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Post by Undertaker on Jun 7, 2010 21:31:19 GMT -5
Star Warrior (l1o3): power slam - 2 (pw) Alpha Force (l2d2): dazed - 1 Star Warrior (l1o6): Running Star Blast - 3 (ag) Alpha Force is too fast for the move and takes over on Level 2 Offense! Alpha Force (l2o4): Cetus Figure Four - 3 Star Warrior (l3d4): down - 3 Alpha Force (l3o5): ULTIMATE FORCE (+5) (Roll 2--6)* The ULTIMATE FORCE misses! Alpha Force goes for another move. (Roll: 11) One ... two ... three! (Roll: 5, Target: 6)
And Alpha Force takes the fall! Match duration: 1:00 Final PIN ratings: Alpha Force (2), Star Warrior (1)
simmed match (supposed to be titan death)
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Post by LWPD on Jun 8, 2010 5:57:29 GMT -5
Star Warrior (l1o3): power slam - 2 (pw) Alpha Force (l2d2): dazed - 1 Star Warrior (l1o6): Running Star Blast - 3 (ag) Alpha Force is too fast for the move and takes over on Level 2 Offense! Alpha Force (l2o4): Cetus Figure Four - 3 Star Warrior (l3d4): down - 3 Alpha Force (l3o5): ULTIMATE FORCE (+5) (Roll 2--6)* The ULTIMATE FORCE misses! Alpha Force goes for another move. (Roll: 11) One ... two ... three! (Roll: 5, Target: 6) And Alpha Force takes the fall! Match duration: 1:00 Final PIN ratings: Alpha Force (2), Star Warrior (1) simmed match (supposed to be titan death) Good catch. Alpha Force has two known glitches that are tied to his hit/miss double roll for pin finisher (ULTIMATE FORCE): 1. The finisher is constructed as 'hit or miss', but even when the move 'misses' (rolls outside the target) his opponent will automatically roll a defensive pin. 2. When the initial ULTIMATE FORCE 'hit or miss' roll does connect with-in the target, the Sim will re-roll the pin target twice and award the match to Alpha Force if either of the two rolls are with-in the target. Its on the radar.
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Post by David Morse on Jun 8, 2010 12:22:12 GMT -5
I thought, given the example, that maybe it was just one of those advantages older brothers get against younger brothers.
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Deleted
Deleted Member
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Post by Deleted on Jun 8, 2010 17:18:12 GMT -5
Asked squire to take a look at this again...
Should have an answer (and hopefully fix) soon!
For now, we encourage you to play out any Alpha Force matches on the Game Table. Thanks, guys!
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Post by squire on Jun 11, 2010 21:26:19 GMT -5
Hey guys, I am going to take another look at this. I was unable to see any problems before, but obviously it's there. Having been so busy with the FT job, I may have been away from it long enough to see something I did not see before.
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Post by squire on Jun 11, 2010 21:36:49 GMT -5
believe it or not, I think I found a fix. Cross your fingers.
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Post by Undertaker on Jun 13, 2010 23:09:56 GMT -5
>>>still there, plus it rolled twice for the pin at the end.
Alpha Force gets a boot up! (Roll: 5, Rating: A) Alpha Force (l3o5): ULTIMATE FORCE (+5) (Roll 2--6)* The ULTIMATE FORCE misses! Alpha Force goes for another move. (Roll: 7) One ... kickout! (Roll: 9, Target: 5) Alpha Force (l3o4): running jackhammer - 3 Star Warrior (l3d6): down - 3 (lv) Alpha Force (l3o6): ULTIMATE FORCE (+5) (Roll 2--8)* The ULTIMATE FORCE misses! Alpha Force goes for another move. (Roll: 9) ***** One ... two ... kickout! (Roll: 7, Target: 6) Alpha Force (l3o2): deathjump (c) Alpha Force gets thrown down from the turnbuckle! (Roll: 5, Rating: A) Star Warrior (l3o3): face slam - 3 Alpha Force (l3d1): hurt - 2 Star Warrior (l2o3): head into turnbuckle - 2 (ch B) Star Warrior opts to throw his opponent into the turnbuckle! Alpha Force gets a boot up! (Roll: 5, Rating: A) Alpha Force (l3o5): ULTIMATE FORCE (+5) (Roll 2--6)* The ULTIMATE FORCE connects! (Roll: 6) One ... two ... three! (Roll: 3, Target: 7) One ... two ... three! (Roll: 5, Target: 7)
And Alpha Force takes the fall!
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Post by squire on Jun 15, 2010 20:56:23 GMT -5
I found the source of the issue, and may have to eliminate champions advantage for Alpha Force until I can track down this wackiness. Why it is only doing this for Alpha Force, I don;t know.
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Post by squire on Jun 20, 2010 10:59:05 GMT -5
I believe I corrected the bug as I was adding in special rules for 2125.
Alpha Force (l1o1): leg lock - 1 Antimatter (l1d2): dazed - 1 (tag) Alpha Force (l1o4): arm drag - 2 (ag) Antimatter (l2d5): hurt - 2 (tag) Alpha Force (l2o6): Alpha Strike - 3 Antimatter (l3d3): down - 3 (tag) (lv) Antimatter leaves the ring to try to regroup! Antimatter crawls helplessly back into the ring! (Roll: 7, Rating: C) Alpha Force (l3o6): ULTIMATE FORCE (+5) (Roll 2--8)* The ULTIMATE FORCE misses! Alpha Force goes for another move. (Roll: 10) Alpha Force (l3o6): ULTIMATE FORCE (+5) (Roll 2--8)* The ULTIMATE FORCE connects! (Roll: 8) One ... two ... three! (Roll: 4, Target: 10)
And Alpha Force takes the fall! Match duration: 1:34 Final PIN ratings: Alpha Force (2), Antimatter (5)
Let me know if you still see anything or if anything new pops up.
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Post by LWPD on Jun 20, 2010 15:14:01 GMT -5
Let me know if you still see anything or if anything new pops up. That's a big improvement. One last issue and the Alpha Force curse will be completely cured... The Alpha Force 2094 SE Card was a downgrade to the original Alpha Force 2093 card. A change was made regarding the re-roll rule after the ULTIMATE FORCE finisher attempt misses (ie. rolls outside the 2d6 target). With Alpha Force 2094 SE, the re-roll should take place on Level 2 Offense. Alpha Force 2093 is correctly programmed to re-roll on Level 3 Offense...but that rule is currently carrying forward to AF 2904 SE (and each AF card beyond until the 2099 set is reached).
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