Opened 10 years ago

Closed 6 years ago

#2802 closed defect (fixed)

Units on walls and some siege engines don't auto-attack

Reported by: serveurix Owned by:
Priority: Should Have Milestone: Alpha 23
Component: UI & Simulation Keywords:
Cc: Patch:

Description (last modified by serveurix)

Units on walls don't attack automatically ennemy units in their line of sight. Same problem for assembled roman scorpio, egyptian polybolos and oxybeles (I haven't checked them all but roman ballistas for example don't have this problem).

If you ask them manually to attack a unit, then they will attack every enemy unit in their line of sight until there is no enemy unit in their line of sight anymore. At the next wave you need to repeat the process. If they are attacked they will react too, as if they were asked manually.

Change History (9)

comment:1 by dllu, 9 years ago

My guess is that the siege engine in its default aggressive stance tries to chase after an enemy unit that got away, but it has a movement speed of 0.001 or something and appears to be doing nothing. Can you reproduce the problem when the siege engine is set to "stand ground" mode?

EDIT: it seems to me that the problem occasionally happens even when the bolt shooter/ballista is on stand ground stance, especially when there are many units on the map.

Last edited 9 years ago by dllu (previous) (diff)

comment:2 by mimo, 9 years ago

The part of this ticket concerning units on wall was fixed with #2905

comment:3 by bb, 7 years ago

The cause of this bug described in duplicate ticket #4359.

comment:4 by fatherbushido, 7 years ago

Component: Core engineUI & Simulation
Milestone: BacklogAlpha 22

comment:5 by elexis, 7 years ago

Milestone: Alpha 22Backlog

Backlogging due to lack of progress

comment:6 by serveurix, 7 years ago

Description: modified (diff)

Looks fixed in a22 (I've just tried putting units on walls on Miletus). Can anyone confirm ?

comment:7 by fatherbushido, 7 years ago

Can anyone confirm ?

I can confirm it isn't

comment:8 by fatherbushido, 7 years ago

Using the same vision range as the attack one (currently it's really bigger (also in many place there is a confusion between los range and attack range)) could be a workaround (not what I recommend).

Last edited 7 years ago by fatherbushido (previous) (diff)

comment:9 by mimo, 6 years ago

Milestone: BacklogAlpha 23
Resolution: fixed
Status: newclosed

The remaining part of that ticket (about packed units) should be fixed by r21630.

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