Mex radius los bug

Mex radius los bug

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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Mex radius los bug

Post by Forboding Angel »

Enemies can still see mex radius on f4. Would someone Please fix this? Thanks!
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Relative
Posts: 1371
Joined: 15 Oct 2006, 13:17

Post by Relative »

MTR :P

That has been brought up countless times, but it really needs to be done. Wtf is the point in cloakable mex if your oppentent can see them with f4?
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Felix the Cat
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Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

Cloakable mex is always going to be a problem because of building... if you try to build something over a cloaked mex it will "red-out" the area. Even if that is fixed, when you actually start building it will be unable to build because the location is taken. And that can't be changed.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Even if that is fixed, when you actually start building it will be unable to build because the location is taken. And that can't be changed.
Play on maps with medium to large extraction radius, build mexx just next to metal stain center.
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LordMatt
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Joined: 15 May 2005, 04:26

Post by LordMatt »

The mex that is there first gets all the metal...
10053r
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Joined: 28 Feb 2005, 19:19

Post by 10053r »

fundamentally, a cloaked mex should not be in all ways undetectable. Trying to build on top of it should definitely reveal that SOMETHING is there. Cloaked mexes are there to prevent an enemy thud that is causally strolling by from taking it out without any user interaction. To that end, I support removing them from showing red on the metal map to enemies. Beyond that, I say the enemy player has invested sufficient detective work to deserve to have figured out that it is there.

One easy way to do this would just be to remove ALL metal extraction radii from showing to enemies. I think one could reason that the red radius is something the mex is telling you, not something you are "seeing" in the landscape. And if the mex is telling you, then it shouldn't tell your enemies. They will figure it out when they get no metal.
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Felix the Cat
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Post by Felix the Cat »

Well, yes.

But the point is that you'd be able to detect a cloaked mex by trying to build in a variety of possible places. If the map is set up so that there is a very limited number of places in which one could build a mex and still gain full metal from a spot, it very much limits the utility of cloaked mexes.

Besides which, if your enemy inexplicably seems to have no mexes on his mex spots, a smart player will simply fire on every metal spot from a safe distance to kill the obviously cloaked mexes.
10053r
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Joined: 28 Feb 2005, 19:19

Post by 10053r »

Of course it is true that cloaked mexes are not useful on all maps. Seaplanes, boats, and hovercraft are not useful on all maps. Vehicles are not useful on all maps. Level 2 is not very useful on small maps. Level 1 is not particularly useful on extremely large maps.

Cloaked mexes do one thing, even if they get blown up. They suck time from your opponent. They demand micro to take out. And that is useful sometimes. Would you have cloaked mexes be invisible, take up no space, and not prevent others from taking metal from the same spot? That seems silly.
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Relative
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Post by Relative »

There are already counters in place to balance the effectiveness of cloaking by modders. In most mods if a unit gets too close to a cloakable unit it can be seen and thus destroyed. Also, the cloak normally depends upon energy. Thus, if you opponent energy stalls by you own intervention or a mistake in econ management you can find, mark, and destroy all cloakable units ranging from mines to mexes. Furthermore, weapons such as the EMP missile, bomb, etc... are capable of revealing cloaked units. I would think that most modders would agree that this is an flaw of the cloaking system they did not intend. I think its silly to argue this bug is in fact feature when it is clearly unintended. Therefore, it should be removed or modified in some way if possible.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

oh ffs, enemy units can already be built on top of other units in case you never noticed. Jusr remove the darn radius from showing up to enemies.
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knorke
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Joined: 22 Feb 2006, 01:02

Post by knorke »

the i-can-see-buildings-by-looking-at-F1 should also be fixed.
but there probally is only one metalmap and only one heightmap..
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