View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0025127 | AI War 2 | Gameplay Issue | May 30, 2021 4:26 am | Jul 13, 2021 7:21 pm | |
Reporter | Detlef | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 3.005 Radeon Returns | ||||
Fixed in Version | Beta 3.310 Engineering Intelligence Injection | ||||
Summary | 0025127: Confused Engineers | ||||
Description | My engineers are very ... inefficient at their tasks right now. The most notable problem is that in pursuit mode they move towards their target for a second, then stop for a second, again move for a second and so on, taking a long time to reach their destination and to start helping. I also get the impression that their decision making is impaired somehow. For example I saw them sitting idle near a working factory and they all seem to fly to the same construction sites instead of splitting up. | ||||
Tags | No tags attached. | ||||
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FYI engineers have always behaved this way, for better or worse. They move around in a shifty matter and all in one group, but they get the job done. They can be controlled by the player if a specific repair priority is desired. |
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Oh, I didn't realize they always moved around like that.... thanks for this insight! I guess the other stuff (seeming to sit idle) is related to the disappearing beam issue that is being discussed in other reports. I think this issue can be closed then. |
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Thanks! (And yeah, they have always moved like this, but it's been confusing as to why. I figured it out today.) * Fixed a longstanding bug in engineer move code that made them move in fits and spurts toward distant targets. ** Rather than moving gracefully from spot to spot (and going all the way there without being indecisive), their movement orders were instead "go 8/10ths of my assistance range and then reconsider who to even help." That... is not logic that makes sense or that is helpful. ** The logic was an accidental inversion. We calculated the angle from the engineer to the target, and then a point at that angle from the engineer that was 8/10s of the assistance range of the engineer. The engineer was told to go there. This is wrong/ ** Instead we now calculate the angle from the target to the engineer, and then a point at that angle from the target that is 8/10ths of the assistance range of the engineer. This properly gets the engineer to go in range, and then actually help the target. ** Engineers greatly prefer to help targets in range of themselves, so the odds of them getting indecisive like before is very very low. The problem was when they stopped in the middle and rethought things. ** Why 80% of their range? Well, because there are usually a clump of them. This gives them room to decollide without going back out of range. Them moving in a clump is actually one of the more efficient ways to get things up and running as fast as possible, so making room for that was always a good idea. |
Date Modified | Username | Field | Change |
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May 30, 2021 4:26 am | Detlef | New Issue | |
Jun 1, 2021 12:17 am | Strategic Sage | Note Added: 0061919 | |
Jun 4, 2021 4:22 am | Detlef | Note Added: 0061948 | |
Jul 13, 2021 7:21 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jul 13, 2021 7:21 pm | Chris_McElligottPark | Status | new => resolved |
Jul 13, 2021 7:21 pm | Chris_McElligottPark | Resolution | open => fixed |
Jul 13, 2021 7:21 pm | Chris_McElligottPark | Fixed in Version | => Beta 3.310 Engineering Intelligence Injection |
Jul 13, 2021 7:21 pm | Chris_McElligottPark | Note Added: 0062385 |