Forged Alliance Forever Forged Alliance Forever Forums 2016-01-18T21:13:33+02:00 /feed.php?f=3&t=10287 2016-01-18T21:13:33+02:00 2016-01-18T21:13:33+02:00 /viewtopic.php?t=10287&p=117952#p117952 <![CDATA[Re: T2,T3,T4 Artillery Glitches]]> Statistics: Posted by IceDreamer — 18 Jan 2016, 21:13


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2015-07-15T14:53:33+02:00 2015-07-15T14:53:33+02:00 /viewtopic.php?t=10287&p=104406#p104406 <![CDATA[Re: T2,T3,T4 Artillery Glitches]]>
The problem seems to occur only when power stalling (so I can't use a paragon to generate the effect). Once begun, it lasts for a little while (I clocked it once at 12 seconds, don't know if this is consistent though), apparently irrespective of the power stall being fixed. I.e., power could afterward be maxed and with a surplus, while the artillery will continue to drain energy.

It is a pain to demonstrate in Sandbox mode; I'd recommend looking at the replay. If you'd like to see it first hand:

(1) Alt+F2 some mass storages, mass extractors, T3 pgens and a single energy storage.
(2) Upgrade your ACU to T3 and wait until your mass exceeds that necessary for constructing the artillery.
(3) Destroy the extractors and pgens. Your power income should now be only the 20 from your ACU.
(4) Construct the T2 artillery using your engineering-upgraded ACU. You can put the speed up very high and/or reclaim with your engineers, but to be certain it will occur do not build pgens.
(5) When it nears completion, stop all reclaiming and slow down your game speed.
(6) Look at your power cost after completion and for a short while after; it should cycle from ~140 to ~120, ~100, ~80, ~60, ~40, down to around 20-30, at which point it jumps back to ~140.

Although demonstrating this glitch is very complicated, this does not mean the problem is obscure or minor. I don't know the exact conditions for it to occur, but it is certainly far broader in scope than the detailed procedure above would suggest. The procedure is just a reliable way to generate the error and get some kind of idea as to its possible cause.

Statistics: Posted by Swaygin — 15 Jul 2015, 14:53


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2015-07-15T11:48:40+02:00 2015-07-15T11:48:40+02:00 /viewtopic.php?t=10287&p=104389#p104389 <![CDATA[Re: T2,T3,T4 Artillery Glitches]]> Statistics: Posted by Zock — 15 Jul 2015, 11:48


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2015-07-15T07:07:55+02:00 2015-07-15T07:07:55+02:00 /viewtopic.php?t=10287&p=104377#p104377 <![CDATA[Re: T2,T3,T4 Artillery Glitches]]>
There is another problem unfortunately. T3 Artillery will consume power after it has been constructed but without having been shot (4k for UEF, 4250 for Aeon, which I believe are the energy costs for firing).

A 10-second way to verify this is to play a sandbox game and use Alt+F2 to create a heavy artillery. You will see that there is a significant energy deficit approximate to the amounts above.

The only way to remove this cost, that I've found, is by ceasing to run an energy deficit.

Afaik, this problem only occurs when there is a power stall at the time of completion, but this alone isn't sufficient.

It is very peculiar behavior; the actual resource cost (in the upper left) continuously decreases from ~4k to almost nothing, but then shoots back up to 4k. I have only "fixed" this by building power. I can't narrow down the exact conditions, but in experimenting this has occurred "naturally" with T2 artillery (Aeon's, the Miasma) as well.

I've attached a replay demonstrating some of these things and the game.log. I immediately demonstrate the effect using Alt+F2, but my comments are disorganized as I don't fully understand the exact conditions for which the other cases occur when construction is "natural."

Also, I'd like to say thanks to all you guys for improving upon this already-amazing game, which for some reason I've only recently discovered. I wish I could help with coding, but I have no idea how to do anything besides VBA for Excel and Maple :(

Statistics: Posted by Swaygin — 15 Jul 2015, 07:07


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2015-07-14T17:04:26+02:00 2015-07-14T17:04:26+02:00 /viewtopic.php?t=10287&p=104285#p104285 <![CDATA[Re: T2,T3,T4 Artillery Glitches]]>
I'll probably take a look later tonight at what's driving that system to see what might be going on.

Statistics: Posted by CodingSquirrel — 14 Jul 2015, 17:04


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2015-07-14T16:58:47+02:00 2015-07-14T16:58:47+02:00 /viewtopic.php?t=10287&p=104284#p104284 <![CDATA[Re: T2,T3,T4 Artillery Glitches]]> Perhaps a regression from https://github.com/FAForever/fa/commit/ ... 067d2aa0e6

Statistics: Posted by ckitching — 14 Jul 2015, 16:58


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2015-07-14T16:51:21+02:00 2015-07-14T16:51:21+02:00 /viewtopic.php?t=10287&p=104281#p104281 <![CDATA[Re: T2,T3,T4 Artillery Glitches]]>
I have commented throughout this replay, which I made specifically to illustrate these issues. I would be surprised if they could not be replicated.

If the game.log file is required I can make another replay, but I'd prefer not to if possible.

Statistics: Posted by Swaygin — 14 Jul 2015, 16:51


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2015-07-14T07:13:31+02:00 2015-07-14T07:13:31+02:00 /viewtopic.php?t=10287&p=104246#p104246 <![CDATA[Re: T2,T3,T4 Artillery Glitches]]> replay.log is the log of the last replay you watched

so post game.log

Statistics: Posted by nine2 — 14 Jul 2015, 07:13


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2015-07-14T06:47:05+02:00 2015-07-14T06:47:05+02:00 /viewtopic.php?t=10287&p=104245#p104245 <![CDATA[T2,T3,T4 Artillery Glitches]]>
Note: All mods were indeed disabled.

First please let me say that the artillery changes are awesome. Personally, I've found that there were some problems with not firing, and even with these fixed, artillery required far too much attention.

The particular change I'm referring to is queued attack orders at points on the map (but not units). If I've queued up attacks on 4 different points, for example, all artilleries will now fire 3 shots at a target and then move on to the next.

All of the issues I'll refer to occur only for the 3rd, final shot. There may be issues in general, but I haven't noticed any in my limited experiments.

For T2 artillery, there seems to be a problem only with Seraphim, the Zthuthaam. The third shot is consistently skewed in the direction of the next target. I believe the turret is moving too quickly, causing it to fire when already beginning to move on to the next target.

For the UEF T3 artillery, the Duke, and the Cybran T3 artillery, the Disruptor, the third shot is consistently at maximum range, irrespective of the distance of the targets.

For the Mavor and Salvation, the third shot travels a ridiculous distance, and likely well beyond the edge of even the largest maps. I believe this problem is the same as that for the Duke, i.e. the third shot travels at maximum possible range (which, for the Mavor, is technically limited to 4000)

The Aeon T3 artillery, the Emissary, appears to have the same problem as the Zthuthaam, i.e. the third shot is skewed. Additionally, the third shot is often far, far short of the target (i.e., well beyond the designed variation in accuracy). The Seraphim T3 artillery suffers from this range glitch as well, although it sometimes significantly exceeds the target.

For all artillery, however, I haven't noticed any problems when it is attacking a single point.

Statistics: Posted by Swaygin — 14 Jul 2015, 06:47


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