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research points

in world 37 i note that there are no research points when destroying fg

Replies

  • gamerdruid
    3960 posts Moderator
    Is that from the simulator or other script? There are errors in some scripts that wrongly return zero research points from a forgotten base. When the built in simulator is used it is reported correctly. When you kill the base it is allocated correctly.
    I am not an employee of EA/Envision. The views expressed are my own!
  • The research Points do not show when looking at a Base, camp or outpost anymore. I have asked players using Crucial Pack , soo and CD. The Problem seems to be across the Board . Also Many have lost the Base scanner , base upgrade tool . The FBs on tib 40 are showing a false willingness. Some bases that showed 60% are new showing 5 % but the sims are the same . We have lost a ton of tools due to this patch and not all can afford Ex Dausts CD Script . Best to look at all of this before adding the patch to other servers , I know EA does not support 3rd party scripts, but we have to use them as EA does not include a lot of features in the base game . Thanks
  • gamerdruid
    3960 posts Moderator
    The issues were known as soon as 19.3 was released onto the PTE. It wasn't until the release on to other worlds that work really happened by non-devs to sort out the issues.

    If you remove or disable the scripts, the in-built sim works fine in reporting both the RP and other resources as well as costs of repair.

    It is the way the 3rd party scripts work that has caused the issue and added internal changes from the patch.
    I am not an employee of EA/Envision. The views expressed are my own!
  • > @gamerdruid said:
    > The issues were known as soon as 19.3 was released onto the PTE. It wasn't until the release on to other worlds that work really happened by non-devs to sort out the issues.
    >
    > If you remove or disable the scripts, the in-built sim works fine in reporting both the RP and other resources as well as costs of repair.
    >
    > It is the way the 3rd party scripts work that has caused the issue and added internal changes from the patch.

    Does this mean that base layout searching scripts won't work in the game until the scripts are patched? I'm NOT new to this game, and had an account that was logged in to the forums before. I think the named of that account was ShinerPlunderer. I'm asking if its possible for your development team to implement a base layout search system for players to pick their base efficiently. Its been a long time since I play TIberium Alliances, and I am eager to play any world again for like 2 weeks. I used to play C&C Rivals, but decided to take a break cause of all the very difficult tech. I wanted to slow down and crush some forgotten skulls.
  • gamerdruid
    3960 posts Moderator

    Does this mean that base layout searching scripts won't work in the game until the scripts are patched? I'm NOT new to this game, and had an account that was logged in to the forums before. I think the named of that account was ShinerPlunderer. I'm asking if its possible for your development team to implement a base layout search system for players to pick their base efficiently. Its been a long time since I play TIberium Alliances, and I am eager to play any world again for like 2 weeks. I used to play C&C Rivals, but decided to take a break cause of all the very difficult tech. I wanted to slow down and crush some forgotten skulls.
    Exactly that. The script for scanning bases works 90% . The layout part works 100%. They have been patched by non-developers. Links can be found in a current sticky thread at the top of Recent Topics.

    I agree, it would be nice to have more features in game and not to rely on scripts.

    I am not an employee of EA/Envision. The views expressed are my own!
  • of course you are right and i had a good run. it's interesting that as much as it was handy its not absolutely necessary, and can be done without like many techy things in modern cars. thank you gd
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