1st Bug In 1.04

Imp3Imp3 Join Date: 2003-01-22 Member: 12588Members
edited January 2003 in NS General Discussion
<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
«1

Comments

  • ZeroByteZeroByte Join Date: 2002-11-01 Member: 3057Members
    It's not a bug. It's a balancing feature.
  • Imp3Imp3 Join Date: 2003-01-22 Member: 12588Members
    hmm...Siege in base to prevent u from Gorgs which are off chambs spamming, won't shot at the offs, nice balance feature.

    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?
  • AphalAphal Join Date: 2002-11-15 Member: 8709Members
    <!--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-->- Siege cannon targets now must be sighted to be hit (in view of friendly player or scanned by commander) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    From changelog.
  • Imp3Imp3 Join Date: 2003-01-22 Member: 12588Members
    edited January 2003
    I think u don't get the point 'cause of my English.

    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
  • ShadowXORShadowXOR Join Date: 2002-11-27 Member: 10106Members
    Sounds like a bug. Sounds like it needs to be fixed.
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    My first reaction: RTFM.

    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-->
  • Imp3Imp3 Join Date: 2003-01-22 Member: 12588Members
    Sorry that my English is that bad in the first post, I'll post the Bug in the Bugs Forum now.
  • Big_Chief_Brown_BottomBig_Chief_Brown_Bottom Join Date: 2003-01-22 Member: 12584Members
    this isn't the only time i've seen malfunctioning sieges. last night i was playing ns_caged and we had 3 sieges beside the elevator to the vent hive. we scanned, we sent marine spotters, and still the seiges won't shoot. same thing happend while we were trying to siege the sewer hive. we built a siege in the vestibule and it wont' shoot. next we built one in the actual hive room and that one shot. that siege got eaten up fast however and suffice to say we were **** cause vent hive stayed up, fades appeared and we lost the game. i hope somebody looks into how this can be reproduced cause its a huge bug.
  • sic8sic8 Join Date: 2003-01-22 Member: 12592Members
    Brown, thats not a bug. The siege wont reach the hive in both cited locations.
  • GanjaGanja Join Date: 2002-11-26 Member: 10038Members
    A.Siege range is shorter
    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
  • PaqPaq Join Date: 2002-12-15 Member: 10876Members
    <!--QuoteBegin--Ganja+Jan 26 2003, 06:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ganja @ Jan 26 2003, 06:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->A.Siege range is shorter
    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
  • DaemonlaudDaemonlaud Join Date: 2002-12-30 Member: 11637Members
    Brown in both your examples I can confirm the siege is NOT in range in 104. It wasn't in 103 either in the vestible case.
  • Big_Chief_Brown_BottomBig_Chief_Brown_Bottom Join Date: 2003-01-22 Member: 12584Members
    <!--QuoteBegin--Daemonlaud+Jan 26 2003, 08:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Daemonlaud @ Jan 26 2003, 08:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Brown in both your examples I can confirm the siege is NOT in range in 104. It wasn't in 103 either in the vestible case.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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).
  • Imp3Imp3 Join Date: 2003-01-22 Member: 12588Members
    Hey the bug i found was not 'bout range etc. i found a real bug. When an Observ is nearby the Siege, it won't shot at a target (in range and sighted). Just test it yourself so base defending iss very expensive for the commander because:

    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!
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Nice find, Imp. (: It'll show up on the bug forum once a moderator has cleared it. They do that so that the moderators can (a) prevent bugs from being double-posted, and (b) catch seriously exploitative bugs (like the skinhack bug) and keep them from being broadcast to the whole community.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    Oooh, nice find Imp. I'll fix that for the next release.
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Imp3+Jan 26 2003, 08:59 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Imp3 @ Jan 26 2003, 08:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Sorry that my English is that bad in the first post, I'll post the Bug in the Bugs Forum now.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
  • Cry_HavocCry_Havoc Join Date: 2003-01-22 Member: 12593Members
    <!--QuoteBegin--Immacolata+Jan 26 2003, 11:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Immacolata @ Jan 26 2003, 11:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Imp3+Jan 26 2003, 08:59 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Imp3 @ Jan 26 2003, 08:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Sorry that my English is that bad in the first post, I'll post the Bug in the Bugs Forum now.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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-->
  • LowClimaxLowClimax Join Date: 2002-12-04 Member: 10461Members
    If this bug is going to stay until 1.1 (which probably will take a long time) then we all need to know more about it:
    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?
  • Computer_AddictComputer_Addict Join Date: 2003-01-13 Member: 12243Members
    Yeah i too have a probelm with the alien structures in the range of an obervatory not being hit. Attached is a image that kinda proves my point. Notice the Obervatory In the Resource.
  • LowClimaxLowClimax Join Date: 2002-12-04 Member: 10461Members
    LOL that looks so stupid..
    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?
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    edited January 2003
    1.1 isnt as far off as it seems, it wont even be a few months according to Flayra <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    <!--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-->
  • UnknownUnknown Join Date: 2002-06-12 Member: 759Members
    <!--QuoteBegin--coil+Jan 26 2003, 02:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Jan 26 2003, 02:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->(a) prevent bugs from being double-posted<!--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.
  • wfbberzerkerwfbberzerker Join Date: 2003-01-26 Member: 12778Members
    <!--QuoteBegin--Imp3+Jan 26 2003, 09:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Imp3 @ Jan 26 2003, 09:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hey the bug i found was not 'bout range etc. i found a real bug. When an Observ is nearby the Siege, it won't shot at a target (in range and sighted). Just test it yourself so base defending iss very expensive for the commander because:

    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.
  • Rabid_LlamaRabid_Llama Join Date: 2002-11-02 Member: 4340Members
    edited January 2003
    <!--QuoteBegin--wfbberzerker+Jan 26 2003, 07:35 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (wfbberzerker @ Jan 26 2003, 07:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Imp3+Jan 26 2003, 09:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Imp3 @ Jan 26 2003, 09:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hey the bug i found was not 'bout range etc. i found a real bug. When an Observ is nearby the Siege, it won't shot at a target (in range and sighted). Just test it yourself so base defending iss very expensive for the commander because:

    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.
  • SandrockSandrock Join Date: 2002-12-16 Member: 10905Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin--Ganja+Jan 26 2003, 06:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ganja @ Jan 26 2003, 06:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->A.Siege range is shorter
    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-->
  • mojojojomojojojo Join Date: 2002-11-01 Member: 2017Members
    <!--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-->(b) catch seriously exploitative bugs (like the skinhack bug) and keep them from being broadcast to the whole community. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
  • death1death1 Join Date: 2002-11-16 Member: 8920Members
    Maybe I don't understand how this bug happens... I've got a couple screens from a 104 server with siege, an observatory and alien structures and it had no problem firing (without the com scanning):

    <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$
  • DarwinDarwin Join Date: 2002-12-19 Member: 11142Members
    edited January 2003
    I've just do some tests (I've spotted this bug just before reading this <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> ) :

    - 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).
  • Digital-LimitDigital-Limit Join Date: 2003-01-20 Member: 12501Members
    So let me get this straight, is it because he Obs. is close to the seige or close to the target?
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