Opened 15 months ago
Closed 13 months ago
#6708 closed defect (fixed)
Catapults fire infinitely
Reported by: | Langbart | Owned by: | marder |
---|---|---|---|
Priority: | Should Have | Milestone: | Alpha 27 |
Component: | Simulation | Keywords: | |
Cc: | Patch: | Phab:D4962 |
Description
this issue has several reporters:
borg
via Catapults fire infinitely (18/Jan/23)andy5995
Alpha 26 Pre-release/Release Candidate Build Testing (29/Jul/22)
to reproduce
- build a siege catapult, attack a large building (fortress, city center).
- the siege units do not see the progress of their destruction and therefore fire continuously.
reproducible
- there is no such issue in A23
- in A23 the difference between
Range
andMaxRange
was 40 - average CC has a footprint of 32x32 (diagonal 45)
- in A23 the difference between
bisect
- the initial change was [24658]
- reducing the
Range
from120
to100
- reducing the
- then came [25341] making the issue worse
MaxRange
gets increased from80
to100
- [26703] adds a bit of range back
Range
goes from100
to115
expected behavior
- Catapults need to know when a buildings is down, they can't just fire for ever
possible solutions
- (A) decrease attack range again
- (B) increase vision range even more
- in the forum is a mentioning of a patch to
making attackers temporary visible
Attachments (3)
Change History (11)
by , 15 months ago
Attachment: | cc_hit.png added |
---|
by , 15 months ago
follow-up: 2 comment:1 by , 15 months ago
comment:2 by , 15 months ago
Replying to Freagarach:
Replying to Langbart:
there is no such issue in A23
I'd go for option (B), but this is a balancing consideration.
quick and dirty (maybe for A27)
- testing suggests, that the difference between vision range and max attack range needs to be at least
30
on a typical flat map for anyCC
orfortress
- it could be a mix of increase/decrease values
- wonders, such as the
Han
orMace
would need a difference of at least35-40
advanced solution (maybe for A28)
- mentioned in the forum, give the attacker a bit of visible range, this could go both ways
- that sounds like
C++
(CCmpRangeManager.cpp
)
EDIT: see [19175] for an already included feature with VisionSharing
.
by , 15 months ago
Attachment: | aoe_vision.png added |
---|
comment:3 by , 15 months ago
Checking every unit that the vision range is N0
bigger than the attack range is only a "temporary" fix.
- If mod adds a new huge building the modder would have to go over every unit and ensure that the difference is bigger than
N1
. - All technologies that increases the attack range (i don't know if there is one) would also have to increase the vision range.
Because of that i'm more in favor of "temporary visible targets"
comment:4 by , 14 months ago
Patch: | → Phab:D4962 |
---|
It is annoying when this happens.
Not sure what the best preliminary solutions tho. I opted for decreasing the range to not make their vision range unproportionally large compared to other units.
comment:6 by , 13 months ago
This could be reopened and pushed to A28 if we still want the more general solution (or maybe a new ticket), but the catapult specifically should be fixed now.
follow-up: 8 comment:7 by , 13 months ago
Milestone: | Alpha 27 → Backlog |
---|---|
Priority: | Must Have → Nice to Have |
Resolution: | fixed |
Status: | closed → reopened |
Yep we want the more general solution. For me it would also be ok if we desaturate the health bar to inform the player it's out of date.
comment:8 by , 13 months ago
Milestone: | Backlog → Alpha 27 |
---|---|
Priority: | Nice to Have → Should Have |
Resolution: | → fixed |
Status: | reopened → closed |
@phosit
- a new ticket is better, because the description fits the solution and a rewording would change it too much
- I will create one
Replying to Langbart:
Unless the catapults are at an elevation.
The "bug" that they keep firing is intended (idea of FOW), but that it happens by default isn't.
I'd go for option (B), but this is a balancing consideration.