gameboy Posted June 9, 2019 Report Share Posted June 9, 2019 I tested the latest SVN22352 and found a problem: when my army wanted to log on to the warship, the warship did not accept my army, and my army could not enter the warship. 报错 1 Quote Link to comment Share on other sites More sharing options...
Freagarach Posted June 9, 2019 Report Share Posted June 9, 2019 (edited) Thank you for reporting! There are some problems regarding movement on SVN (see here), it is work in progress. Edited June 9, 2019 by Freagarach Quote Link to comment Share on other sites More sharing options...
thankforpie Posted June 9, 2019 Report Share Posted June 9, 2019 open the ship door elexys Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 9, 2019 Author Report Share Posted June 9, 2019 (edited) I have opened the door of the ship. If I don't, please tell me how to open the door of the ship. Edited June 9, 2019 by gameboy 2 Quote Link to comment Share on other sites More sharing options...
Freagarach Posted June 9, 2019 Report Share Posted June 9, 2019 For now you can try to move your units closer to the ship while not trying to board (as close as they can get, also move the ship closer to the shore if you have to) and then try to board, that should work. Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 9, 2019 Author Report Share Posted June 9, 2019 (edited) I did it your way, but they couldn't board the ship. I found it was blocked. @wraitii My friend, my army was blocked when they boarded the ship, and the warship could not let them in. Edited June 9, 2019 by gameboy Quote Link to comment Share on other sites More sharing options...
borg- Posted June 9, 2019 Report Share Posted June 9, 2019 Enjoying topic, Is it possible to increase the garrison range for the ships?? Units need to get very close, this is annoying because it causes lots of "bugs". Quote Link to comment Share on other sites More sharing options...
wraitii Posted June 9, 2019 Report Share Posted June 9, 2019 Thanks @gameboy for reporting the issue, which is now fixed. 5 hours ago, borg- said: Enjoying topic, Is it possible to increase the garrison range for the ships?? Units need to get very close, this is annoying because it causes lots of "bugs". Sounds like a good idea, actually. Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 11, 2019 Author Report Share Posted June 11, 2019 @wraitii My friend! I tested the latest SVN22363 and found a problem. When I built a fishing boat to fish on the maritime map, I found that the whale in the sea could not swim. It rotated in situ. There was no such problem before. It could swim normally. Quote Link to comment Share on other sites More sharing options...
elexis Posted June 11, 2019 Report Share Posted June 11, 2019 (not good) 1 Quote Link to comment Share on other sites More sharing options...
wraitii Posted June 11, 2019 Report Share Posted June 11, 2019 Hello @gameboy, this is a know issue: https://trac.wildfiregames.com/ticket/4420#comment:7 It will be fixed in the upcoming days. 1 Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 12, 2019 Author Report Share Posted June 12, 2019 @wraitii I tested the latest SVN22368 and found a problem: when I was testing the maritime map, sharks and fin whales in the sea were not free to swim and still. 1 Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 13, 2019 Author Report Share Posted June 13, 2019 @wraitii Today, I tested SVN22372 and found a problem: when soldiers and women farmers went to slaughter chickens and get food back to the city hall, they did not put down their food, they stood in front of the city hall, and there was no action. 1 Quote Link to comment Share on other sites More sharing options...
wraitii Posted June 13, 2019 Report Share Posted June 13, 2019 @gameboy Could you share the commands.txt of that replay? 1 Quote Link to comment Share on other sites More sharing options...
gameboy Posted June 13, 2019 Author Report Share Posted June 13, 2019 (edited) @wraitii OK. commands.txt Edited June 13, 2019 by gameboy 1 Quote Link to comment Share on other sites More sharing options...
wraitii Posted June 15, 2019 Report Share Posted June 15, 2019 Thanks for the report, this is fixed by https://code.wildfiregames.com/D1975. 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 15, 2019 Report Share Posted June 15, 2019 (edited) Animals don't move from foundations. Chasing after animals (or enemy units) is bugged (they continue to chase the target across the map). Builders don't always face the foundation. Meh, tried again and the giraffe moved. Seems inconsistent though. I have noticed that if builders have to move off their own targeted foundation, then they stand idle. Edited June 15, 2019 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
wraitii Posted June 15, 2019 Report Share Posted June 15, 2019 18 minutes ago, wowgetoffyourcellphone said: Animals don't move from foundations. I think that's fixed with D1969. 18 minutes ago, wowgetoffyourcellphone said: Chasing after animals (or enemy units) is bugged (they continue to chase the target across the map). That's not bugged actually... That's just 0 A.D. 's correct behaviour. I'm not sure how svn used to behave there though. D1970 fixes this issue for good by changing how fleeing works. 18 minutes ago, wowgetoffyourcellphone said: Builders don't always face the foundation. Noticed that, needs to be fixed in unitAI, should be trivial. 18 minutes ago, wowgetoffyourcellphone said: Meh, tried again and the giraffe moved. Seems inconsistent though. I have noticed that if builders have to move off their own targeted foundation, then they stand idle. Likewise I think D1969 fixes that. -- BTW the animal roaming issue is fixed in D1980. 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 15, 2019 Report Share Posted June 15, 2019 (edited) 19 minutes ago, wraitii said: That's not bugged actually... That's just 0 A.D. 's correct behaviour. I'm not sure how svn used to behave there though. D1970 fixes this issue for good by changing how fleeing works. The old behavior was if the chasing unit got within range, they would perform their action (capture or attack) and it would affect the target. then the chasing unit would chase back to within range and perform their action. Rinse. Repeat. Now, the chasing unit just chases the target across the map and never performs the action beyond the initial contact. This isn't correct behavior. I don't think D1970 is "better" behavior than before (at least as described in the D). So, a female will flee to flee distance and then wait to be attacked again? Old behavior was that they would flee as long as the enemy unit was chasing it which seemed to make more sense. Units didn't chase across the map because they were performing their attack whenever they chased to within attack range. Sure, the attacker moved, stopped to attack, moved again, stopped to attack, and looked funny. This worked more or less as it should have though, if a bit clunkily (I would prefer a "Move-Attack" state where units can attack or capture while chasing, which is the real comprehensive solution, but that may be out of scope of the changes you're trying to make). Question. No judgment, just curious. Do you play the game? That would certainly give you insight into the unit behavior. Your comments seem to indicate that you don't play the game, or else you would have been familiar with the old behavior. Edited June 15, 2019 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
wraitii Posted June 15, 2019 Report Share Posted June 15, 2019 13 minutes ago, wowgetoffyourcellphone said: The old behavior was if the chasing unit got within range, they would perform their action (capture or attack) and it would affect the target. then the chasing unit would chase back to within range and perform their action. Rinse. Repeat. Now, the chasing unit just chases the target across the map and never performs the action beyond the initial contact. This isn't correct behavior. That only worked if the chasing unit was faster though, didn't it? I think the chasing might still not go through this 'in distance' check enough though, that's probably fixable in unitAI rather. Quote I don't think D1970 is "better" behavior than before (at least as described in the D). So, a female will flee to flee distance and then wait to be attacked again? Old behavior was that they would flee as long as the enemy unit was chasing it which seemed to make more sense. That would be the new behaviour. It's similar to AoE2 - makes it a bit more micro-managey, but it reduces the issue you describe below. Quote Units didn't chase across the map because they were performing their attack whenever they chased to within attack range. Sure, the attacker moved, stopped to attack, moved again, stopped to attack, and looked funny. This worked more or less as it should have though, if a bit clunkily. I guess I see that as _very_ clunky, not "a bit". Quote (I would prefer a "Move-Attack" state where units can attack or capture while chasing, which is the real comprehensive solution, but that may be out of scope of the changes you're trying to make). Very out of scope. We need far better animation support to really make this work. Edit: we could do it for riders with turretts, but for infantry... It could mean making the top-part of the unit a turret of the legs, right now... Which is at best weird. Quote Question. No judgment, just curious. Do you play the game? That would certainly give you insight into the unit behavior. Your comments seem to indicate that you don't play the game, or else you would have been familiar with the old behavior. I haven't really played a proper game in forever - never really did to be honest. I used to just watch the AI play. I regularly do test runs, but given that I'm very rarely on clean svn, I don't really have a great feeling for svn behaviour. On this topic, I would have described it as you do, but since I did have doubts I prefer to ask those that know better. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 15, 2019 Report Share Posted June 15, 2019 Wonderful, I had a detailed reply, but the forum lost it... Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 15, 2019 Report Share Posted June 15, 2019 (edited) 24 minutes ago, wraitii said: That only worked if the chasing unit was faster though, didn't it? If the target was faster, the chasing unit would stop chasing after the target left vision range. 24 minutes ago, wraitii said: I guess I see that as _very_ clunky, not "a bit". It's the behavior of units in Age of Mythology, which is probably why I accept it more readily than most. In either option, one or the other unit moves, stops, moves, and stops again ad infinitum until one dies or moves out of range. In the unit behavior of 0 A.D. circa 2 weeks ago, the attacker would move to range, stop to attack (which registers a hit), then chases back to within range again to attack again. It worked to prevent the infinite chase sequence and eventually resolved the chase. Your proposed behavior is that the target moves, stops to be attacked, moves, stops to be attacked, until dead or captured. Either way there's a whole bunch of moving, stopping, and moving again (clunkeriffic). So I guess it doesn't really matter. I just thought it would look weird for a fleeing woman or gazelle to just stop and wait to be attacked again unless the enemy had moved from vision range. lol 24 minutes ago, wraitii said: Very out of scope. We need far better animation support to really make this work. Edit: we could do it for riders with turretts, but for infantry... It could mean making the top-part of the unit a turret of the legs, right now... Which is at best weird. Does it really need turrets in order to work? It seems at most we need 4 new states (walk-attack, run-attack, walk-capture, run-capture) and 4 animations each for cavalry riders and infantry. But I don't have a programmer's understanding of this issue and could be super off-base. Edited June 15, 2019 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
wraitii Posted June 15, 2019 Report Share Posted June 15, 2019 Just now, wowgetoffyourcellphone said: If the target was faster, the chasing unit would stop chasing after the target left vision range. I meant equal speed - I don't see how the attacker could catch up then. Maybe that just didn't happen that often. Just now, wowgetoffyourcellphone said: It's the behavior of units in Age of Mythology, which is probably why I accept it more readily than most. In either option, one or the other unit moves, stops, moves, and stops again ad infinitum until one dies or moves out of range. In the unit behavior of 0 A.D. circa 2 weeks ago, the attacker would move to range, stop to attack (which registers a hit), then chases back to within range again to attack again. It worked to prevent the infinite chase sequence and eventually resolved the chase. Your proposed behavior is that the target moves, stops to be attacked, moves, stops to be attacked, until dead or captured. Either way there's a whole bunch of moving, stopping, and moving again (clunkeriffic). So I guess it doesn't really matter. I just thought it would look weird for a fleeing woman or gazelle to just stop and wait to be attacked again unless the enemy had moved from vision range. lol Well my change makes unit flee not so far away. I guess you're right that they're kind of equivalent overall. How well should our units flee is a good question. We could make women just go and garrison when they're attacked if we wanted to reduce micromanagements. Just now, wowgetoffyourcellphone said: Does it really need turrets in order to work? It seems at most we 4 new states (walk-attack, run-attack, walk-capture, run-capture) and 4 animations each for cavalry riders and infantry. On paper it works like that, but attack speed and walk speed would be synchronised (since we can only have one animation at a time). So that wouldn't look too good unless we were super careful :/ Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 15, 2019 Report Share Posted June 15, 2019 Just now, wraitii said: On paper it works like that, but attack speed and walk speed would be synchronised (since we can only have one animation at a time). So that wouldn't look too good unless we were super careful :/ I see what you mean now. Movement technologies, for example, would screw things up since the walk-attack animation would speed up with the walk speed statistic. Workaround? Maybe apply an inverse multiplier to the attack strength in such cases to that DPS stays the same. Just spitballing. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 15, 2019 Report Share Posted June 15, 2019 (edited) Quote I meant equal speed - I don't see how the attacker could catch up then. Maybe that just didn't happen that often. You're right, that is an edge case. In that instance you'd micro another unit to flank or ambush the target, or break off the attacker to attack something else. But that was understandable behavior and pretty rare. Edited June 15, 2019 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
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