1st Bug In 1.04
Imp3
Join Date: 2003-01-22 Member: 12588Members
<div class="IPBDescription">Siege don't shoot</div> Okay, let me explain.
The Siege won't shot any structure when an Observatory is nearby. If an Observatory nearby the structure must be scanned.
If there's no Observatory the Siege can shot, when a Marine sees the Structure. I hope it gets clear what I mean because my English is very newbish :-)
Here 2 Demos of it:
<a href='http://Imp3.foronlinegames.com/siege.zip' target='_blank'>http://Imp3.foronlinegames.com/siege.zip</a>
hope the link works, if not just copy & paste it in ur browser.
edit: this freehosts suck! ok the link doesn't work 'cause I got no normal webspace atm. hope u can reconstruct the Bug so it gets clear
The Siege won't shot any structure when an Observatory is nearby. If an Observatory nearby the structure must be scanned.
If there's no Observatory the Siege can shot, when a Marine sees the Structure. I hope it gets clear what I mean because my English is very newbish :-)
Here 2 Demos of it:
<a href='http://Imp3.foronlinegames.com/siege.zip' target='_blank'>http://Imp3.foronlinegames.com/siege.zip</a>
hope the link works, if not just copy & paste it in ur browser.
edit: this freehosts suck! ok the link doesn't work 'cause I got no normal webspace atm. hope u can reconstruct the Bug so it gets clear
Comments
I really don't think it's a feature, why should it be like that? And why isn't it in the Changelog when it's a feature?
From changelog.
So if an Observatory is nearby the Siege, the Siege won't shot at the structure when a Marine sees it.
so following Situation:
1 Def chamber and 1 Marine behind a wall
1 Siege and an Observatory on the other side
Siege won't shoot. Now Commander recycles Observatory and THEN Siege shoots 'cause of the Marines sight. to get it clear I would say the Observatory blocks the Marines sight.
edit: wish I could upload the Demos anywhere so u could see what I mean. I've really read and understand the changelog
My second reaction (on actually reading): Woah! New bug!
Good job, man <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
B.You must spot for siege
C.Siege turrets ***rotate***
As an extension of C, yes sieges do rotate, and if you don't have the hive spotted AND within range at the exact time the siege cannon rotates in the direction of it, it will continue to rotate around the 360 degrees again before it gets another chance to shoot
As for the vestibule I don't believe thats ever been within siege range . . . . offense towers and such that are blocking the way to it, yes but not the actual hive itself
B.You must spot for siege
C.Siege turrets ***rotate***
As an extension of C, yes sieges do rotate, and if you don't have the hive spotted AND within range at the exact time the siege cannon rotates in the direction of it, it will continue to rotate around the 360 degrees again before it gets another chance to shoot
As for the vestibule I don't believe thats ever been within siege range . . . . offense towers and such that are blocking the way to it, yes but not the actual hive itself<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I dont know if this is a bug or what, but sometimes sieges rotates slow like you said, but sometimes they turn 180 degrees very fast when they are builded
trust me they were both in range. how can just above the elevator in caged/vent not be in range?
in the vesibule case, you're thinking of the FAR vestibule. the one i was refering to was 1 wall away from the hive (you climb ladder out of hive, climb ladder down, you see siege next to wall there).
1st case he need to scan everything around his base.
or 2nd case he need to recycle his observatory and a Marine must see the target. After that he can rebuild the Observatory.
I postet this Bug in the Bugs forum, but it doesn't appear there <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> I dunno why!
No, I got it first time, your english is fine. Just too many people only seeing what they want to see ("OMG another n00b who complains about siege not firing"). Nicely found out, I am sure it's puzzling some comms around the servers when they try to remove chambers spam from outside their base.
No, I got it first time, your english is fine. Just too many people only seeing what they want to see ("OMG another n00b who complains about siege not firing"). Nicely found out, I am sure it's puzzling some comms around the servers when they try to remove chambers spam from outside their base.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Actually, in the initial post he doesn't say that a marine was looking at the alien structure when the siege wouldn't shoot. However, he does clear it up in his third post. So, I don't see how you could have got it the first time. The people "seeing what they want to see" were actually seeing what was there in the first post.
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
What does it mean "observ. near siege"? How near? 2 meters? in visual sight from each other?
Is there a way to put the observ. so the bug won't happen?
I think this bug is a major problem because if a commander can't trust his own base secured, what else can he trust?
I think that the "near" is probably the Minimum siege range, where it can't hit itself.
So if you build the observ. further, the bug won't happen. Any one knows the answer? Flayra?
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Yep, you're right here on everything except 1.1 being a few months away. It will likely be a bit sooner then that. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ummm, the mods are not doing their jobs then. I've seen many bugs double-posted or more. (No offence mods, but you need to search too. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->)
I've never seen this bug before, but it will be helpful for my commanders to know.
1st case he need to scan everything around his base.
or 2nd case he need to recycle his observatory and a Marine must see the target. After that he can rebuild the Observatory.
I postet this Bug in the Bugs forum, but it doesn't appear there <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> I dunno why!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
just because an observatory is built near the siege cannon does not mean it will automatically fire at any structures nearby. you still need to scan and/or have marines sight the enemy structures.
1st case he need to scan everything around his base.
or 2nd case he need to recycle his observatory and a Marine must see the target. After that he can rebuild the Observatory.
I postet this Bug in the Bugs forum, but it doesn't appear there <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> I dunno why!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
just because an observatory is built near the siege cannon does not mean it will automatically fire at any structures nearby. you still need to scan and/or have marines sight the enemy structures.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You misunderstand what he's saying. What he's saying is that if a siege target (chamber or whatever) is near an observatory, then the siege will ONLY fire when the commander scans the target, and NOT when a marine sees it.
If, however, the target is not nearby an observatory, then the siege will fire when EITHER the comm scans it OR a marine sees it.
In essence: If target near observatory, marine sight targetting no work.
Edit: on re-re-reading, I think the problem is when the observatory is near the siege, not the target. Possibly either way. In any event, the issue is still with marine sight siege targetting not working.
B.You must spot for siege
C.Siege turrets ***rotate***
As an extension of C, yes sieges do rotate, and if you don't have the hive spotted AND within range at the exact time the siege cannon rotates in the direction of it, it will continue to rotate around the 360 degrees again before it gets another chance to shoot<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Actually this is not true. I believe thats how it worked in the betas, but not anymore. I had 3 siege in the red room on ns_nothing. All 3 of the siege had just past up viaduct hive when i scanned it. The sieges started turning the opposite direction and starting firing on the hive. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Well, that worked well <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Too some extent its probably futile to try and keep things like the skin hack secret. But I can see that every effort should be taken to at least slow the spread of the information.
Meh, I cannot really see this being v. explotable - especially if commanders know about it.
Of course, I have sort of assumed that I've heard about all the exploitables bugs... and that the system hasn't worked. Oh well.
<img src='http://tempest.sc/dan/ns20/siege1a.jpg' border='0' alt='user posted image'>
<img src='http://tempest.sc/dan/ns20/siege2a.jpg' border='0' alt='user posted image'>
this was on a linux server, btw
-d$
- The siege won't fire until the commander scan the structure if this structure is in the <b>observatory's range</b>.
- It happens even if the observatory isn't build.
- If the siege see itselfs an alien structure it will shoot (this explain screenshots just above).