Hi! I need help. I have 3 anti nukes, and enemy nuked me right in center of their position. I see replay 3 times, anti nukes opens when see incoming nuke, but when nuke gets close enough in interception range they dont fire anti. replay: http://zero-k.info/Battles/Detail/54211nuke time: ~19min Thx for help.
+0 / -0
|
I've seen the same thing. East nukes west in this game: http://zero-k.info/Battles/Detail/53911I haven't been able to watch the replay, but I'm pretty sure they launched 3 nukes in the strike in an area protected by WAY more than 3 anti nukes. Somehow, they hit, and that pretty much ended the game.
+0 / -0
|
We need some game guru to watch this replay and told what is wrong with anti nukes here...
+0 / -0
|
Antelope, nuke can hit target in 2 ways: direct or indirect hit(when flying under target and intercepted by anti-nuke => boom in air => explosion of near ground targets). In my situation, it was DIRECT hit right in area protected with !!!3!!! anti-nukes, also im sure that enemy launched only ONE nuke. Strange behaviour. P.S. direct link to replay: http://www.sendspace.com/file/et8q4c
+0 / -0
|
So? Why should 3 anti nukes wait till last second to fire, causing the massive AOE you describe?
+0 / -0
|
Let me clarify: The area the nukes "hit" in were protected by multiple antis, all of which had been constructed several minutes prior to nuke hitting. It wasn't a quirky game mechanic. It was a full on bug in which only 1 out of many antis fired.
+0 / -0
|
>>So? Why should 3 anti nukes wait till last second to fire, causing the massive AOE you describe? It can be when you nuke on edge of anti nuke radius, but im not sure. However its not my situation in that replay, my all is about direct hit.
+0 / -0
|
I can confirm this one. Nuke hits middle of left side baes at 19:48. There are 4 anti's immediately around it, they all open and point their missiles up. None fire. I cannot even begin to speculate at what might have caused this. All were on fire at will. The only thing i can think of is that somehow one of the antis got the order and was unable to fulfill it- but then why did they all open? There were no carriers in the area that might have gotten the interception order then moved out of range or something. There were no antinukes under construction that could have somehow gotten the intercept order, were there? Antinukes were operating perfectly the whole game, through about 8+ nukes. Perhaps the air blocked the line of fire, it has collidefriendly false, but avoidfriendly is still true. I don't know if tihs is even possible though. I'll check. Given there were 2 nukes and 4 antis and nothing got intercepted though, that's really strange.
+0 / -0
|
Nope. 200 krows flying over an antinuke cannot stop it firing. Nor does terrain (not that there was any here)- the anti will fire but hit the terrain. I'm really stumped. The only thing i can think is that the very shallow angle makes the nukes fly in too obliquely to be stopped, but that makes no sense...
+0 / -0
|
If you are confident report it as an engine bug.
+0 / -0
|
Oh unless I can quote exactly what line in the engine is at fault there is no point in doing that, they'll just ignore it. I have no idea what is causing this.
+0 / -0
|
Maybe it's time to throw out the existing nuke logic altogether - replace the nuke itself with a movectrl'd unit and have the antinuke be a conventional, normal SAM weapon that targets that unit. Get rid of the whole special Spring nuke/antinuke logic altogether.
+0 / -0
|
Actually Pxtl, I think that brings the entire concept of nukes in the Spring engine full circle. I once read a thread in which nukes used to be units. They had a problem in which they could impact air units and explode mid-air. This was a decently common occurrence in large battles with huge airscreens flying over the nuke. Your nuke could launch straight up into an allied plane, blow up, and take out your own base. God, that had to suck. Anyways, we would have to Gadgetize the "AA Antinukes" so that they all didn't fire at a single nuke.
+0 / -0
|
Ah, it was OTA, not spring: "in normal ta nukes can hit planes, so can anti's(and normal missles too), one game me and my cousin were playing vs some ai's, well, i was handling air and had all my airports automatically have the planes patrol around out base(as added defense), unfortunately it went right over my cousins nuke launcher, he nuked, it went straght up and hit the stream of planes and took out half our base... ive seen it happen with antis too(which then caused a nuke to make it into our base insted of being shot down x_x), and ive had normal missles miss they're target cause they hit a friendly plane etc." http://springrts.com/phpbb/viewtopic.php?f=21&t=5959
+0 / -0
|
Nukes may have a boolean variable that stores wether an anti is going to kill it or not - may be even an id of the anti nuke. If I would have programmed it (assynchronious) Anti checks if id is set or set id, wait 0.X seconds and check again if the id is still it's own. (synchronious) Anti nuke change the boolen variable's value to mark it as intercepted and is going to fire it's anti nuke. ____________What likely happened: * Anti-Nuke-Silos have a fake weapon with more range than the anti nuke weapon itself. * Nuke got into 2 fake radius at the same time ( from above it's radius? spherical/cylindric ) One Anti has marked the nuke as intercepted - other Anti-Nukes will ignore the nuke missile. But the nuke bypassed the inner radius for the anti nuke and hit the ground between this two radien.
+0 / -0
|
To prevent this hitting allied/terrain problems as well as potentially no-fire problems, anti-nukes can check all inbound nukes and see if other nukes are heading into their range. They also ought to open and pause just before missile launch when nukes are inbound but not yet in range. If no nukes other than current inbound are expected within this anti-nuke's reload time, then it fires as well. If others are expected, divide them up and attempt to split evenly. Basically, all efforts should be made to stop nukes landing, even if it means overkilling with anti's.
+0 / -0
|
If I would recode it, I would make a fake nuke in front of the real nuke. The fake nuke (invisible, no damage) is about 4 seconds in front of the real nuke. If it is getting in any anti's range, the anti should open for 5 seconds, then it is open to fire it's fake anti-nuke - if the fake anti hits, the anti-silo gets assinged to the parent/real nuke. Because it is 5 seconds open, it is open as the real nuke arives.
+0 / -0
|
I have been seeing alot of anti nuke fails. I even saw one where the anti nuke missed and hit the ground. Other times it never seems to fire.
+0 / -0
|
I prefer simplification over optimisation. if it don't work perfectly, only ressource heavy projectiles should be optimised (screamer), but not the turrets.
+0 / -0
|
It would be a real shame to have to luarize ANOTHER damn thing that the engine devs appear to have broken. But I think that might be the best long term option here if we cant figure out the cause.
+0 / -0
|