*MAJOR* issue that needs to be fixed before release
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+ 1 to souless, if you could make all structures lose their targets once they are out of range then its sorted as far as i can tell. You dont need to worry about mobile units really, they'll either follow and get killed, or follow and succeed in their task, same as it is now, but you'll have to spot the unit first, rather than checking your homing LLT :p
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
jackalope wrote:this sounds reasonable to meZirjin wrote:I don't know the exploit at all. But what about the orders are maintained for as long as the unit is visible on radar, not just LOS?
All of that sounds good to me. Maybe with one obvious addition:Foe OfTheBee wrote:This plus maintaining the order indefinitely for buildings would be my preference.Zirjin wrote:I don't know the exploit at all. But what about the orders are maintained for as long as the unit is visible on radar, not just LOS?
"This plus maintaining the order indefinitely for buildings would be my preference" until building is spoted destroied. That, if the building is not under radar, of course.
Also, maybe the unit attacking last known position if nothing else is targeteable.
That *bug* was an exploit that i see with good eyes gone.
Problem is that all you have to do to make a "unit" stationary is first give it an order to guard something, then give it the attack order. Since a guard order never ends (quiet), once again you've got the homing llt behaviour.Cabbage wrote:+ 1 to souless, if you could make all structures lose their targets once they are out of range then its sorted as far as i can tell. You dont need to worry about mobile units really, they'll either follow and get killed, or follow and succeed in their task, same as it is now, but you'll have to spot the unit first, rather than checking your homing LLT :p
- FoeOfTheBee
- Posts: 557
- Joined: 12 May 2005, 18:26
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Ideally units should carry on to last know location firing @ last known spot.
Unless they see another target ideally till they regain los on target (possible tag for unit to enable / disable targetting another target).
If no sight when @ last spotted location. Just go idle
Prob would need unique id for each unit. And prob be a pain to code aswell
Unless they see another target ideally till they regain los on target (possible tag for unit to enable / disable targetting another target).
If no sight when @ last spotted location. Just go idle
Prob would need unique id for each unit. And prob be a pain to code aswell
Is my suggestion too difficult to implement? Here are several suggestions in increasing order of difficulty of implementation:
1) Keep firing at the last known coordinates until that spot enters LOS again (and the target isn't there) or the target is spotted somewhere else.
2) Do 1, and also attempt to follow the unit to those coordinates to get them into LOS again (assuming that the attacking unit isn't a building). This might get attacking units killed needlessly, but it fixes the problem and is slightly more intelligent.
3) Implement my suggestion from above. To recap, that suggestion was to create an expanding search radius and attempt a search until the unit was found or a time limit passed or the search radius got bigger than the map.
Any of these will be somewhat reasonable behavior, and will at least let us keep playing. 1 should only take a couple hours to implement at the most.
1) Keep firing at the last known coordinates until that spot enters LOS again (and the target isn't there) or the target is spotted somewhere else.
2) Do 1, and also attempt to follow the unit to those coordinates to get them into LOS again (assuming that the attacking unit isn't a building). This might get attacking units killed needlessly, but it fixes the problem and is slightly more intelligent.
3) Implement my suggestion from above. To recap, that suggestion was to create an expanding search radius and attempt a search until the unit was found or a time limit passed or the search radius got bigger than the map.
Any of these will be somewhat reasonable behavior, and will at least let us keep playing. 1 should only take a couple hours to implement at the most.
that's why I suggested making a per-unit-defined order expiry timerCaydr wrote:Problem is that all you have to do to make a "unit" stationary is first give it an order to guard something, then give it the attack order. Since a guard order never ends (quiet), once again you've got the homing llt behaviour.Cabbage wrote:+ 1 to souless, if you could make all structures lose their targets once they are out of range then its sorted as far as i can tell. You dont need to worry about mobile units really, they'll either follow and get killed, or follow and succeed in their task, same as it is now, but you'll have to spot the unit first, rather than checking your homing LLT :p

- Tim Blokdijk
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