View Issue Details

IDProjectCategoryLast Update
0002601AI War 1 / ClassicBug - OtherFeb 25, 2012 4:15 pm
ReporterDraco18s Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version5.000 
Fixed in Version5.028/5.029 
Summary0002601: Units shooting beyond their range?
DescriptionIn the picture, the frigates and anti-armors are firing at the small cluster of units in the lower left. Note their respective range circles.
TagsNo tags attached.
Internal WeightMajor Problem

Activities

Draco18s

Jan 22, 2011 6:29 pm

developer  

Draco18s

Feb 6, 2011 12:07 am

developer  

Draco18s

Feb 6, 2011 12:08 am

developer   ~0010047

Bumping this. Something's off with the range circles and is still present.

TechSY730

Feb 6, 2011 12:49 am

reporter   ~0010048

You may have better luck if you bump this to major severity. Do you think this is a major problem?

chemical_art

Feb 6, 2011 8:51 am

reporter   ~0010055

Are the ships moving toward their targets?

I remember a note for the ranged logic that if a target was moving toward its target, especially if it is in FRD, that the range checks are more "generous" so as to save on CPU. The theory was that the ship would move to its range circle anyway, and it saved quite a bit of resources. I COULD be wrong, but that is what I remember.

Draco18s

Feb 6, 2011 10:51 am

developer   ~0010059

Second screenshot with the stealth battleship is a definite "no." It was stationary and I nabbed two screenshots, but only one really showed that the bullets were traveling "too" far.
The first screenshot is too old for me to remember.

Draco18s

Apr 22, 2011 6:46 pm

developer  

long range frigate.sav (151,935 bytes)

Draco18s

Apr 22, 2011 6:48 pm

developer   ~0012011

Added a save. There is 1 enemy unit in my home system (only player owned system) that is capable of firing on my command station despite being too far away (according to its range circle).

FunnyMan

Apr 22, 2011 7:44 pm

reporter   ~0012012

I've seen similar behaviour with enemy ships occasionally, including some under the influence of grav turrets. Really annoying to have well-defended stuff sniped from beyond the range of the ships shooting at it.

Draco18s

Apr 22, 2011 8:46 pm

developer   ~0012015

Happens way too frequently. I once was attacking a Mk3 fort (same game, or same seed as the attached one) with my blob (protected by FFbearers and 3 engineers) with just the bombers hitting the Fort directly. At one point I had to retreat, and in only moving away from the Fort it got a shot off on the blob itself, despite having been safe before moving.

TechSY730

Apr 22, 2011 10:24 pm

reporter   ~0012016

Voting up to help bring this issue to devs attention more.
This is a pretty big deal, because if even things like fortresses can shoot beyond their range, that is really going to hurt balance.

Well, do human ships sometimes get to "cheat" the range too?

TechSY730

Apr 22, 2011 10:25 pm

reporter   ~0012017

Last edited: Apr 22, 2011 10:26 pm

Also, bumping to major severity, as it seems to really, REALLY, hurt balance once this bug triggers. You can bump it back down if you want, Draco18s.

Draco18s

Apr 22, 2011 11:18 pm

developer   ~0012019

I thought I had it at--
No, I hadn't. Whatever severity you think it should be. When I first saw it, it was fairly minor.

> Well, do human ships sometimes get to "cheat" the range too?

Not as far as I know, but it would be difficult to test.

HTL2001

Apr 23, 2011 12:20 am

reporter   ~0012021

I've seen this happen almost 100% of the time when using a black widow golem and the ships are held in tractor beams

TechSY730

Apr 23, 2011 12:38 am

reporter   ~0012022

@HTL2001

The tractor beam thing is intentional. Units being held by a tractor beam are always able to hit the thing that is tractoring them, regardless of range. This is to prevent low range ships from becoming completely helpless when tractored.

Thankfully, this exception only holds for things being tractored trying to fire on the thing tractoring them. Anything else they fire upon, normal range rules are followed (or, are at least supposed to be followed).

Red Spot

Apr 23, 2011 9:16 am

reporter   ~0012024

Last edited: Apr 23, 2011 11:44 am

Almost lost a Botnet golem to a Fort mk2 yesterday, it could not shoot at my ships/engies/FFs. But it wasted the FFs that were protecting the golem by shooting at that, at about twice its range.
Managed to save the golem only cause I flooded the fort with other targets.
I'll see if I saved around that time, forgat about this ticket ..

Edit: Attached a savegame, see the neutered "P6" planet(top-right corner) with the botnet golem and fort, take it, and see how the fort pummels the golem eventhough it shows as out of range.

Red Spot

Apr 23, 2011 11:42 am

reporter  

TheDeadlyShoe

May 5, 2011 5:33 am

reporter   ~0012096

I had a bunch of tractored Stealth Battleships firing on my home station from significantly beyond their weapons range. Tres annoying, almost lost the game because of it.

TechSY730

Feb 13, 2012 1:43 am

reporter   ~0018947

Forgive me for doing this, but bumping this.

keith.lamothe

Feb 25, 2012 4:15 pm

administrator   ~0019810

For 5.028:

* Fixed a few longstanding bugs where ships were able to fire on targets significantly out of their range because in a few places the range checking was early-out'ing with max(dx,dy). This would have been fine if the target's current-forcefield-radius (and possibly other factors, none confirmed) were applied before the range check instead of after, but that wasn't the case and so the early-out threshold was wrong. Well, it's right now.

Thanks :)

Issue History

Date Modified Username Field Change
Jan 22, 2011 6:29 pm Draco18s New Issue
Jan 22, 2011 6:29 pm Draco18s File Added: Screenshot_2011_01_23_02_04_48.png
Feb 6, 2011 12:07 am Draco18s File Added: Screenshot_2011_02_05_16_00_23.png
Feb 6, 2011 12:08 am Draco18s Product Version 4.073 => 5.000
Feb 6, 2011 12:08 am Draco18s Note Added: 0010047
Feb 6, 2011 12:49 am TechSY730 Note Added: 0010048
Feb 6, 2011 8:51 am chemical_art Note Added: 0010055
Feb 6, 2011 10:51 am Draco18s Note Added: 0010059
Apr 22, 2011 6:46 pm Draco18s File Added: long range frigate.sav
Apr 22, 2011 6:48 pm Draco18s Note Added: 0012011
Apr 22, 2011 7:44 pm FunnyMan Note Added: 0012012
Apr 22, 2011 8:46 pm Draco18s Note Added: 0012015
Apr 22, 2011 10:24 pm TechSY730 Note Added: 0012016
Apr 22, 2011 10:25 pm TechSY730 Note Added: 0012017
Apr 22, 2011 10:25 pm TechSY730 Severity minor => major
Apr 22, 2011 10:26 pm TechSY730 Note Edited: 0012017
Apr 22, 2011 10:26 pm TechSY730 Note Edited: 0012017
Apr 22, 2011 11:18 pm Draco18s Note Added: 0012019
Apr 23, 2011 12:20 am HTL2001 Note Added: 0012021
Apr 23, 2011 12:38 am TechSY730 Note Added: 0012022
Apr 23, 2011 9:16 am Red Spot Note Added: 0012024
Apr 23, 2011 11:42 am Red Spot File Added: Fort shooting at Golem outside its range.sav
Apr 23, 2011 11:44 am Red Spot Note Edited: 0012024
Apr 23, 2011 4:22 pm FunnyMan Category Note To Test => Bug - Other
May 5, 2011 5:33 am TheDeadlyShoe Note Added: 0012096
Feb 13, 2012 1:43 am TechSY730 Note Added: 0018947
Feb 15, 2012 3:29 pm tigersfan Internal Weight => Major Problem
Feb 15, 2012 3:29 pm tigersfan Assigned To => keith.lamothe
Feb 15, 2012 3:29 pm tigersfan Status new => assigned
Feb 25, 2012 4:15 pm keith.lamothe Note Added: 0019810
Feb 25, 2012 4:15 pm keith.lamothe Status assigned => resolved
Feb 25, 2012 4:15 pm keith.lamothe Fixed in Version => 5.028/5.029
Feb 25, 2012 4:15 pm keith.lamothe Resolution open => fixed