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Spiders lose commands when going up steep cliffs

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14 years ago
I've noticed this with weavers and Scorpions. I think it might be because the engine think they haven't moved at all since they are moving so slowly and then the engine assumes they can't reach their destination and removes the first order in their command queue.
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14 years ago
I too have noticed this.
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14 years ago
Oh god, this. Trying to take the central plateau on DSD was driving me buggy, particularly combined with the naive way Recluses pound shots into the cliff-face. I ended up going up the *ramp*, oh the humiliation.
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14 years ago
Yep I have had this.
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14 years ago
Especially annoying with tick - because you want to use it fast.

Would it help to tnterpolate the heighmap before the game starts? :P
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14 years ago
Apparently this is fixed.
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This seems to be still a bug. I think spring uses 2d path finding.

Likely the unit thinks I has not moved for x number of seconds in either x or z. So timeout and kill path because I am stuck.

The way to fix this. If I am right is to also check y position for changes.

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14 years ago
And eat more resources!
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What checking in y would not take more resources your are only checking if the position has changed.
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Skasi
14 years ago
Custom formation with a single unit (where it follows the line you draw) is broken too. It seems that to avoid placing too many move commands there is a minimum 2d distance that ignores the third dimension.

The same happens with units - probably most often noticed with Crabe - when trying to put them on a thin high pillar. The unit only moves close to the point, but then stops because the 2d distance to the move command is very low.
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14 years ago
Of course it is still broken, there hasn't been an engine release.

The custom formations thing could be fixed quickly though.
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14 years ago
Will this issue be addressed within the next engine release?
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