Proper Aircraft Behavior

Proper Aircraft Behavior

Requests for features in the spring code.

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LordMatt
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Proper Aircraft Behavior

Post by LordMatt »

Was playing a game of Moon and sent some bombers in a flight path around some AA using a couple of move orders. After the reached the first move order, they forgot the rest of the que and started randomly bombing stuff. Thus, they wandered over the AA and died instead of avoiding it and attacking the target in the back base like I had ordered them to. I've seen this sort of behavior with fighers before, but not bombers (maybe I've just been lucky so far). This is a really annoying bug so it would be nice if all aircrafts obeyed their ques untill they finish like land units do.
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KDR_11k
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Post by KDR_11k »

Hold Fire?
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LordMatt
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Post by LordMatt »

That's a workaround not a solution.
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Kuroneko
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Post by Kuroneko »

LordMatt wrote:That's a workaround not a solution.
Not really. You see, you defined your fighter's behavior as "Fire at Will", meaning that they will attack the first threat they come across. You'd need to change it to "Hold fire" or "Return Fire" if you wanted them to only attack the specific building you wanted to. Well, Hold more than Return, but either would work.
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FizWizz
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Post by FizWizz »

but ground units don't do that. they follow their order queue to the end before acting upon their own volition. Aircraft behavior does not do that, aircraft are broken, and aircraft are what need to be fixed.
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mehere101
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Post by mehere101 »

Aircraft drop like flies, ground forces shouldn't. Therefore, aircraft need to defend themselves or else they will be absolutly useless. Destroy the AA before hand using some ground attack or some AA resistant fighters (they do exist in some mods). ALternately, freeze all of the units in the area first using some stunning weapons. Jamming the flightpath could probably work too.

BTW, ground units are just as guilty of misbehaviour, the difference is that aiming their weapons doesn't change their movement.
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LordMatt
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Post by LordMatt »

It seems some people aren't getting it. :shock:
BTW, ground units are just as guilty of misbehaviour, the difference is that aiming their weapons doesn't change their movement.
Bombers should never deviate from their flightpath (it never happened in OTA, in my experience). Perhaps an arguement could be made for fighters engaging other planes, but not bombers to bomb random targets when they have been given specific orders.
Destroy the AA before hand using some ground attack or some AA resistant fighters (they do exist in some mods). ALternately, freeze all of the units in the area first using some stunning weapons. Jamming the flightpath could probably work too.
Lol...just lol... :roll:
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mehere101
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Post by mehere101 »

Make it toggleable then. What I said was my opinion, what Lord Matt said was his opinion. Pretty much the problem is in that the move order allows units to fight. If a new order were capable to be given that says ignore your way to here then fight, that would remedy the solution.
esteroth12
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Post by esteroth12 »

exactly, they *should* attack anything they see in a specific move order... if you can't spare the micro to toggle (omg there is one!!) them to hold fire (so they don't deviate, giving you exactly the path you want), then it would have been fine...

bombers should always be on hold fire, anyway...
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LordMatt
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Post by LordMatt »

Really? :shock: Show of hands for people who want aircraft to do whatever they feel like vs. people who want them to follow what they were ordered to do. We aren't talking about them attacking at will after they finish their que, or if they are on a patrol route, or if they are sitting on the ground, BUT DISREGARDING SPECIFIC MOVE ORDERS THAT YOU PUT THERE FOR A REASON. I utterly fail to see how this can be benefical in any circumstance, unless your micro is worse than spring unit AI.

And for the people who are saying hold fire, please hush as I said before that is not what this thread is about. Obviously that is the workaround until this is fixed. :|
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FizWizz
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Post by FizWizz »

Am I the only one here who is on the same page as LordMatt?
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Snipawolf
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Post by Snipawolf »

Did you use the Shift and Click or what... Saying I "Queued it up" isn't really descriptive..
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Dragon45
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Post by Dragon45 »

Fizzwizz: No, I agree with LordMatt as well, I just got sick of the retardery around here a whilez back and just stopped caring :P
j5mello
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Post by j5mello »

isn't this more of a bug rather than a feature request?
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LordMatt
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Post by LordMatt »

Snipawolf wrote:Did you use the Shift and Click or what... Saying I "Queued it up" isn't really descriptive..
How else would you queue something up? (ooh, spelled right this time :P)

If its a bug does that mean we can bug the devs to fix it in .73b1? Please? :-)
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LathanStanley
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Post by LathanStanley »

The little laser on the strategic bombers picked its own targets... but the bomber... bombed the pre-defined target.. :wink:
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FizWizz
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Post by FizWizz »

okay kiddos, Do This
1.)Build yourself 5 Thunders (or shadows, or bombers from another mod)
2.)Build ~15 peewees or AKs or other ground units that are cannon fodder and cannot harm the bombers.
3.)give the fodder to the enemy
Give your Bombers orders to:
a.)Attack one of the targets
b.)Move back to your base.
4.)Watch the ass-hattery unfold as your bomber kill the first target, and then disregard their move order and start targetting the other bomber fodder that is in their LoS!

It's a behavior bug!
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

Here's another experiment to try:

1. Use .cheat
2. Type ".give 400 armpw"
3. Give them to the enemy
4. Type ".give 64 armthund" (somewhere away from the peewees)
5. Put the bombers into FireAtWill / Maneuver (or Roam) modes.
6. Send the bombers over the peewees with a move command,
with a second move command queued that leads away from the
peewees

It's crazy ... even without an attack command, the bombers will
attack the peewees! That right folks, crazy drunken bombers. They
do seem to get bored of it once the peewees are all dead, and will
follow both the first and second move orders.

I'm sure that if the bombers didn't deviate from their flight plan to
attack the peewees (with those standing orders), someone would
complain that that was a bug (I would). The only "bug" I see here
is that the default standing orders might not be the best choice for
bombers.

P.S. Hold down shift and keep the bombers selected to watch them
pick their targets as they fly over the peewees.

FizWizz wrote:okay kiddos, Do This
1.)Build yourself 5 Thunders (or shadows, or bombers from another mod)
2.)Build ~15 peewees or AKs or other ground units that are cannon fodder and cannot harm the bombers.
3.)give the fodder to the enemy
Give your Bombers orders to:
a.)Attack one of the targets
b.)Move back to your base.
4.)Watch the ass-hattery unfold as your bomber kill the first target, and then disregard their move order and start targetting the other bomber fodder that is in their LoS!

It's a behavior bug!
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KDR_11k
Game Developer
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Post by KDR_11k »

I think whatever causes this should be removed (if it isn't already) from .73, after all this behaviour sounds a lot like the fight command.
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FizWizz
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Joined: 17 Aug 2005, 11:42

Post by FizWizz »

sorta kinda, but it's more like aircraft will attack targets of opportunity out-of-queue if they are on Fire-at-will (and roam/maneuver but not hold position?) and a target of opportunity is in their LoS after they finish one command and before they go to the next one.
Ground units are different in that they will shoot at other targets on the way to executing their command, but they do not drop what they are doing to attack that target between queued commands like aircraft do.
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