Opened 3 years ago
Closed 3 years ago
#5936 closed defect (fixed)
Ranged cavalry cannot be efficiently chased
Reported by: | wraitii | Owned by: | wraitii |
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Priority: | Release Blocker | Milestone: | Alpha 24 |
Component: | Simulation | Keywords: | |
Cc: | Patch: | Phab:D3402, Phab:D3482, Phab:D3230 |
Description
Try to chase ranged cavalry with melee cavalry: it doesn't really work.
Attachments (1)
Change History (14)
comment:1 by , 3 years ago
Patch: | Phab: D3402 → Phab:D3402 |
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comment:2 by , 3 years ago
Owner: | set to |
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Status: | assigned → new |
comment:3 by , 3 years ago
Component: | Core engine → Simulation |
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comment:4 by , 3 years ago
Resolution: | → fixed |
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Status: | new → closed |
by , 3 years ago
Attachment: | commands.txt added |
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comment:5 by , 3 years ago
Resolution: | fixed |
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Status: | closed → reopened |
Reopening, it so happens that my test map tested with an chaser having a _lower_ entity ID than the chasee, meaning it moves first. This means that it starts every Move() call too far to attack, and ends in range, but at that point it doesn't inform UnitAI or that would bug.
It should be fixable without too much complexity and in fact it's basically D3230, but I need to check if there aren't other issues with MP turns.
comment:6 by , 3 years ago
Patch: | Phab:D3402 → Phab:D3402, Phab:D3482, Phab:D3230 |
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comment:12 by , 3 years ago
So this was a bad, bad bug... Ultimately, this still needs unit pushing (Phab:D1490). I think the current state is stable enough, but make sure to pay particular attention to chasing situations in the upcoming days.
In the meantime, I think Phab:rP24798 should be reverted if/once we have 200ms turns in MP. It's just safer that way.
Leaving open for the moment to remind people to check.
comment:13 by , 3 years ago
Resolution: | → fixed |
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Status: | reopened → closed |
No issues reported over the WE -> looks fixed.
In 24708: