View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0024567 | AI War 2 | Bug - Gameplay | Mar 16, 2021 8:56 pm | Mar 18, 2021 4:08 pm | |
Reporter | DEMOCRACY_DEMOCRACY | Assigned To | Chris_McElligottPark | ||
Status | feedback | Resolution | open | ||
Product Version | Beta 2.758 Threat Explanation | ||||
Summary | 0024567: Turrets not shooting | ||||
Description | My turrets are not shooting at some AI ships, even though they're clearly in range. | ||||
Tags | No tags attached. | ||||
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Edit: apparently save and reloading fixed it somehow? |
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Seems like it has something to do with the unit reflect code |
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Please let me know if you see any improvement in 2.759. Thanks! * The way that ship targeting works, if a target expects to be overkilled, no other ships will fire on it. This can sometimes backfire if the ship expecting to be overkilled is wrong about that. Or it can lead to ships that are closer who can fire faster shots to kill it faster waiting for a slow-moving shot from far away to arrive, which is also non-ideal. ** We have now set this up where there is a two-pass system for ship targeting. In the first pass, things work like they have up until now. In the second pass, which only happens on systems that have 10s or less reload times (by default; not counting slowing or speeding modifiers), it now ignores overkill damage and if there are still any shots available within the current salvo, it fires on them anyhow. ** This should solve a number of edge cases of "ships not shooting at targets that are in range," both in a short-term sense (big shot is incoming and it waits for it in a way that seems stupid) and in a long-term sense (something is wrong and nobody shoots anymore). However, this will need testing, since that was intermittent. * Ships that have incoming shots attached to them, which is based around the concept of preventing overkill, now evaluate their lists of shots each sim step and cull any that shouldn't be there. ** This happens for a variety of reasons, like ships that change states of matter, change planets, shots that are intercepted in some fashion, and so on. ** It's really unclear if this data was sitting around and getting stale for the long-term over the last few years (until you save and reload), but it sure looks like it could have been. The more recent changes to the game have made it more likely to actually trigger, but the base thing seems to have been kind of old. *** Fun fact: we did have code for removing this sort of thing already, but it would ONLY trigger in the event that the shot that would be fired against the ship was not enough to kill it. So if a ship had a stale incomingshot, and it was at something low like 100 health left, and all enemies did at least 100 damage, then it would never reach the part of the code where it would clear the stale incomingshot data. This seems most likely to be what was going on with the Lanternfish Turret bug, but it's hard to be sure just yet. Please let us know what you find in the new version! |
Date Modified | Username | Field | Change |
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Mar 16, 2021 8:56 pm | DEMOCRACY_DEMOCRACY | New Issue | |
Mar 16, 2021 8:56 pm | DEMOCRACY_DEMOCRACY | File Added: turrets not firing.save | |
Mar 16, 2021 8:57 pm | DEMOCRACY_DEMOCRACY | Note Added: 0060806 | |
Mar 16, 2021 10:46 pm | DEMOCRACY_DEMOCRACY | Note Added: 0060807 | |
Mar 18, 2021 4:08 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Mar 18, 2021 4:08 pm | Chris_McElligottPark | Status | new => feedback |
Mar 18, 2021 4:08 pm | Chris_McElligottPark | Note Added: 0060826 |