View Issue Details

IDProjectCategoryLast Update
0021903AI War 2Bug - GameplaySep 22, 2020 5:19 pm
ReporterOzoneGrif Assigned Tokeith.lamothe  
Severityminor 
Status resolvedResolutionfixed 
Product Version1.001 Official Game Launch! 
Summary0021903: Melee ships (ie. Gangsaw) won't ram naturally into enemy ships unless in pursuit mode
DescriptionThis is an issue with the melee ships, if you don't set them in pursuit mode, they will remain mostly passive during the battles. The only way to use them correctly is to put all the melee ships in one dedicated fleet, then set it to pursuit mode.

They should go for the kill naturally, as soon as the enemy gets "close enough". The issue here is to define what "close enough" means. Some melee ships are meant to be quickly destroyed and rebuilt (ie. the missiles), these almost always benefit from attacking the whole planet (infinite range). Others would require a shorter range.
TagsNo tags attached.

Relationships

related to 0023219 resolvedkeith.lamothe Melee ships on attack-move mode don't behave differently than when moving/attacking without any modes 

Activities

wm46

Oct 24, 2019 12:31 pm

reporter   ~0053924

Maybe in target list planning, ships with a melee targeting modifier automatically check a specific distance?

That would make the distance hard coded for every melee ship, but it's very easy to implement.

RocketAssistedPuffin

Oct 24, 2019 1:04 pm

reporter   ~0053926

Classic gave melee ships like Cutlasses a "Target Seek Range". Seems to be similar to your idea.

BadgerBadger

Oct 25, 2019 12:56 am

manager   ~0053941

Got a save game that easily reproduces the problem?

OzoneGrif

Oct 25, 2019 12:06 pm

reporter   ~0053960

save game, melee ships are not attacking for fleet 1, yet they are very close to the guard post and its ships
meleebug.zip (149,928 bytes)

ZeusAlmighty

Oct 25, 2019 1:30 pm

manager   ~0053965

Badger, your new "attack mode" sounds particularly applicable for melee units -- looking forward to testing this

keith.lamothe

Aug 10, 2020 11:44 am

administrator   ~0058027

Last edited: Aug 10, 2020 11:45 am

For 2.117:

* Melee units in attack-move mode will now go after units within a limited range (equivalent to a weapon with range=Normal1), so you have a middle-ground between "only attack your direct target or things actually touching you" and "pursue anything on the planet".

This doesn't solve the problem for melee units not in any particular mode; I also implemented a "always put player melee units in attack-move mode unless in pursuit or hold-fire" rule but wound up backing that out as it seemed to conflict with things like normal move orders (the gangsaws would refuse to comply, and instead kept eating whatever they had caught, etc).

So I'm sure we're not done here, but I'd like feedback on what the next steps should be after you have a chance to see the seek-range in action.

keith.lamothe

Aug 11, 2020 9:41 am

administrator   ~0058040

Went ahead with a further refinement, after all:

* Also, even when not in attack-move mode, player melee units without orders (and not in hold-fire mode) now automatically move to attack nearby targets. If all such targets die or move away, the melee unit goes back to where it was.

I was skeptical, thinking it would lead to annoying edge cases where it seemed to resist player commands, etc, but it actually works really smoothly in my testing. I'm confident it will break horribly once released into the wild ;)

keith.lamothe

Aug 13, 2020 9:14 am

administrator   ~0058062

How does this feel in 2.117?

OzoneGrif

Aug 30, 2020 3:04 am

reporter   ~0058285

I reopen the issue after testing: it's not working as described.

Issue 0000001: Meele Ships return to original position

- Create a new game with the Consumer Fleet
- Wait for the fleet to construct a few ships
- Press [1] to select the fleet and its ships
- Click anywhere in the map
== The fleet and ships moves to the point clicked, then all the melee ships return to the original spot

You can also try with just one ship, it will have the same issue.x
This issue disappears after using [Attack Mode], but I have the feeling that's because it breaks the system.
If you destroy one ship to rebuild it, the new ship will have the issue again.


Issue 0000002: Meele ships are not attacking unless in [Attack Mode]
- You said they should attack and return to their position when not in attack mode, they don't attack at all, and won't return to their original position.


When in [Attack Mode] everything works fine and feels right.

BadgerBadger

Aug 30, 2020 12:29 pm

manager   ~0058290

Last edited: Aug 30, 2020 12:29 pm

Please open a new issue, rather than reopening this one. When there are multiple problems that are tracked by the same bug report it's much harder to work

keith.lamothe

Sep 22, 2020 5:19 pm

administrator   ~0058623

Sorry, I didn't see the followup messages here; I thought clicking 'monitor' would tell me about them. I've changed my settings to hopefully fix that.

For 2.509:

* Fixed some issues with the new-ish melee unit behavior of flying out to attack nearby enemies when otherwise idle:
** Fixed a bug where a melee unit would go back to its prior location after a direct order from the player (like a normal move order).
** Fixed a bug where a melee unit's memory of where to go back to after no targets were in range would persist across wormhole jumps (causing it to try to go to that location on the new planet, which doesn't make sense).
** Fixed a bug where melee units wouldn't use their implicit attack-move behavior if their internal behavior flag had been changed away from default and then back. So new melee units would use the behavior, but ones that had been around for a while often would not.

I can't get them to significantly misbehave anymore. I'm confident someone else can succeed where I failed ;)

Issue History

Date Modified Username Field Change
Oct 24, 2019 11:58 am OzoneGrif New Issue
Oct 24, 2019 11:58 am OzoneGrif Description Updated
Oct 24, 2019 12:31 pm wm46 Note Added: 0053924
Oct 24, 2019 1:04 pm RocketAssistedPuffin Note Added: 0053926
Oct 25, 2019 12:56 am BadgerBadger Note Added: 0053941
Oct 25, 2019 12:06 pm OzoneGrif File Added: meleebug.zip
Oct 25, 2019 12:06 pm OzoneGrif Note Added: 0053960
Oct 25, 2019 1:30 pm ZeusAlmighty Note Added: 0053965
May 27, 2020 7:31 am Ubifan Relationship added related to 0023219
Aug 10, 2020 11:44 am keith.lamothe Note Added: 0058027
Aug 10, 2020 11:45 am keith.lamothe Note Edited: 0058027
Aug 11, 2020 9:41 am keith.lamothe Note Added: 0058040
Aug 11, 2020 9:42 am keith.lamothe Assigned To => keith.lamothe
Aug 11, 2020 9:42 am keith.lamothe Status new => resolved
Aug 11, 2020 9:42 am keith.lamothe Resolution open => fixed
Aug 13, 2020 9:14 am keith.lamothe Note Added: 0058062
Aug 30, 2020 3:04 am OzoneGrif Status resolved => feedback
Aug 30, 2020 3:04 am OzoneGrif Resolution fixed => reopened
Aug 30, 2020 3:04 am OzoneGrif Note Added: 0058285
Aug 30, 2020 12:29 pm BadgerBadger Note Added: 0058290
Aug 30, 2020 12:29 pm BadgerBadger Status feedback => resolved
Aug 30, 2020 12:29 pm BadgerBadger Resolution reopened => fixed
Aug 30, 2020 12:29 pm BadgerBadger Note Edited: 0058290
Sep 22, 2020 5:19 pm keith.lamothe Note Added: 0058623