Forged Alliance Forever Forged Alliance Forever Forums 2015-12-05T04:14:03+02:00 /feed.php?f=2&t=11222 2015-12-05T04:14:03+02:00 2015-12-05T04:14:03+02:00 /viewtopic.php?t=11222&p=115209#p115209 <![CDATA[Re: please explain this pathfinding to me]]>
FunkOff wrote:
ZLO_RD wrote:
Morax wrote:Personally, I've noticed that air unit logic has gone very downhill. I've had to babysit inties and bombers more than ever while in the past I could queue up attack routes with a bomber rather "hoverbomb" and pay attention elsewhere.

Now these days the bomber may just stop and protest its salary rate. This usually happens VERY early on in the game and makes little to no sense to me.

are you really sure about it? maybe you just learned that air units perform much better when you controll them manually?

Something similar happened to me the other day. I queued up a few attack orders on my early strat, and after it dropped the first bomb, it just stood there waiting to be killed, I intervened as soon as I noticed it but it was very annoying.

Not to mention the move orders that magically disappear when they are too close to the edge of the map.

This happens because of a script I wrote to defeat off-mapping. The script does this:

It draws a frame around the map at the start of the game. Every few seconds, it checks for human player air units. If if finds one, it asks the unit if it presently has a target. If the unit has no target, the script finds the nearest location inside the map and ord

There is a small delay on this script so momentary travels off map, and normal drifting from gunships and bombers, should not be impacted.


That also explains why my bomber decided to take a nap next to my enemy's base instead of killing it. How much does the delay long? Could you consider either increasing it, or checking whether the units have move orders as well?

Statistics: Posted by angus000 — 05 Dec 2015, 04:14


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2015-12-04T22:19:31+02:00 2015-12-04T22:19:31+02:00 /viewtopic.php?t=11222&p=115197#p115197 <![CDATA[Re: please explain this pathfinding to me]]>
angus000 wrote:
ZLO_RD wrote:
Morax wrote:Personally, I've noticed that air unit logic has gone very downhill. I've had to babysit inties and bombers more than ever while in the past I could queue up attack routes with a bomber rather "hoverbomb" and pay attention elsewhere.

Now these days the bomber may just stop and protest its salary rate. This usually happens VERY early on in the game and makes little to no sense to me.

are you really sure about it? maybe you just learned that air units perform much better when you controll them manually?

Something similar happened to me the other day. I queued up a few attack orders on my early strat, and after it dropped the first bomb, it just stood there waiting to be killed, I intervened as soon as I noticed it but it was very annoying.

Not to mention the move orders that magically disappear when they are too close to the edge of the map.


This happens because of a script I wrote to defeat off-mapping. The script does this:

It draws a frame around the map at the start of the game. Every few seconds, it checks for human player air units. If if finds one, it asks the unit if it presently has a target. If the unit has no target, the script finds the nearest location inside the map and orders the air unit to go there, deleting all previous orders the air unit had.

There is a small delay on this script so momentary travels off map, and normal drifting from gunships and bombers, should not be impacted.

Statistics: Posted by FunkOff — 04 Dec 2015, 22:19


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2015-12-04T20:49:41+02:00 2015-12-04T20:49:41+02:00 /viewtopic.php?t=11222&p=115192#p115192 <![CDATA[Re: please explain this pathfinding to me]]>
angus000 wrote:
Not to mention the move orders that magically disappear when they are too close to the edge of the map.


That is the single most god damn annoying thing that has ever happened to a human. Some of my pilots even decide to leave the map and cross over to a parallel universe rather than be issued orders by me. Jackasses. Hope it's crap for them there.

Statistics: Posted by Rudolph'sRedNose — 04 Dec 2015, 20:49


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2015-12-04T20:08:25+02:00 2015-12-04T20:08:25+02:00 /viewtopic.php?t=11222&p=115189#p115189 <![CDATA[Re: please explain this pathfinding to me]]>
ZLO_RD wrote:
Morax wrote:Personally, I've noticed that air unit logic has gone very downhill. I've had to babysit inties and bombers more than ever while in the past I could queue up attack routes with a bomber rather "hoverbomb" and pay attention elsewhere.

Now these days the bomber may just stop and protest its salary rate. This usually happens VERY early on in the game and makes little to no sense to me.

are you really sure about it? maybe you just learned that air units perform much better when you controll them manually?

Something similar happened to me the other day. I queued up a few attack orders on my early strat, and after it dropped the first bomb, it just stood there waiting to be killed, I intervened as soon as I noticed it but it was very annoying.

Not to mention the move orders that magically disappear when they are too close to the edge of the map.

Statistics: Posted by angus000 — 04 Dec 2015, 20:08


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2015-12-04T20:02:55+02:00 2015-12-04T20:02:55+02:00 /viewtopic.php?t=11222&p=115187#p115187 <![CDATA[Re: please explain this pathfinding to me]]>
Morax wrote:
As far as transports no being tracked, that's something in the game where it doesn't make sense, but it definitely would require way too much apm to track with vision. The solution is to send an air escort or clear out a landing zone with inties before sending a lone transport.

Hooray air scouts!

Statistics: Posted by Mad`Mozart — 04 Dec 2015, 20:02


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2015-12-04T19:14:36+02:00 2015-12-04T19:14:36+02:00 /viewtopic.php?t=11222&p=115185#p115185 <![CDATA[Re: please explain this pathfinding to me]]>
Morax wrote:
Personally, I've noticed that air unit logic has gone very downhill. I've had to babysit inties and bombers more than ever while in the past I could queue up attack routes with a bomber rather "hoverbomb" and pay attention elsewhere.

Now these days the bomber may just stop and protest its salary rate. This usually happens VERY early on in the game and makes little to no sense to me.

are you really sure about it? maybe you just learned that air units perform much better when you controll them manually?

Statistics: Posted by ZLO_RD — 04 Dec 2015, 19:14


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2015-12-04T18:51:03+02:00 2015-12-04T18:51:03+02:00 /viewtopic.php?t=11222&p=115183#p115183 <![CDATA[Re: please explain this pathfinding to me]]>
Now these days the bomber may just stop and protest its salary rate. This usually happens VERY early on in the game and makes little to no sense to me.

As far as transports no being tracked, that's something in the game where it doesn't make sense, but it definitely would require way too much apm to track with vision. The solution is to send an air escort or clear out a landing zone with inties before sending a lone transport.

Statistics: Posted by Morax — 04 Dec 2015, 18:51


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2015-12-04T18:22:12+02:00 2015-12-04T18:22:12+02:00 /viewtopic.php?t=11222&p=115180#p115180 <![CDATA[Re: please explain this pathfinding to me]]>
Downlord wrote:
IMO, the attack command should be cancelled anyway as soon as the transport is out of radar coverage. It makes no sense that the inties know where to go.


That seems like a simple way to make things more consistent across games and I think it would be better than it is now.

However, this would be a pretty big change and will allow a lot of interesting micro.

Statistics: Posted by SeraphimLeftNut — 04 Dec 2015, 18:22


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2015-12-04T16:29:20+02:00 2015-12-04T16:29:20+02:00 /viewtopic.php?t=11222&p=115177#p115177 <![CDATA[Re: please explain this pathfinding to me]]>
I agree that you can abuse this current tracking behavior to track teleporting acu or track any unit or kill cloaked unit( acu mole selen) if it was not cloaked for a second, target stealth field in enemy army after scouting it once, target bomber and know it approximate position by watching where your t1 aa goes, tatget bomber with aa so when it fly out of vision range pd will still shoot and TON of other abuses that everyone use...

Statistics: Posted by ZLO_RD — 04 Dec 2015, 16:29


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2015-12-04T16:18:51+02:00 2015-12-04T16:18:51+02:00 /viewtopic.php?t=11222&p=115175#p115175 <![CDATA[Re: please explain this pathfinding to me]]> Statistics: Posted by Downlord — 04 Dec 2015, 16:18


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2015-12-04T13:43:12+02:00 2015-12-04T13:43:12+02:00 /viewtopic.php?t=11222&p=115166#p115166 <![CDATA[Re: please explain this pathfinding to me]]>
SeraphimLeftNut wrote:
Maybe you could watch the video in the op and let me know what you think.

Intie with 1 kill behaved normal
Intie with 0 kills decided to slow down when transport was dropping

Whatever was reason, i can't think of an explanation why only one intie desided to derp a little

Edit, i am from mobile atm, maybe you can check if you clicked attack on trans itself or on engy inside of it...

Statistics: Posted by ZLO_RD — 04 Dec 2015, 13:43


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2015-12-04T11:59:38+02:00 2015-12-04T11:59:38+02:00 /viewtopic.php?t=11222&p=115160#p115160 <![CDATA[Re: please explain this pathfinding to me]]>
ZLO_RD wrote:
He wanted inties to wait a bit, so trans will be in the air and loaded.
He made a move order to the side and then attack order on trans. But it happened so that move order was too close to left intie so he desided that he already completed that command

Maybe you could watch the video in the op and let me know what you think.

For those that like to optimize their mouse cursor, check out the 3 commands.
ui_SelectTolerance (7) UI_CommandClickScale (1) cam_EntityBoxExpand (20)

Statistics: Posted by SeraphimLeftNut — 04 Dec 2015, 11:59


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2015-12-04T10:59:28+02:00 2015-12-04T10:59:28+02:00 /viewtopic.php?t=11222&p=115157#p115157 <![CDATA[Re: please explain this pathfinding to me]]> He made a move order to the side and then attack order on trans. But it happened so that move order was too close to left intie so he desided that he already completed that command

Statistics: Posted by ZLO_RD — 04 Dec 2015, 10:59


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2015-12-04T09:59:17+02:00 2015-12-04T09:59:17+02:00 /viewtopic.php?t=11222&p=115156#p115156 <![CDATA[Re: please explain this pathfinding to me]]>
SC-Account wrote:
Looks like it works exactly as it is supposed to do.. did I miss anything? What would you expect it to do instead?

They took a break before attacking.
Can you explain why you cancelled your initial attack order then replaced it with a move order followed by an attack order.
http://www.mediafire.com/watch/8bjdq4j7 ... dogler.mp4

Statistics: Posted by SeraphimLeftNut — 04 Dec 2015, 09:59


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2015-12-04T08:45:07+02:00 2015-12-04T08:45:07+02:00 /viewtopic.php?t=11222&p=115155#p115155 <![CDATA[Re: please explain this pathfinding to me]]> Statistics: Posted by SC-Account — 04 Dec 2015, 08:45


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