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 Crunchers Bug Thread 
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Unread post Re: Crunchers Bug Thread
Kewlbreeze wrote:
Helix wrote:
Mongoose wrote:
"Fig desync" sounds like that bug where you could prevent your opponent from taking any action for several seconds by spamming a large number of single fighter attacks in a single burst to the server. I don't remember what version it was in, or if it was ever fixed.

Its a v1 bug where 2 or more people lay down a fig in the same sector and one or both or all get kicked to the game menu. It is predominately seen in unlimited when multiple people are running gridding scripts/cashing scripts during a truce. It is also seen regularly when automated grid scripts regrid sectors during a truce.

This bug was fixed in v2 by forcing the first sector action to sync before allowing a second action to occur.


OH ok I know what your talking about.. that's where the tag script comes into play... oh btw it's not fixed in v2 I dough it ever will be. and that attempt of a fix made another bug too... good thing I rarely play unlims..

I dont know if it created another bug but syncing the sector actions changed some of what we were used to before. In v1 I was able on more than one occasion to kill a ship and kill the pod before it could flee using a macro'ed attack on a hot key. We will be able to see some of this in B.O.T.E. I hope.

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Mon May 20, 2013 1:55 am
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Unread post Re: Crunchers Bug Thread
Yup!

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Mon May 20, 2013 2:35 am
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Unread post Re: Crunchers Bug Thread
Helix wrote:
I dont know if it created another bug but syncing the sector actions changed some of what we were used to before. In v1 I was able on more than one occasion to kill a ship and kill the pod before it could flee using a macro'ed attack on a hot key. We will be able to see some of this in B.O.T.E. I hope.


OK, thanks. It will be nice to play B.O.T.E. on v2 and flush out any remaining bugs.

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Mon May 20, 2013 7:23 am
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