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Slasher Fight-Command broken again

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6 years ago
1. the Slasher "ai" i mean the Fight Command is broken again.

the same error that was fixed months ago.
error picture:
Slasher move forward with fight command.
then he target a Enemy, he stopped and fire.
then the enemy goes back to defend line and the slasher stupid drives in other enemys and defends.

:-(
+1 / -0
6 years ago
2 Replays:
1. http://zero-k.info/Battles/Detail/464524
in the End of Game

2.http://zero-k.info/Battles/Detail/464529
+0 / -0
6 years ago
youtube replay:
+0 / -0
MouthOfMadness
happens to my pillagers and penetrators too

edit:
units on attack move tend to lock a target, once this target unit moves away the bugged attacking unit follows it, suiciding into anything
+0 / -0
MouthOfMadness :
Die Slasher AI ist immer noch nicht in Ordnung. Gleiche bzw. das selbe Problem wie oben beschrieben.
Aber ich habe keine Lust mehr die Devs darauf aufmerksam zu machen.
+0 / -0
MouthOfMadness
but gajop said player concerns arent being ignored http://zero-k.info/Forum/Post/177664#177664
i'm pretty sure he's already on fixing this... and the sniper bug... and the afk stucking rooms and bots bug...
and causing players to be inclluded in renaming units because players that play this game regulary (some more then 15k played games) are not more stupid in renaming units then coredevs who havent played a clusterfuck game in months

edit: lol @ devs downvoting this, after there was absolutely zero response to xivenders thread for months until i just pushed it, and it wasnt his only and first try
+0 / -4


6 years ago
Pillagers are particularly afflicted, since they cost so much and die so easily.
+0 / -0

6 years ago
There is a more general problem related to the computational complexity of unit AI. It's prohibitively expensive to iterate all nearby enemies in lua, so only single enemies selected by the engine are considered in unit ai. The two candidates are either the nearest unit or the targeted unit.

  • Selecting nearest unit: The fencer will remain still until all enemies in its range are destroyed. This means they will stop for STUPIDTARGETS, for example solars or razors, and remain stuck until those are destroyed.
  • Selecting targeted unit: Fencers will follow their targets around, even if there are other targets in range.

What I don't understand: How is it possible to select targets in lua without iterating all units? Why can't targets be reselected instantly if they leave firing range? Is the latter a bug that causes the reported behavior?
+2 / -0
Player concerns are not being ignored. However, this doesn't mean that I am going to fix things in the order at which they appear on threads. Your issues are most important to you and you can't judge the complexity involved in solving them. As far as I'm aware there were no Slasher problems at the conclusion of the last thread.

Tickets are much better than forum posts. Tickets sit in the tracker and when I get some spare time I scroll through them to see if there is anything I feel like fixing. Forums posts don't support this workflow, they just eventually disappear. In this case I made a ticket about this thread (when I first saw it) since the video clearly showed an issue: https://github.com/ZeroK-RTS/Zero-K/issues/2455

There is also an engine ticket about Fight being hard to fix/configure: https://springrts.com/mantis/view.php?id=4916

I'll admit that not responding at all was poor. I may have been busy at the time or too discouraged from replying. There are a few discouraging things about this topic:
  • There have already been threads about Slasher Fight (now two things have been renamed, this should actually be Fencer Attack-Move). Any discussion we could have has likely already occurred.
  • DErankXivender has supplied all the information. There are replays and a video. I don't need to ask for more details.
  • This is the bug that keeps on giving. I don't expect to solve it satisfactorily any time soon. Even bisecting a regression takes a lot of work. So I'm not going to respond saying that it will be fixed soon.
  • Unfortunately, DErankXivender is hard to talk to as there is a language barrier that hinders understanding.


quote:
afk stucking rooms and bots bug
These are unreported as far as I'm aware. They are stated ambiguously so I'm not going to guess what you are reporting. MouthOfMadness you would also benefit from making yourself easier to understand. The '...' construction and incomplete sentences lead to highly ambiguous posts. I don't want to misinterpret you so I had to throw away most of your post. I don't know who "hes" is. I don't know if/when/where are being sarcastic. You said something about renames. Read the thread: http://zero-k.info/Forum/Thread/24039
+2 / -0
MouthOfMadness
quote:

DErankMouthOfMadness you would also benefit from making yourself easier to understand. The '...' construction and incomplete sentences lead to highly ambiguous posts. I don't want to misinterpret you so I had to throw away most of your post. I don't know who "hes" is. I don't know if/when/where are being sarcastic. You said something about renames. Read the thread: http://zero-k.info/Forum/Thread/24039


Thanks
I corrected the "hes" to "he's", which referred to the previous called named "gajop". (note:there weren't so many possibilities)
I am very sorry for my misspellings. But just like Xivender, im (means i'm; the "'"s are really annoying) not a native english speaking person.
That is also the reason why i pushed and tried to give another english explanation of xivenders post,who you first call hard to understand but then you say you already had all needed informations. however no reactions were visible to me.
i was able to take gajops post sarcastic only. so i was hoping to get some reaction and i tried it the sarcastic way too. Works fine; better then xivenders friendly post since months.
+0 / -0
MouthOfMadness
quote:

Xivender:

DErankMouthOfMadness :
Die Slasher AI ist immer noch nicht in Ordnung. Gleiche bzw. das selbe Problem wie oben beschrieben.
Aber ich habe keine Lust mehr die Devs darauf aufmerksam zu machen.


Do you know how to use google translator, AUrankAdminGoogleFrog? Or shall i help you? Specially the last sentence.
+0 / -0
MouthOfMadness
6 years ago
and so am i
+0 / -0
i write (note: not speak) english not that bad and could translate/interpret and if needed moderate for those 2 germans. DErankXivender however is sometimes not very open minded. no offence ;)
+1 / -0

6 years ago
Since there was some apparent confusion: I am not a ZK dev.
I was simply claiming that user concerns aren't ignored, and anyone who has looked at this forum would know how AUrankAdminGoogleFrog and other core devs handle bug reports around here. Even this thread is good evidence of this. I haven't seen any other (commercial) game with such developer communication (albeit, ZK is small so it might become more difficult if userbase ever increases).
+0 / -0


6 years ago
I have been unable to reproduce the issue with Slashers set to Hold Position but the issue reproduces 100% of the time when they are not set to Hold Position. The video does not show the move state of the offending Slasher and the replay download appears to be broken. Does anyone have a more recent replay or a direct upload of their local replay?
+2 / -0
Firepluk
For all those years some of us mastered english on pretty good level :)
for example I remember, MiguelW could speak 5-10 words in english initially(yes, no, fuck, idiot, etc :D)
look at him now! :D
+2 / -1

6 years ago
DErankXivender could just use hold position
+0 / -0
6 years ago
actual Slasher Bug Replay:
http://zero-k.info/Battles/Detail/474492

Slasher stupid follow target and die.

Time ca. 2:17 or 2:07.

When you want i can make a Video.
Slashers are in "hold fire"
+2 / -0
MouthOfMadness
6 years ago
im very sure my penetrators and catapults with this bug were on hold position as well as its default state
+0 / -0
https://springrts.com/mantis/view.php?id=5825

I could implement some ridiculous hax for Fencer which keeps it stationary but it would cause more issues and I would not apply it to other unit types.
+0 / -0