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Fight move is completely broken right now

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3 years ago
Skirmishers just follow their given target across the map half the time, paying no heed to any other enemy units
+3 / -0

3 years ago
can confirm
+0 / -0


3 years ago
Half the time? Can you find a simple situation where it happens all the time?
+0 / -0
it is hard to give a precise percentage, but it happens more "all the time" than "half the time".
Do a simple ai-game and send skirms on fight. you should be able to see within a few seconds/minutes what is going on.
It is extremely reliable and not to miss.
+0 / -0


3 years ago
Are you sure this is new? What I've found seems to be engine behaviour.

The best thing you could do is make a replay vs. Null AI with spawned units demonstrating the issue. Otherwise I'm sort of guessing.
+0 / -0


3 years ago
Does this cover it? https://github.com/ZeroK-RTS/Zero-K/issues/4287
+0 / -0
Not sure to be honest, I will try to generate a replay with excessive description as soon as I have time. My problems are:

1. I don`t know what is engine-behaviour.

2. I don`t know what is intended behaviour and what is not.

BUT:
some time ago you made a "fix", "change" or whatever to fight command and it worked brilliant for a while before it borked out again. So i am assuming "intended" bahvious is what units showed after said fix.


3. What "new"? As you see, the thread is quite old already. But the problem is older, I noticed it 3 month ago already.
https://zero-k.info/Battles/Detail/972663

I know the forum is not a good way to report bugs and I should use GitHub, but I was under the impression that it would generate more attention and at least someone would bring it to GitHub.
+0 / -0


3 years ago
I'm usually that someone. However, I'm late to the party this time.

The intended behavior afaik is that skirmishes chase stuff for a bit before going back to where they were on the fight command. Though im not 100% certain.
+0 / -0
3 years ago
I thought the intended behaviour, atleast for skirms, was to play 100% defensively and kite at all costs, switching targets as they happen to be in range

atleast it felt that way a year ago

now they get an enemy unit as target to kite, but ignore other units and no longer kite at all costs

like in the past you could scare massive artillery balls with 1 flea, now it happens less... "reliably"
+0 / -0
Fixed https://github.com/ZeroK-RTS/Zero-K/commit/344ccea146eddcd776b74df17e5074228d835ed7

I don't think it ever worked that way though. We'll just have to see if I fixed the right thing.
+4 / -0