Author Topic: Teleporting units  (Read 7666 times)

Offline Mayjori

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Teleporting units
« on: August 21, 2011, 10:34:18 pm »
Are the AI teleporting units suppose to be able to teleport through forcefields? Cause I've been builing Mark 3 Force fields over the wormhole to my Homebase and they are somehow getting through, yet nothing says they are immune.... bug or no? (seen this with tele raider and tele battlestations).

Edit:

On that note, is there any way to counter the teleporting besides the mark 3 logistic?

Bug link: http://www.arcengames.com/mantisbt/view.php?id=3767
« Last Edit: August 23, 2011, 02:39:56 am by Mayjori »

Offline Gallant Dragon

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Re: Teleporting units
« Reply #1 on: August 21, 2011, 10:50:25 pm »
You have to build the forcefield on the other side of the forcefield to stop stuff.  If you build it on your side the AI ships just end up sliding out from under it.  :(
It's just carriers all the way down!

Offline Mayjori

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Re: Teleporting units
« Reply #2 on: August 21, 2011, 10:55:08 pm »
You have to build the forcefield on the other side of the forcefield to stop stuff.  If you build it on your side the AI ships just end up sliding out from under it.  :(

i know, i did. thats why I'm so bloody irritated that somehow the teleporters are getting through....

Offline keith.lamothe

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Re: Teleporting units
« Reply #3 on: August 22, 2011, 08:14:14 am »
It sounds like a bug.  Someone else mentioned it recently but I don't see a report in mantis.  If you can create a mantis report with a save which allows me to quickly reproduce the problem you're facing, I can take a look.
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Offline Mayjori

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Re: Teleporting units
« Reply #4 on: August 22, 2011, 09:31:39 am »
hrmm, k ill attach a save, but will have to wait for them to come do it ;).

Offline keith.lamothe

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Re: Teleporting units
« Reply #5 on: August 22, 2011, 09:41:18 am »
I suggest frequent autosaves, wait until it happens, and attach the autosave before that ;)
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Offline BobTheJanitor

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Re: Teleporting units
« Reply #6 on: August 22, 2011, 11:33:42 am »
I've definitely seen this exact scenario with teleporters using wormholes they shouldn't be able to get to (but of course I don't have a save, so I'm not being helpful). I'm pretty sure I recall one game seeing teleporters come out of a wormhole, teleport over to inside my FF, zap my command station, and THEN 'realize' that they were on the wrong side of an FF and get pushed out to the edge. It's like the check for 'can I teleport here' is happening before the check for 'is there a force field'. (Don't you love people who have no clue about coding trying to talk about coding?)

Offline Mayjori

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Re: Teleporting units
« Reply #7 on: August 22, 2011, 03:13:21 pm »
will do that next time it happens, though since my spire and AI level escalations they tend to send bloody annoying raider starships (which arent affected by slowing turrets.... OP :( )

Offline keith.lamothe

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Re: Teleporting units
« Reply #8 on: August 22, 2011, 03:14:58 pm »
will do that next time it happens, though since my spire and AI level escalations they tend to send bloody annoying raider starships (which arent affected by slowing turrets.... OP :( )
They're sure affected by sniper turrets ;)
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Offline Mayjori

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Re: Teleporting units
« Reply #9 on: August 22, 2011, 03:18:51 pm »
ooh, thanks for that ;).

is it intentional that they arent affected by the slowing turrets? cause the tool tip says nothing about it any resistance/immunity.

Offline keith.lamothe

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Re: Teleporting units
« Reply #10 on: August 22, 2011, 03:27:11 pm »
ooh, thanks for that ;).
Sure :)  If you're ever having a hard time with a particular unit you can use the reference tab of the stats window to see what you have that kills it the fastest.

Quote
is it intentional that they arent affected by the slowing turrets? cause the tool tip says nothing about it any resistance/immunity.
Just checked the code to be sure, and Raid Starships don't have an inherent immunity to gravity, or else it would be noted in their tooltip immunities section.  But ships under coordination (i.e. being led in an exogalactic strike force of some kind) will always travel at least 5 speed faster than their lead ship unless they've received direct engine damage.  That's to avoid a variety of ways in which those strikeforces would become horribly incoherent or be cheesed by the player (it's also an intentional counter to grav-heavy defenses).  Once the lead ship goes down that bonus goes away, though.
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Offline Mayjori

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Re: Teleporting units
« Reply #11 on: August 22, 2011, 03:41:27 pm »
ooh, thanks for that ;).
Sure :)  If you're ever having a hard time with a particular unit you can use the reference tab of the stats window to see what you have that kills it the fastest.

Quote
is it intentional that they arent affected by the slowing turrets? cause the tool tip says nothing about it any resistance/immunity.
Just checked the code to be sure, and Raid Starships don't have an inherent immunity to gravity, or else it would be noted in their tooltip immunities section.  But ships under coordination (i.e. being led in an exogalactic strike force of some kind) will always travel at least 5 speed faster than their lead ship unless they've received direct engine damage.  That's to avoid a variety of ways in which those strikeforces would become horribly incoherent or be cheesed by the player (it's also an intentional counter to grav-heavy defenses).  Once the lead ship goes down that bonus goes away, though.

been using the reference screen, it said that bombers and fighters kill them quickest, so I've got a bunch sitting in each of my two home systems.

speaking of which, need to make it so i we can alt right click on an enemy unit and choose reference, cause its somewhat irritating to have to scroll through the bloody list ;).

define lead ship and how to spot one please? And is that bonus suppose to only be while they are on the same planet as the lead ship, or any planet?
« Last Edit: August 22, 2011, 03:43:17 pm by Mayjori »

Offline zebramatt

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Re: Teleporting units
« Reply #12 on: August 22, 2011, 04:56:04 pm »
ooh, thanks for that ;).
Sure :)  If you're ever having a hard time with a particular unit you can use the reference tab of the stats window to see what you have that kills it the fastest.

Quote
is it intentional that they arent affected by the slowing turrets? cause the tool tip says nothing about it any resistance/immunity.
Just checked the code to be sure, and Raid Starships don't have an inherent immunity to gravity, or else it would be noted in their tooltip immunities section.  But ships under coordination (i.e. being led in an exogalactic strike force of some kind) will always travel at least 5 speed faster than their lead ship unless they've received direct engine damage.  That's to avoid a variety of ways in which those strikeforces would become horribly incoherent or be cheesed by the player (it's also an intentional counter to grav-heavy defenses).  Once the lead ship goes down that bonus goes away, though.
speaking of which, need to make it so i we can alt right click on an enemy unit and choose reference, cause its somewhat irritating to have to scroll through the bloody list ;).

That sounds like a Mantis request if ever I heard one!  :)

Offline Mayjori

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Re: Teleporting units
« Reply #13 on: August 22, 2011, 05:13:06 pm »
ooh, thanks for that ;).
Sure :)  If you're ever having a hard time with a particular unit you can use the reference tab of the stats window to see what you have that kills it the fastest.

Quote
is it intentional that they arent affected by the slowing turrets? cause the tool tip says nothing about it any resistance/immunity.
Just checked the code to be sure, and Raid Starships don't have an inherent immunity to gravity, or else it would be noted in their tooltip immunities section.  But ships under coordination (i.e. being led in an exogalactic strike force of some kind) will always travel at least 5 speed faster than their lead ship unless they've received direct engine damage.  That's to avoid a variety of ways in which those strikeforces would become horribly incoherent or be cheesed by the player (it's also an intentional counter to grav-heavy defenses).  Once the lead ship goes down that bonus goes away, though.
speaking of which, need to make it so i we can alt right click on an enemy unit and choose reference, cause its somewhat irritating to have to scroll through the bloody list ;).

That sounds like a Mantis request if ever I heard one!  :)

it was kind of a round about way of asking if there is a way already i was overlooking :P. Its added now though.

Offline BobTheJanitor

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Re: Teleporting units
« Reply #14 on: August 22, 2011, 05:16:34 pm »
it was kind of a round about way of asking if there is a way already i was overlooking :P. Its added now though.

Gotta remember to link those awesome requests, so you can get people to vote them up. (I voted it up)