View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0021122 | AI War 2 | Bug - Gameplay | Apr 23, 2019 2:08 pm | Apr 24, 2019 7:10 pm | |
Reporter | trillioneyes | Assigned To | |||
Status | resolved | Resolution | fixed | ||
Product Version | BETA 0.853 An Officer And A Bunch Of Fleets | ||||
Fixed in Version | BETA 0.854 Garbage... Collected! | ||||
Summary | 0021122: Units auto-target fortified tesla guardians, and don't close distance when they do | ||||
Description | Expected behavior: * long-ranged ships don't target tesla guardians unless there's nothing else to target. * if short to medium range ships target a tesla guardian, they should approach it instead of trying to kite. * there's some gray area here with medium to long range ships, and how much they should prefer to shoot at things other than tesla guardians. Maybe weight it inversely proportional to how much you outrange it? | ||||
Tags | No tags attached. | ||||
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I've specifically noticed this a lot with sentinel gunboats and spire frigates -- gunboats always shoot at something other than tesla guardians if they can; frigates I don't mind fighting them as long as they get in close enough to do damage. I can try to set up a save showing this off if it would help. |
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er, gunboats *should* always. They don't currently. |
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Do you have a save where I could easily run some tests? I haven't noticed anything too out of the ordinary, but I never play with snipers. |
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Test Chamber functions again, so I've set up a scenario here for you. Tesla Guardians, Pike Guardians and Vanguards far on the left in their own groups; Snipers, Sentinel Gunboats, Concussion Corvettes and Raiders on the right. As stated by trillioneyes, the Gunboats are always shooting the Tesla Guardians, while the Snipers are reasonable and firing at the Pike Guardians instead. I included some extra units in there so you can check non-sniper behaviour. GameData > Configuration > TestChamber. Then you find what button is bound to TestChamber and hit it to load it in. When you don't need this anymore, you can right click it and go TortoiseSVN > Revert. Example.xml (2,599 bytes)
<?xml version="1.0" encoding="utf-8"?> <root> <chamber name="Example"> <!-- Note: the game will run without an Ark on the planet, but the view will start on the galaxy map --> <spawn entity="SentinelGunboat" mark_level="1" faction="Player" x="10000" y="0" /> <spawn entity="SentinelGunboat" mark_level="1" faction="Player" x="10000" y="0" /> <spawn entity="SentinelGunboat" mark_level="1" faction="Player" x="10000" y="0" /> <spawn entity="SentinelGunboat" mark_level="1" faction="Player" x="10000" y="0" /> <spawn entity="Sniper" mark_level="1" faction="Player" x="10000" y="4000" /> <spawn entity="Sniper" mark_level="1" faction="Player" x="10000" y="4000" /> <spawn entity="Sniper" mark_level="1" faction="Player" x="10000" y="4000" /> <spawn entity="Sniper" mark_level="1" faction="Player" x="10000" y="4000" /> <spawn entity="ConcussionCorvette" mark_level="1" faction="Player" x="10000" y="-4000" /> <spawn entity="ConcussionCorvette" mark_level="1" faction="Player" x="10000" y="-4000" /> <spawn entity="ConcussionCorvette" mark_level="1" faction="Player" x="10000" y="-4000" /> <spawn entity="ConcussionCorvette" mark_level="1" faction="Player" x="10000" y="-4000" /> <spawn entity="Raider" mark_level="1" faction="Player" x="8000" y="0" /> <spawn entity="Raider" mark_level="1" faction="Player" x="8000" y="0" /> <spawn entity="Raider" mark_level="1" faction="Player" x="8000" y="0" /> <spawn entity="Raider" mark_level="1" faction="Player" x="8000" y="0" /> <spawn entity="FortifiedTeslaGuardian" mark_level="1" faction="AI" x="-10000" y="0" /> <spawn entity="FortifiedTeslaGuardian" mark_level="1" faction="AI" x="-10000" y="0" /> <spawn entity="PikeGuardian" mark_level="1" faction="AI" x="-10000" y="-4000" /> <spawn entity="PikeGuardian" mark_level="1" faction="AI" x="-10000" y="-4000" /> <spawn entity="Vanguard" mark_level="1" faction="AI" x="-10000" y="4000" /> <spawn entity="Vanguard" mark_level="1" faction="AI" x="-10000" y="4000" /> <spawn entity="Vanguard" mark_level="1" faction="AI" x="-10000" y="4000" /> <spawn entity="Vanguard" mark_level="1" faction="AI" x="-10000" y="4000" /> <spawn entity="Vanguard" mark_level="1" faction="AI" x="-10000" y="4000" /> <spawn entity="Vanguard" mark_level="1" faction="AI" x="-10000" y="4000" /> </chamber> </root> |
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So there's lots of weird things happening right now with sniper targeting that I'm currently sorting through and I thought I'd give a quick update: Snipers only seem to target normally because they do so little damage that ( 80 x 0.01 = 0 ), this removes tesla structures from their targeting completely. The VeryImportant category for snipers doesn't seem to work, I think it'll never add guardians/strikecraft to the shortlist because the XML has them as not important Maybe they should only be excluded if and when an XML important structure is on the same planet? I still need to find out why the target sorting is not properly sorting Pike Guardians (400 importance) above Tesla (201 importance), as that would fix this issue entirely without needing to touch the VeryImportant code. |
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Hm, you seem to be correct on the Sniper damage. If you increase their Mark level, they'll then start focusing the Tesla instead. Interesting note: If you change the Range of the Gunboats and Snipers to something like "High" instead of "EssentiallyInfinite", they will then ignore the Tesla in favour of the other units...somewhat. |
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I found the issue, the sort function for lists is actually sorting things backwards. Take this snippet of debug code: HalfImportant: Priority low cutoff = 200 Adding ship <Fortified Tesla Guardian> to shortlist Adding ship <Fortified Tesla Guardian> to shortlist Adding ship <Pike Guardian> to shortlist Adding ship <Pike Guardian> to shortlist Adding ship <V-Wing> to shortlist Adding ship <Tritium Sniper Guardian> to shortlist Shortlist sorting: Left ID: <19>, Right ID: <18> Sorted by marker modulo, val = 1 Left ID: <20>, Right ID: <19> Sorted by importance, val = 1 Left ID: <21>, Right ID: <20> Sorted by ID only, val = 1 Left ID: <22>, Right ID: <21> Sorted by importance, val = -1 Left ID: <22>, Right ID: <20> Sorted by importance, val = -1 Left ID: <22>, Right ID: <19> Sorted by importance, val = 1 Left ID: <23>, Right ID: <21> Sorted by ID only, val = 1 Final sort: Fortified Tesla Guardian, ID 0000018 Fortified Tesla Guardian, ID 0000019 V-Wing, ID 0000022 Pike Guardian, ID 0000020 Pike Guardian, ID 0000021 Tritium Sniper Guardian, ID 0000023 The sniper and pike guardians have the highest importance (400), VWing (250), and then Tesla (201) How did this never get noticed? |
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When sorting by distance, the sort code works as normal.... I am very confused Top entries for system: TheRest: Adding ship <Vanguard> to shortlist Adding ship <Vanguard> to shortlist Adding ship <Vanguard> to shortlist Adding ship <Vanguard> to shortlist Adding ship <Vanguard> to shortlist Shortlist sorting: Left ID: <24>, Right ID: <23> Sorted by distance, val = 1 Left ID: <25>, Right ID: <24> Sorted by distance, val = 1 Left ID: <26>, Right ID: <25> Sorted by distance, val = -1 Left ID: <26>, Right ID: <24> Sorted by distance, val = 1 Left ID: <27>, Right ID: <25> Sorted by distance, val = -1 Left ID: <27>, Right ID: <26> Sorted by distance, val = -1 Left ID: <27>, Right ID: <24> Sorted by distance, val = -1 Left ID: <27>, Right ID: <23> Sorted by distance, val = 1 Final sort: Vanguard, ID 0000023 Vanguard, ID 0000027 Vanguard, ID 0000024 Vanguard, ID 0000026 Vanguard, ID 0000025 <spawn entity="Vanguard" mark_level="1" faction="AI" x="-6000" y="4000" /> <spawn entity="Vanguard" mark_level="1" faction="AI" x="-8000" y="4000" /> <spawn entity="Vanguard" mark_level="1" faction="AI" x="-90000" y="4000" /> <spawn entity="Vanguard" mark_level="1" faction="AI" x="-10000" y="4000" /> <spawn entity="Vanguard" mark_level="1" faction="AI" x="-7000" y="4000" /> |
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Wait wait, I'm dumb. Ok uploading a fix now. |
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Want me to mark this as resolved? |
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Yeah, ships already approach the tesla guardian's minimum range to damage, so that was the only issue that needed fixing. |
Date Modified | Username | Field | Change |
---|---|---|---|
Apr 23, 2019 2:08 pm | trillioneyes | New Issue | |
Apr 23, 2019 2:13 pm | trillioneyes | Note Added: 0051345 | |
Apr 23, 2019 2:13 pm | trillioneyes | Note Added: 0051346 | |
Apr 23, 2019 5:06 pm | wm46 | Note Added: 0051348 | |
Apr 23, 2019 5:35 pm | RocketAssistedPuffin | File Added: Example.xml | |
Apr 23, 2019 5:35 pm | RocketAssistedPuffin | Note Added: 0051349 | |
Apr 24, 2019 12:09 pm | wm46 | Note Added: 0051373 | |
Apr 24, 2019 12:36 pm | RocketAssistedPuffin | Note Added: 0051375 | |
Apr 24, 2019 12:38 pm | RocketAssistedPuffin | Note Edited: 0051375 | |
Apr 24, 2019 12:50 pm | RocketAssistedPuffin | Note Edited: 0051375 | |
Apr 24, 2019 1:15 pm | wm46 | Note Added: 0051376 | |
Apr 24, 2019 1:36 pm | wm46 | Note Added: 0051378 | |
Apr 24, 2019 4:35 pm | wm46 | Note Added: 0051389 | |
Apr 24, 2019 5:59 pm | RocketAssistedPuffin | Note Added: 0051390 | |
Apr 24, 2019 6:55 pm | wm46 | Note Added: 0051392 | |
Apr 24, 2019 7:10 pm | RocketAssistedPuffin | Status | new => resolved |
Apr 24, 2019 7:10 pm | RocketAssistedPuffin | Resolution | open => fixed |
Apr 24, 2019 7:10 pm | RocketAssistedPuffin | Fixed in Version | => BETA 0.854 Garbage... Collected! |