Loading...
  OR  Zero-K Name:    Password:   

Make ticks set off mutually

16 posts, 1169 views
Post comment
Filter:    Player:  
sort
I do not want to derail AUrankAdminSaktoth thread about cloacked heavy unit http://zero-k.info/Forum/Thread/5743 so I start a parallel thread.

In this battle, http://zero-k.info/Battles/Detail/197580 , there was something annoying, independently from any other mistake which I likely did.

It happened a couple of times that I sent my 3-4 ticks to a pack of reapers, one is set off and EMP the rest of the ticks !! Result: reapers are not stunned by one tick only and can escape and the remaining stunned ticks may be safely destroyed a distance.

IMHO, it should not be so. The explosion of a tick should not stun, but set off the other ticks like roaches do.

Of course, you may reply: you just have to self-d them when they get into the pack but then it's a micro step which is absent when handling roaches and I do not see why using ticks should be more cumbersome than using roaches, all the more so since it's only a EMP weapon as opposed to a crawling bomb.
+8 / -1
11 years ago
I think paralyzed ticks should detonate automatically (meaning they will always work and there won't be such situations), that would make them much easier to use and i don't see why not, there are many amenities in this game already, so it's clear that the game aims to be as easy as possible.
+1 / -0
There was a gadget that fixes this, but I think Spring (91) crash if many tick explode at once.

In Spring 95 it doesn't crash, so if Spring 95 is finally released probably the gadget could be activated.

This: https://code.google.com/p/zero-k/source/browse/trunk/mods/zk/LuaRules/Gadgets/unit_chain_ticks.lua
+0 / -0


11 years ago
I'm not so sure about this. I'd call it a change to the game mechanics because emped ticks don't always want to explode and it's not always possible to see the thing which will kill a tick before it kills it.

But I would like to be able to give a Self-D command to a bunch of ticks and have them explode all at the same time. The engine seems to interpret Self-D timers to +- 1 second, probably to reduce the number of death events that occur within a single frame. This causes close ticks to emp each other.
+0 / -0
Well, when one tick detonates, it's fairly certain that other ticks nearby are also meant to detonate and should do so without me being obliged to calculate the delay for a self-d.
+0 / -0


11 years ago
The delay appears to be random. You couldn't calculate it.

There is a lot you haven't thought about. You may have a line of ticks such that each would only EMP it's neighbours. With your idea they would chain explode if one was shot. A stray shot may cause one tick to explode while the others are fine and near nothing valuable.

Does this means that mutual tick explosions must check if there is some enemy to paralyze in range? But what if their explosion was not required to paralyze it or the enemy is low value?
+0 / -0
I've made all Ticks explode in a group when that group is given a self-d command.
+1 / -0
11 years ago
why not just do the simple thing, and set the tick selfd explosion on a (.5s) delay like the old outlaw pulse?
+0 / -0


11 years ago
Because I'd feel the need to change the effect if that were the case. Gadgets are easier. Also:
  • Slow explosions are confusing (so many people were confused by Outlaw).
  • Slow explosion could change balance and that's more effort.
  • Slow explosion would have to be really really slow because Ticks can be bunched really tight.

Wait, did you mean a delayed explosion? Not like the Outlaw pulse at all, it started instantly but was slow. An uninterpretable 0.5s Tick death animation followed by an explosion would also fix the issue but it would be harder to catch units within the explosion. Also that would take more effort need even more effort to not look bad or confusing.
+0 / -0
11 years ago
then set is as low as posible :P

.1s .01s imo it should work as long as its not instant
+0 / -0


11 years ago
No, it won't. The engine appends random delay to self-d of any unit. The death animation time would have to be longer than 0.05s to overcome it.
+0 / -0
+1 to your suggestion.

that reapers who rocket your stuff where labeled with a pirate emblem was told.
+0 / -0
Oh yes they were yours ;)

"You may have a line of ticks such that each would only EMP it's neighbours."

Good remark, but there a way to avoid it: space out the ticks even more.

I did not understand what you meant with: "I've made all Ticks explode in a ground" They get into the ground??
+0 / -0
11 years ago
would it be possible to make ticks immune to tick stun but not normal stun?
+2 / -0


11 years ago
quote:
"I've made all Ticks explode in a ground" They get into the ground??

87% likely mnematic substitution error in quoted post (group -> ground), string should read "I've made all Ticks explode in a group". Accept correction? y/n
+4 / -0
11 years ago
MAKE TICKS IMMUNE TO EMP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!11111
+0 / -3