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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    Why do unfinished units/buildings ctrl k in FS games?

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    • N Offline
      Ninrai
      last edited by Ninrai

      Why do unfinished elements get destroyed in FS games when a player receives the base from a former player who is no longer in the game?
      A 99 % finished t4/t3 pgen just blows up. Is it possible to just get it similar to a paused upgrading mex which does not blow up?

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      • JipJ Offline
        Jip
        last edited by

        Do you have a replay or two for us where this behavior happens?

        Experimental units should be shared, even when not finished. It doesn't apply to all structures however. Just high-value structures.

        A work of art is never finished, merely abandoned

        maudlin27M 1 Reply Last reply Reply Quote 0
        • maudlin27M Offline
          maudlin27 @Jip
          last edited by

          @jip Why doesn't it apply to all structures? Whether something is high value or not depends on the state of the game.

          E.g. a T2 PD at a base is high value if it's 90% complete with the enemy sending a bunch of tanks towards it - if progress is retained the raid is defeated. If progress isn't retained the base is destroyed.

          Another example would be the first T2 Pgen.

          The behaviour's frustrated me for a while but I'd hoped from the patchnotes re a pull request that it was a bug and would be fixed (https://github.com/FAForever/fa/pull/6106), but sounds like it may just be limited to a handful of unit types (and sandboxing just now it failed to transfer a part-complete PD).

          Is this a deliberate balance choice that it's not wanted for other units to transfer? a performance issue? or just a lack of dev manpower in implementing something?

          If the latter then I don't mind having a look more generally to extend the behaviour to all structures - e.g. I'd see a relatively low performance impact solution could be to expand from applying to part-complete experimentals to all part-complete buildings (since it would only happen as a 1-off), either by expanding whatever logic is used to do this for experimentals, or doing a check when a player's ACU dies if it's assassination full-share mode to get a list of units they own of the structure category, cycle through each of them to see if their fraction complete is <1, and if so to record the details and recreate the unit at the point of transfer.

          M27AI and M28AI developer; Devlogs and more general AI development guide:
          https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
          https://forum.faforever.com/topic/5331/m28ai-devlog-v150

          JipJ 1 Reply Last reply Reply Quote 1
          • JipJ Offline
            Jip @maudlin27
            last edited by Jip

            @maudlin27 said in Why do unfinished units/buildings ctrl k in FS games?:

            @jip Why doesn't it apply to all structures? Whether something is high value or not depends on the state of the game.

            I don't know - it's a rule that exists in the Lua code base for years now. See also the original commit or pull request from six years ago.

            A work of art is never finished, merely abandoned

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            • maudlin27M Offline
              maudlin27
              last edited by

              Thanks, from the PR it sounds like it was either a technical issue preventing it or a manpower issue, so I’m assuming if I come up with a solution it’s unlikely to be wasted effort. Would be grateful if the game (and/or balance team although it doesn’t feel like much of a balance issue) teams see this and have an objection they could let me know, otherwise I’ll note it down to have a look at when I have a bit if time

              M27AI and M28AI developer; Devlogs and more general AI development guide:
              https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v71-devlog
              https://forum.faforever.com/topic/5331/m28ai-devlog-v150

              JipJ 1 Reply Last reply Reply Quote 1
              • N Offline
                Ninrai
                last edited by

                @Jip
                I don't have a replay with a t4 at hand (maybe my memory is off and it was structures only?).
                Here is an example of #22913645. At ~ 8:50 my base is transferred and an unfinished t3 pgen blows up.
                I think it would be better if all structures and units being build would be transferred without blowing up.

                1 Reply Last reply Reply Quote 1
                • JipJ Offline
                  Jip @maudlin27
                  last edited by

                  @maudlin27 said in Why do unfinished units/buildings ctrl k in FS games?:

                  Thanks, from the PR it sounds like it was either a technical issue preventing it or a manpower issue, so I’m assuming if I come up with a solution it’s unlikely to be wasted effort. Would be grateful if the game (and/or balance team although it doesn’t feel like much of a balance issue) teams see this and have an objection they could let me know, otherwise I’ll note it down to have a look at when I have a bit if time

                  It is not a manpower issue - if we want it to work for all units then (as far as I can see) all you need to do is change this line from:

                  • for _, unit in EntityCategoryFilterDown(transferUnbuiltCategory, units) do

                  To:

                  • for _, unit in units do

                  Both Strogoo and Keyser were members of the balance team at the time. The limitation is mentioned in the commit that I also linked. It is intentional given that the units are explicitly filtered. That makes it a balance decision as far as I am concerned 🙂 .

                  @ninrai said in Why do unfinished units/buildings ctrl k in FS games?:

                  I don't have a replay with a t4 at hand (maybe my memory is off and it was structures only?).
                  Here is an example of #22913645. At ~ 8:50 my base is transferred and an unfinished t3 pgen blows up.
                  I think it would be better if all structures and units being build would be transferred without blowing up.

                  With regards to the replay:

                  1d1399d2-d696-46c5-90a9-369fb47b1464-image.png

                  1d3d0c9e-3ca0-4422-a36e-cf5e1ebe2cbf-image.png

                  It was a tech 2 power generator 🙂 , it blew up but the death weapon did not trigger. Everything worked as expected - this was not a bug.

                  A work of art is never finished, merely abandoned

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                  • N Offline
                    Ninrai
                    last edited by

                    Mz bad, it was a t2 then.
                    I could swear it happens with t3 pgens as well. If air player acu dies while pgen was almost done, and then it blows up, air is basically lost.
                    Maybe someone can explain eventually what the reason behind losing all resources put into the structure is.
                    If only specific units/structures are effected it would be nice if someone could provide a list of the affected ones.

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

                      @ninrai said in Why do unfinished units/buildings ctrl k in FS games?:

                      If only specific units/structures are effected it would be nice if someone could provide a list of the affected ones.

                      Based on the categories the list would be:

                      BlueprintId Faction Name
                      uaa0310 AEON Experimental Aircraft Carrier
                      uab2302 AEON Heavy Artillery Installation
                      ual0401 AEON Experimental Assault Bot
                      uas0401 AEON Experimental Battleship
                      ueb2302 UEF Heavy Artillery Installation
                      ueb2401 UEF Experimental Artillery
                      uel0401 UEF Experimental Mobile Factory
                      ues0401 UEF Experimental Aircraft Carrier
                      ura0401 CYBRAN Experimental Gunship
                      urb2302 CYBRAN Heavy Artillery Installation
                      url0401 CYBRAN Experimental Mobile Rapid-Fire Artillery
                      url0402 CYBRAN Experimental Spiderbot
                      xab1401 AEON Experimental Resource Generator
                      xab2307 AEON Rapid-Fire Artillery Installation
                      xea0002 UEF Defense Satellite
                      xeb2402 UEF Experimental Satellite System
                      xrl0403 CYBRAN Experimental Megabot
                      xsa0402 SERAPHIM Experimental Bomber
                      xsb2302 SERAPHIM Heavy Artillery Installation
                      xsb2401 SERAPHIM Experimental Missile Launcher
                      xsl0401 SERAPHIM Experimental Assault Bot
                      xsl0402 SERAPHIM Unidentified Residual Energy Signature

                      A work of art is never finished, merely abandoned

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                      • CaliberC Offline
                        Caliber
                        last edited by Caliber

                        I can confirm that this has happend to me several times with T3 HQs T2 and T2 Pgens and exp.

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