View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001671 | AI War 1 / Classic | Bug - Other | Nov 30, 2010 1:52 pm | Jan 18, 2011 2:03 am | |
Reporter | Lancefighter | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Summary | 0001671: large amounts of starships yeild incredibly spread out groups | ||||
Description | Well, basically the positioning routines were never really meant to be used with 20+ ships the size of starships, and thus has some issues - for the moment, i believe the current model simply has them all going to the destination and then doing random collision things. Unfortunately, with ships the size of starships, this is very very weird - in some cases, when you add even one city's worth of spirestuff to the mix, you end up with zenith starships that can not fire across the entire fleet! You basic main point defense weapon (seriously, zenith stars put out quite the dps nowadays) can not even fire upon enough ships to warrent being with the fleet. Now, I could ask for simply buffing them, but im not sure thats the route that needs to be taken - they have short range for a fairly good reason, i believe; because they can do such great dps. No, what needs to happen is that starships need to stop jumping around. If you have a group of starships/spirecraft, they need to group together similar to the way 100+ (i believe thats the limit) fleetships do - in some ordered arrangement.. not just a jumbled mess of ships colliding and moving off. This really wasnt an issue before, as you didnt end up with much more than 20 starships in any given fleet.. Now, if you add your group of fleet starships (7) plus your first city's spireship group (4+8+2+1) you are already at 22.. a huge number of starships. Another city will add another 11.. etc etc. Your fleet keeps getting bigger and bigger, but it always ends up doing the same collision dance to figure out where they end up. This should be fixed. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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Well, in 4.061 I've put in some changes to help with this, but it still possibly could be better. It's at least improved, but we'll need to revist this more in the future. Keith, I looked at RunCollision and that HasCheckedDestination part of the code, and fixed those up as best I could -- added a few performance improvements in the latter while I was there, actually. Is there somewhere else where you're doing this sort of thing? I was thinking there might be. I'll upload a good save for testing with, which includes 30+ golems. |
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I'm wondering how this is looking in 4.067. Recently we fixed a bug where the "collision radius" of spire frigates and capital ships was twice the intended value (due to me failing at geometry), and in 4.067 we fixed some bugs in the random number generator that were causing less-than-favorable distributions of collisions. |
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This is as fixed as it's going to get pre-5.0, at any rate. And it is definitely better. |
Date Modified | Username | Field | Change |
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Nov 30, 2010 1:52 pm | Lancefighter | New Issue | |
Jan 5, 2011 12:13 am | Chris_McElligottPark | Note Added: 0007514 | |
Jan 5, 2011 12:13 am | Chris_McElligottPark | Assigned To | => keith.lamothe |
Jan 5, 2011 12:13 am | Chris_McElligottPark | Status | new => feature for later |
Jan 5, 2011 12:13 am | Chris_McElligottPark | File Added: a.sav | |
Jan 15, 2011 11:20 am | keith.lamothe | Note Added: 0008541 | |
Jan 15, 2011 11:20 am | keith.lamothe | Status | feature for later => feedback |
Jan 18, 2011 2:03 am | Chris_McElligottPark | Note Added: 0009039 | |
Jan 18, 2011 2:03 am | Chris_McElligottPark | Status | feedback => resolved |
Jan 18, 2011 2:03 am | Chris_McElligottPark | Resolution | open => fixed |