View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0020410 | AI War 2 | Bug - Gameplay | Sep 30, 2018 10:38 pm | Oct 12, 2018 9:52 pm | |
Reporter | Kesseleth | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.776 A Legible Galaxy Map | ||||
Fixed in Version | 0.783 Go Ahead And Shoot Me, Eyebot! | ||||
Summary | 0020410: Ships and Turrets attacking nothing - related to manual targeting? | ||||
Description | On occasion, ships and turrets will shoot into nothingness. There is nothing they are aiming for and nothing is hit - the shots just vanish. I believe that this is related to manual targeting. When the player specifically chooses a target for the fleet to attack (in this case a Shield Guardian), when it is destroyed ships will sometimes continue to shoot at where it was (which is now emptiness). I was not able to get a save of this happening - when I attemped, loading the save caused the units to begin shooting something else. Attempting to save before it was destroyed also did not work - that time the units just stopped shooting altogether. | ||||
Tags | No tags attached. | ||||
related to | 0020301 | resolved | Chris_McElligottPark | Units attacking void, when enemy died |
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I _think_ that this is fixed in 0.778, but please let me know if you see it again. There is still an issue where sometimes shots go to the center of the gravity well, but that's a visual error and not a functional one like your report was. I saw what you were describing, as well. |
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This definitely still happens. The typical case seems to be "You tell a ton ships to shoot at a target. In the first few shots the target dies. Everything else will still shoot their next shot at the location the target was at". Often this is observed with slow-reload ships are directed to shoot while their guns are on cooldown, and the target dies before the gun is off cooldown, but it still shoots at empty space. At a guess, the targeting code isn't updating itself to the fact that the unit is going to be overkilled (and is in fact already dead). |
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I'm not sure how long targeting cycles take now, but you might need to have a reasonably long targeting cycle to hit this; it's not easy to reproduce in very small battles |
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Thanks! * Fixed a pretty obnoxious bug where the death state of ships was not being properly kept, and so ships could wind up firing at the space where a ship used to be for quite a long time. In fact they would be sure that the ship was not only still alive, but that it was at full health and thus must be killed at all costs. |
Date Modified | Username | Field | Change |
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Sep 30, 2018 10:38 pm | Kesseleth | New Issue | |
Sep 30, 2018 10:38 pm | Kesseleth | File Added: unknown (1).png | |
Oct 2, 2018 7:05 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Oct 2, 2018 7:05 pm | Chris_McElligottPark | Status | new => feedback |
Oct 2, 2018 7:05 pm | Chris_McElligottPark | Note Added: 0049691 | |
Oct 6, 2018 10:26 pm | BadgerBadger | Note Added: 0049811 | |
Oct 6, 2018 10:27 pm | BadgerBadger | Status | feedback => new |
Oct 6, 2018 10:33 pm | BadgerBadger | Note Added: 0049812 | |
Oct 12, 2018 8:22 pm | Chris_McElligottPark | Relationship added | related to 0020301 |
Oct 12, 2018 8:23 pm | Chris_McElligottPark | Assigned To | Chris_McElligottPark => |
Oct 12, 2018 9:52 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Oct 12, 2018 9:52 pm | Chris_McElligottPark | Status | new => resolved |
Oct 12, 2018 9:52 pm | Chris_McElligottPark | Resolution | open => fixed |
Oct 12, 2018 9:52 pm | Chris_McElligottPark | Fixed in Version | => 0.783 Go Ahead And Shoot Me, Eyebot! |
Oct 12, 2018 9:52 pm | Chris_McElligottPark | Note Added: 0049916 |