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Title: 20v20 LobsterHost
Host: RUrankFirepluk
Game version: Zero-K v1.5.12.4
Engine version: 104.0.1-92-g4409317
Started: 3 years ago
Duration: 21 minutes
Players: 12
Bots: False
Mission: False
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Team 1
Chance of victory: 45.5%

Team 2
Chance of victory: 54.5%


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3 years ago
I really want to love this game. But moments like this are so extremely frustrating for me.
+4 / -0
3 years ago
oh yeah, thats sad.

But many arty units have this problem, it seems they just fail to kill defenses that got teraformed up.
+0 / -0

3 years ago
Should've terraformed the crabe up isntead of dancing it around.
+0 / -0
Anir, look how crabe does shoot at the HLT though, after being placed differently (but not closer to HLT). And no wreck seems to block him in the initial position.
+0 / -0

3 years ago
I had similar issues with crabes in their mission in campaign, would stutter and refuse to sit still if in attackmove
+0 / -0

3 years ago
Yea that is bad. Nice video report though. My guess is that the HLT was a radar dot and that the dot wobbled down the hill, making the Crab think it had more range on it.
+1 / -0

3 years ago
Hmm ok, full vision was there. I will need to have a look.
+0 / -0

3 years ago
Sorry about that, turns out that units on hold position were moving as if they have cylindrical range. I had to rewrite their movement last week to workaround this bug: https://springrts.com/mantis/view.php?id=5852

I have pushed a release: https://github.com/ZeroK-RTS/Zero-K/commit/a7428a5a1ebdb14b898709aafed978c91be099c9

Make more reports if you find anything else like this. To fix the issue for aiming at static units I tried disabling my gadget, however, I found that Spring did not quite move units close enough in some cases. Now that I have written a hax gadget those edge cases could also be fixed.
+11 / -0

3 years ago
Man you're the best!
+0 / -0

3 years ago
AUrankAdminGoogleFrog = God!
+0 / -0
3 years ago
he just deletes things he does not use
+1 / -0