View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002601 | AI War 1 / Classic | Bug - Other | Jan 22, 2011 6:29 pm | Feb 25, 2012 4:15 pm | |
Reporter | Draco18s | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 5.000 | ||||
Fixed in Version | 5.028/5.029 | ||||
Summary | 0002601: Units shooting beyond their range? | ||||
Description | In the picture, the frigates and anti-armors are firing at the small cluster of units in the lower left. Note their respective range circles. | ||||
Tags | No tags attached. | ||||
Internal Weight | Major Problem | ||||
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Bumping this. Something's off with the range circles and is still present. |
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You may have better luck if you bump this to major severity. Do you think this is a major problem? |
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Are the ships moving toward their targets? I remember a note for the ranged logic that if a target was moving toward its target, especially if it is in FRD, that the range checks are more "generous" so as to save on CPU. The theory was that the ship would move to its range circle anyway, and it saved quite a bit of resources. I COULD be wrong, but that is what I remember. |
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Second screenshot with the stealth battleship is a definite "no." It was stationary and I nabbed two screenshots, but only one really showed that the bullets were traveling "too" far. The first screenshot is too old for me to remember. |
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Added a save. There is 1 enemy unit in my home system (only player owned system) that is capable of firing on my command station despite being too far away (according to its range circle). |
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I've seen similar behaviour with enemy ships occasionally, including some under the influence of grav turrets. Really annoying to have well-defended stuff sniped from beyond the range of the ships shooting at it. |
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Happens way too frequently. I once was attacking a Mk3 fort (same game, or same seed as the attached one) with my blob (protected by FFbearers and 3 engineers) with just the bombers hitting the Fort directly. At one point I had to retreat, and in only moving away from the Fort it got a shot off on the blob itself, despite having been safe before moving. |
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Voting up to help bring this issue to devs attention more. This is a pretty big deal, because if even things like fortresses can shoot beyond their range, that is really going to hurt balance. Well, do human ships sometimes get to "cheat" the range too? |
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Also, bumping to major severity, as it seems to really, REALLY, hurt balance once this bug triggers. You can bump it back down if you want, Draco18s. |
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I thought I had it at-- No, I hadn't. Whatever severity you think it should be. When I first saw it, it was fairly minor. > Well, do human ships sometimes get to "cheat" the range too? Not as far as I know, but it would be difficult to test. |
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I've seen this happen almost 100% of the time when using a black widow golem and the ships are held in tractor beams |
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@HTL2001 The tractor beam thing is intentional. Units being held by a tractor beam are always able to hit the thing that is tractoring them, regardless of range. This is to prevent low range ships from becoming completely helpless when tractored. Thankfully, this exception only holds for things being tractored trying to fire on the thing tractoring them. Anything else they fire upon, normal range rules are followed (or, are at least supposed to be followed). |
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Almost lost a Botnet golem to a Fort mk2 yesterday, it could not shoot at my ships/engies/FFs. But it wasted the FFs that were protecting the golem by shooting at that, at about twice its range. Managed to save the golem only cause I flooded the fort with other targets. I'll see if I saved around that time, forgat about this ticket .. Edit: Attached a savegame, see the neutered "P6" planet(top-right corner) with the botnet golem and fort, take it, and see how the fort pummels the golem eventhough it shows as out of range. |
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I had a bunch of tractored Stealth Battleships firing on my home station from significantly beyond their weapons range. Tres annoying, almost lost the game because of it. |
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Forgive me for doing this, but bumping this. |
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For 5.028: * Fixed a few longstanding bugs where ships were able to fire on targets significantly out of their range because in a few places the range checking was early-out'ing with max(dx,dy). This would have been fine if the target's current-forcefield-radius (and possibly other factors, none confirmed) were applied before the range check instead of after, but that wasn't the case and so the early-out threshold was wrong. Well, it's right now. Thanks :) |
Date Modified | Username | Field | Change |
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Jan 22, 2011 6:29 pm | Draco18s | New Issue | |
Jan 22, 2011 6:29 pm | Draco18s | File Added: Screenshot_2011_01_23_02_04_48.png | |
Feb 6, 2011 12:07 am | Draco18s | File Added: Screenshot_2011_02_05_16_00_23.png | |
Feb 6, 2011 12:08 am | Draco18s | Product Version | 4.073 => 5.000 |
Feb 6, 2011 12:08 am | Draco18s | Note Added: 0010047 | |
Feb 6, 2011 12:49 am | TechSY730 | Note Added: 0010048 | |
Feb 6, 2011 8:51 am | chemical_art | Note Added: 0010055 | |
Feb 6, 2011 10:51 am | Draco18s | Note Added: 0010059 | |
Apr 22, 2011 6:46 pm | Draco18s | File Added: long range frigate.sav | |
Apr 22, 2011 6:48 pm | Draco18s | Note Added: 0012011 | |
Apr 22, 2011 7:44 pm | FunnyMan | Note Added: 0012012 | |
Apr 22, 2011 8:46 pm | Draco18s | Note Added: 0012015 | |
Apr 22, 2011 10:24 pm | TechSY730 | Note Added: 0012016 | |
Apr 22, 2011 10:25 pm | TechSY730 | Note Added: 0012017 | |
Apr 22, 2011 10:25 pm | TechSY730 | Severity | minor => major |
Apr 22, 2011 10:26 pm | TechSY730 | Note Edited: 0012017 | |
Apr 22, 2011 10:26 pm | TechSY730 | Note Edited: 0012017 | |
Apr 22, 2011 11:18 pm | Draco18s | Note Added: 0012019 | |
Apr 23, 2011 12:20 am | HTL2001 | Note Added: 0012021 | |
Apr 23, 2011 12:38 am | TechSY730 | Note Added: 0012022 | |
Apr 23, 2011 9:16 am | Red Spot | Note Added: 0012024 | |
Apr 23, 2011 11:42 am | Red Spot | File Added: Fort shooting at Golem outside its range.sav | |
Apr 23, 2011 11:44 am | Red Spot | Note Edited: 0012024 | |
Apr 23, 2011 4:22 pm | FunnyMan | Category | Note To Test => Bug - Other |
May 5, 2011 5:33 am | TheDeadlyShoe | Note Added: 0012096 | |
Feb 13, 2012 1:43 am | TechSY730 | Note Added: 0018947 | |
Feb 15, 2012 3:29 pm | tigersfan | Internal Weight | => Major Problem |
Feb 15, 2012 3:29 pm | tigersfan | Assigned To | => keith.lamothe |
Feb 15, 2012 3:29 pm | tigersfan | Status | new => assigned |
Feb 25, 2012 4:15 pm | keith.lamothe | Note Added: 0019810 | |
Feb 25, 2012 4:15 pm | keith.lamothe | Status | assigned => resolved |
Feb 25, 2012 4:15 pm | keith.lamothe | Fixed in Version | => 5.028/5.029 |
Feb 25, 2012 4:15 pm | keith.lamothe | Resolution | open => fixed |