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    Roll off time is indeterministic

    Scheduled Pinned Locked Moved Balance Discussion
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    • JipJ
      Jip
      last edited by

      The roll off time is between the production of two units. It is usually defined by how long it takes for the unit to roll off the build pad. The time is not deterministic, some units have a tough time existing for the first few seconds and therefore delay production quite a bit.

      While working on a pull request, inspired by this forum post I noticed that the roll of time only exists because the factory is forced to wait for the unit to finish the first command (that makes it leave the build site). But what if instead of waiting for the unit to leave the build area, we just wait a set amount of time and then just start building the next unit?

      In short, do we really want to wait for the unit to leave the build site or should we make it deterministic and just start building after a second or two?

      A work of art is never finished, merely abandoned

      Dragun101D 1 Reply Last reply Reply Quote 9
      • ResistanceR
        Resistance
        last edited by

        i think it's gonna be way better to have it optimised and pop units faster tbh, would have a positive impact on having overall more units on the battlefield

        queuing with a newbie to show him the beauty of tmm and meeting tagada be like:
        https://www.youtube.com/watch?v=yLcRpdZ0Xb0&ab_channel=Tomoko

        1 Reply Last reply Reply Quote 0
        • veteranasheV
          veteranashe
          last edited by

          I think of naval factory's stacking up a ton of units in the same spot

          JipJ 1 Reply Last reply Reply Quote 1
          • R
            relentless
            last edited by

            A couple of the AI ignore the rolloff delay that results in quicker production. @maudlin27 said he hit an issue when implementing it (required him to sometimes clear the factory commands after a unit is produced) that could 'potentially' pop up when you do this Jip.

            1 Reply Last reply Reply Quote 0
            • QuietJoyQ
              QuietJoy
              last edited by

              If the physical space needed to start building the unit is not occupied then definitely start building asap

              1 Reply Last reply Reply Quote 0
              • JipJ
                Jip @veteranashe
                last edited by

                @veteranashe said in Roll off time is indeterministic:

                I think of naval factory's stacking up a ton of units in the same spot

                I can see the same issue, we'd need to tweak them separately.

                A work of art is never finished, merely abandoned

                1 Reply Last reply Reply Quote 0
                • Dragun101D
                  Dragun101 @Jip
                  last edited by

                  @jip said in Roll off time is indeterministic:

                  The roll off time is between the production of two units. It is usually defined by how long it takes for the unit to roll off the build pad. The time is not deterministic, some units have a tough time existing for the first few seconds and therefore delay production quite a bit.

                  While working on a pull request, inspired by this forum post I noticed that the roll of time only exists because the factory is forced to wait for the unit to finish the first command (that makes it leave the build site). But what if instead of waiting for the unit to leave the build area, we just wait a set amount of time and then just start building the next unit?

                  In short, do we really want to wait for the unit to leave the build site or should we make it deterministic and just start building after a second or two?

                  Its buildpad + fact footprint specifically for reference.

                  I’m a shitty 1k Global. Any balance or gameplay suggestions should be understood or taken as such.

                  Project Head and current Owner/Manager of SCTA Project

                  1 Reply Last reply Reply Quote 0
                  • Pearl12P
                    Pearl12
                    last edited by

                    While we're here (hopefully this is a one-post answer as I don't want to hijack) why does it sometimes take so long for newly upgraded factories to make their first unit? Like, I just got T3 air, I need that engie...

                    IndexLibrorumI 1 Reply Last reply Reply Quote 2
                    • JipJ
                      Jip
                      last edited by

                      I think it is related, but I'm not sure.

                      A work of art is never finished, merely abandoned

                      1 Reply Last reply Reply Quote 0
                      • S
                        SiwaonaDaphnewen
                        last edited by

                        If you're taking a look at roll-off time and do some changes with it, could you also take code from EQ which turns unit inside the factory towards its current waypoint?

                        For example: if you had factory send units to the right, you'll have unit get build towards right side. Currently if you change that direction to left, the unit would have to rotate on its spot itself freezing the construction. EQ changed that the way unit gets rotated instantly and can move right away.

                        1 Reply Last reply Reply Quote 1
                        • JipJ
                          Jip
                          last edited by

                          Ah, turn them while they are being built? We can look at that too. At the moment it only happens when the unit starts being built.

                          A work of art is never finished, merely abandoned

                          S 1 Reply Last reply Reply Quote 2
                          • S
                            SiwaonaDaphnewen @Jip
                            last edited by

                            @jip if i remember it correctly in EQ the unit gets turned right after it got built, not while the process is happening.

                            1 Reply Last reply Reply Quote 0
                            • JipJ
                              Jip
                              last edited by

                              ah, so they get turned at the end of the sequence. That works too. I'll make sure to take it into account

                              A work of art is never finished, merely abandoned

                              1 Reply Last reply Reply Quote 3
                              • Dragun101D
                                Dragun101
                                last edited by

                                Dragun is confused. Don’t they already work that way? Or did I fix something in SCTA that I didn’t even know was broken

                                I’m a shitty 1k Global. Any balance or gameplay suggestions should be understood or taken as such.

                                Project Head and current Owner/Manager of SCTA Project

                                1 Reply Last reply Reply Quote 0
                                • JipJ
                                  Jip
                                  last edited by

                                  Luckily, Jip is not confused 🙂

                                  You likely fixed something in SCTA on accident then.

                                  For the FAF-fix, see also: https://github.com/FAForever/fa/pull/4287

                                  A work of art is never finished, merely abandoned

                                  S 1 Reply Last reply Reply Quote 1
                                  • B
                                    Blade_Walker
                                    last edited by

                                    This looks nice with small round aeon engineers hovering in a round factory, but I am worried it may look a bit jarring if you have, say percies doing an instant 180 on completion...

                                    1 Reply Last reply Reply Quote 0
                                    • JipJ
                                      Jip
                                      last edited by

                                      Yes, it looks jarring. But it doesn't happen often. Initially it will rotate to the correct roll off point, depending on your rally point. They would only rotate at the end if the rally point switches such that the other roll off point is better.

                                      A work of art is never finished, merely abandoned

                                      1 Reply Last reply Reply Quote 1
                                      • S
                                        SiwaonaDaphnewen @Jip
                                        last edited by

                                        @jip Ur awesome

                                        1 Reply Last reply Reply Quote 1
                                        • Eternal-E
                                          Eternal-
                                          last edited by

                                          Now we can spam less clicks with factories 😄

                                          Profile | Eternal MOD pack | Check new client

                                          1 Reply Last reply Reply Quote 0
                                          • IndexLibrorumI
                                            IndexLibrorum Global Moderator @Pearl12
                                            last edited by

                                            @pearl12
                                            This has been driving me batshit lately. It didn't use to be a problem, or perhaps I simply haven't noticed it, but recently I've seen factories just idle for a good half minute before they decide to go to work.

                                            "Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

                                            See all my projects:

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