oksnoop2 / conflictterra

Automatically exported from code.google.com/p/conflictterra
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Meteor mining bugs #295

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
first off, I noticed sometimes the range of the mining drill goes far beyond 
the actual meteor... mining other meteors behind it... (far away meteors)...

secondly, I noticed the miners get really confused when mining a big meteor... 
they just lose it some times, standing there, trying to mine it but not doing 
it.

P.S.
I don't know if you liked your old designs, but I will be honest an tell you I 
LOVE the new ones.
this rocks, it's the most epic CT game I've had since... since... a long time. 
:'D

Original issue reported on code.google.com by elisanti...@gmail.com on 25 Feb 2012 at 6:27

Attachments:

GoogleCodeExporter commented 9 years ago
oh yeah, it's a replay

Original comment by elisanti...@gmail.com on 25 Feb 2012 at 6:28

GoogleCodeExporter commented 9 years ago
Yes I've noticed the hang up on large meteors too.  I'm not sure what is 
causing this, I will see if I can figure it out sometime.

I've also noticed the accidental mining of far away units too.  I think I know 
how to fix this.  I think it's because of the somewhat stupid way the miners 
are set up to "attack" (aka mine) the rocks.  I'll try to fix that too.

Thanks for giving me input lowdive!  And thanks for the compliments on models.  
What version of spring does that replay use?

Original comment by sanadauj...@gmail.com on 25 Feb 2012 at 9:30

GoogleCodeExporter commented 9 years ago
Lowdive, that was one of the coolest CT replays I've ever seen.  Great job man! 
 I thought you were a goner as the Drones were slamming into you!

You make me want to keep working on CT man!

Original comment by sanadauj...@gmail.com on 25 Feb 2012 at 10:12

GoogleCodeExporter commented 9 years ago
And your work on CT makes me want to play more man!
Now there's a nice vicious circle, XD.

I didn't get the "what version of spring does that replay use?" is there any 
other version than .85 that I'm not aware of? o.O?

Original comment by elisanti...@gmail.com on 26 Feb 2012 at 1:47

GoogleCodeExporter commented 9 years ago
Oooh, I meant to say CT, sorry!  It was late when I wrote that.  I figured out 
which version anyways, so no worries.

Original comment by sanadauj...@gmail.com on 26 Feb 2012 at 6:05

GoogleCodeExporter commented 9 years ago
I believe I fixed the issues with the big meteors.  Made the bminer now attack
via one central flare instead of the two side flares.  Raised the centers of the
impacted meteors so now the miners are aiming up instead of down.  Also
increased the mining range from 90 to 100.  Thanks Lowdive for pointing this bug
out!

I'll leave this issue open for now, if you notice the problem still let me 
know, and we'll try to figure it out!

Original comment by sanadauj...@gmail.com on 26 Feb 2012 at 7:37

GoogleCodeExporter commented 9 years ago
replycomment5- Ohhh! my bad then... I was naive to post that little detail...

replycomment6- I will try out the changes and let you know of anything 
noteworthy.

Original comment by elisanti...@gmail.com on 26 Feb 2012 at 2:51

GoogleCodeExporter commented 9 years ago
I tested out version 1597, and the mining definitely seems improved, however I 
still noticed some stuck miners and I think I'm starting to detect a pattern... 
they get stuck whenever there's two rocks at the same place.

Original comment by elisanti...@gmail.com on 27 Feb 2012 at 1:47

Attachments:

GoogleCodeExporter commented 9 years ago
Hmm, good observation.  This is actually a little tricky to reproduce 
artificially (by spawning a bunch of rocks and miners and watching) so I think 
I will try to play a few normal games to see if I can get this to occur.

Honestly though I'm not entirely sure what it could be.  I feel like the old 
bminer didn't really have this problem...

Original comment by sanadauj...@gmail.com on 27 Feb 2012 at 6:13

GoogleCodeExporter commented 9 years ago
I noticed in the upcoming changes to Spring 0.86 there are some (supposedly) 
big improvements to pathfinding, so maybe this will fix this?  I honestly feel 
like it stems from pathing problems, they clump together and shut down.  The 
fact that mining uses a lot of MoveControl probably makes this even worse 
(supposedly this is going to be fixed too)

So I guess for now, unless anything else comes up, we should wait for 0.86 and 
see if it helps.

Original comment by sanadauj...@gmail.com on 1 Mar 2012 at 12:38