, but my plan worked perfectly this time. :) Posted by
Deadlime 15 years ago [Login to reply]
This topic has now been closed.