cheating on in spring games - i think it's occurring - Page 2

cheating on in spring games - i think it's occurring

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colorblind
Spring Developer
Posts: 374
Joined: 14 Mar 2005, 12:32

Post by colorblind »

Zenka wrote:Exploids, such as the llt trick, can be used by everyone.
Well you better make good use of it now, 'cause in the next release your exploit-using days will be over :P.
(So yes, that means that attack orders will be canceled automatically when the enemy unit goes out of LOS / radar.)
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unpossible
Posts: 871
Joined: 10 May 2005, 19:24

Post by unpossible »

colorblind wrote:
Zenka wrote:Exploids, such as the llt trick, can be used by everyone.
Well you better make good use of it now, 'cause in the next release your exploit-using days will be over :P.
(So yes, that means that attack orders will be canceled automatically when the enemy unit goes out of LOS / radar.)
so does this count for stealth tanks being tracked by aircraft after having cloaked?
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

colorblind wrote:
Zenka wrote:Exploids, such as the llt trick, can be used by everyone.
Well you better make good use of it now, 'cause in the next release your exploit-using days will be over :P.
(So yes, that means that attack orders will be canceled automatically when the enemy unit goes out of LOS / radar.)
Attack orders should be placeable outside of LOS in the case of blindfiring at suspected enemy locations with long range artillary/nukes, they should just be unable to bind to units outside of LOS. Same thing for cloaked units, you should be unable to bind attack orders to cloaked units and they should automatically cancel if the unit cloaks.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

SwiftSpear wrote:
colorblind wrote:
Zenka wrote:Exploids, such as the llt trick, can be used by everyone.
Well you better make good use of it now, 'cause in the next release your exploit-using days will be over :P.
(So yes, that means that attack orders will be canceled automatically when the enemy unit goes out of LOS / radar.)
Attack orders should be placeable outside of LOS in the case of blindfiring at suspected enemy locations with long range artillary/nukes, they should just be unable to bind to units outside of LOS. Same thing for cloaked units, you should be unable to bind attack orders to cloaked units and they should automatically cancel if the unit cloaks.
Oddly hard to follow, but I agree. :-)
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

One problem is that I still have no idea what those guys said.
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TechnoTone
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Joined: 23 Aug 2005, 22:02

Post by TechnoTone »

All this is great except I think there should be a short delay (5 seconds perhaps?) before the cancellation of the order. If the targer reappears before the delay then the order stands otherwise it is cancelled.

This would allow you to target "flickering" units whose cloak is fluctuating due to low energy, for example. It also applies to when your units are chasing enemy units on the edge of detection range. If the enemy goes out of LOS temporarily due to terrain, etc, then you don't want your units to give up the chase.

An additional "feature" could be that if targeted enemy units go out of detection range temporarily, when then come back again your units could get confused and re-target the wrong one. I suspect this would be bit more tricky to implement though, especially with discretional weapons such as AA or torpedo's.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

AF wrote:There will be, Epic is all laid out, but it's far off right now.
Oh, I give you full marks for bravado and confidence, but there simply is no way. It may play harder, faster and more intelligently than the current player base, but it will be utterly unable to match the sheer capability for non-quantifiable creativity that the organic brain exhibits.

Besides, I'm not sure it will be able to run on a personal computer, given the hype. All of the more advanced AI routines are quite processor intensive.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I think a good idea would be to attach the attack orders to "virtual" units if the target is undetected, the virtual unit would move in a straight line at the last known speed of the target, attackers would try to reestablish line of sight (depending on movement settings so artillery stays where it should be), if something is detected by the radar near the virtual unit the attack order switches over to that (if LOS is established instead of radar and the unittypes* don't match, that doesn't happen, I don't think switching back to the virtual unit should happen if LOS reveals the radar blip to not be the desired target, it would be considered tracking lost), if no contact is established for a set amount of time the virtual unit is destroyed and the units consider the target lost.

The virtual unit would of course not be destroyed if the unit it duplicates is destroyed. Perhaps it could carry a variable telling units how unsure the position is and have them shoot randomly at a wider area if the position is too unsure. VUs could be marked with a questionmark instead of a radar blip.

*=Later improvements could allow mods to declare equal unittypes so if you were targeting the Commander, lost him and a decoy entered your LOS the attackers would identify that decoy as being the com they were chasing.
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

O.o
that sounds WAY too complicated! allowing experienced springers a (very) slight edge is fine IMO...
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ee
Posts: 62
Joined: 08 Jun 2006, 14:17

Post by ee »

how difficult would it be have an external program that could give

a specific set of build instructions to a selected unit?

like, select a bot and then inject with directions to build a grid of windmills?
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

It wouldn't be complicated, all you'd need would be a virtual unit datatype that is spawned when a unit leaves detection*, moves at a constant velocity and is destroyed after a set amount of time, redirect all attack orders from there and redirect them again if a new detection happens* wihin a range that depends on the unit's max speed.

*= A potential problem may be detecting such an event. If not present yet maybe a flag that tells whether a unit was detected by a player the last frame and if it changes that creates an event chcked by all virtual units nearby?
how difficult would it be have an external program that could give a specific set of build instructions to a selected unit? like, select a bot and then inject with directions to build a grid of windmills?
About as difficult as adding a groupAI that does the same?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

An extremely easy thing todo.

Of course its as easy as select unit, select windmill, drag a row
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

TechnoTone wrote:All this is great except I think there should be a short delay (5 seconds perhaps?) before the cancellation of the order. If the targer reappears before the delay then the order stands otherwise it is cancelled.

This would allow you to target "flickering" units whose cloak is fluctuating due to low energy, for example. It also applies to when your units are chasing enemy units on the edge of detection range. If the enemy goes out of LOS temporarily due to terrain, etc, then you don't want your units to give up the chase.

An additional "feature" could be that if targeted enemy units go out of detection range temporarily, when then come back again your units could get confused and re-target the wrong one. I suspect this would be bit more tricky to implement though, especially with discretional weapons such as AA or torpedo's.
less then five seconds, there. A flicker is about once every 2 seconds, so I'd say 2.5 seconds then loose target...
Firenu
Posts: 39
Joined: 29 Apr 2006, 00:49

Post by Firenu »

Just my 2 cents:
it is possible to use groupAIs to micro units, and it is possible to just make a group ai hardcoded to spam simple resource structures.

but honestly, either you wont gain anything, or it will be blatantly obvious youre "cheating" if you know what youre looking for, especially the micro thing.

HOWEVER there are a few cool things i could do if this kind of thing wasnt considered cheating hehe. but it would be obvious to other players.
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