View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002291 | AI War 1 / Classic | Suggestion - Unit Abilities And Behaviors | Jan 8, 2011 9:04 am | Jan 8, 2011 11:41 pm | |
Reporter | Sunshine | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.062 | ||||
Fixed in Version | 4.064 | ||||
Summary | 0002291: New FRD causes problems for Melee ships | ||||
Description | I'm assuming the new FRD mode works by assigning a group of ships a target, and then the ships go to that location and the FRD order refreshes in 5 seconds or so (to save on calculations) rather than refreshing every cycle. With ranged ships, this tends to work okay, but melee ships tend to overshoot or just plain miss their targets by a lot. I don't quite know how FRD works right now, so can't make any suggestions about changes, but perhaps melee ships could function under the old FRD system? Really fast ships like autobombs and nanoswarms would still overshoot in the old system, but that was more a result of their speed than any deficiencies in FRD I think. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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What new frd are you referring to? Do you have a save? |
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I believe you said there was a new implementation for FRD? I don't have a save, because I died pretty soon after that (see other post about Zenith Mirrors - got roflstomped by a Schizo Zenith Descendant), but I'm pretty sure I can set up another situation to replicate it. |
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From 4.060 "Put in a new CPU-efficiency-improving shift in the targeting logic for ships in FRD mode: while in FRD mode (and always for ships that are snipers), a much-less-accurate but much-faster-to-calculate range value is now used. Normally accurate ranges are important in battle, because ships have to know if they are in range to hit their target, etc. However, for ships in FRD mode, they can move to hit their target, so they only need to get a rougher idea of which ships are vaguely closest. * The main side effect of this change, aside from the speed boost, is that ships in FRD mode will choose more poorly between targets that are close together and also at a diagonal from the targeting ship. There may be some other unintended side effects, though, so we'll have to keep an eye on that. " |
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Attached a save - it's 30 seconds before a wave hits. What you should see is the cutlasses hitting their first target (because they're both on direct paths toward each other), but then they'll consistently miss their targets after that (overshooting and needing to turn back around when the next FRD command runs through). |
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Hmm, will have to see what happened. Frd itself was not intentionally changed. |
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Scratch that last, of course, given your post. I didn't realize this dated all the way back to 4.060. |
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Okay, this is actually unrelated to FRD mode, and was just a general bug due to some other optimizations we'd made in the last little while. But, at any rate, great catch and it is fixed for the next version! |
Date Modified | Username | Field | Change |
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Jan 8, 2011 9:04 am | Sunshine | New Issue | |
Jan 8, 2011 9:09 am | Chris_McElligottPark | Note Added: 0007975 | |
Jan 8, 2011 9:09 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jan 8, 2011 9:09 am | Chris_McElligottPark | Status | new => feedback |
Jan 8, 2011 9:23 am | Sunshine | Note Added: 0007977 | |
Jan 8, 2011 9:23 am | Sunshine | Status | feedback => assigned |
Jan 8, 2011 9:25 am | Sunshine | Note Added: 0007978 | |
Jan 8, 2011 9:35 am | Sunshine | File Added: Cutlass FRD Test.sav | |
Jan 8, 2011 9:36 am | Sunshine | Note Added: 0007979 | |
Jan 8, 2011 9:39 am | Chris_McElligottPark | Note Added: 0007980 | |
Jan 8, 2011 11:30 pm | Chris_McElligottPark | Note Added: 0008030 | |
Jan 8, 2011 11:41 pm | Chris_McElligottPark | Note Added: 0008031 | |
Jan 8, 2011 11:41 pm | Chris_McElligottPark | Status | assigned => resolved |
Jan 8, 2011 11:41 pm | Chris_McElligottPark | Fixed in Version | => 4.064 |
Jan 8, 2011 11:41 pm | Chris_McElligottPark | Resolution | open => fixed |