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Title: 1v1 me bro!
Host: SErankGodde
Game version: Zero-K v1.6.2.12
Engine version: 104.0.1-151-g11de57d
Battle ID: 487924
Started: 6 years ago
Duration: 14 minutes
Players: 2
Bots: False
Mission: False
Rating: Casual
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Team 1
Chance of victory: 7.7%

GBrankPRO_rANDY
Team 2
Chance of victory: 92.3%

SErankGodde
Spectators
AUrankAdminGoogleFrog

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6 years ago
You should know by now that I care about pathfinding working smoothy. So, did anything fixable fail here?



I see Godde giving move orders onto cliffs and accidentally reclaiming rocks.
+1 / -0
6 years ago
After watching your video AUrankAdminGoogleFrog I realise that pathfinding in this game will never be ok when there are a lot of units on the map. Is this one of the reasons we get lag on larger maps ?
+0 / -2


6 years ago
I don't see how you drew that conclusion from the video or why the question is relevant.
+1 / -0

6 years ago
I were mostly annoyed by the scorcher.
I were trying to skim the edge of hill but I gave a command just slightly outside the pathable area and the Scorcher stopped.
You could put the blame on me for trying to move outside a pathable area, but I think it is reasonable that the unit should have tried to go to the closest point in that situation.
The con starting to reclaim is mostly on me though
+0 / -0


6 years ago
So, in effect, you are saying that the Scorcher should be moving at 0:25? I'm not so sure that is reasonable. The Scorcher was told to go somewhere unreachable and moved to the closest reachable location between itself and the target.
+0 / -0

6 years ago
But maybe I want it to move to the closest pathable position.
+0 / -0

6 years ago
I say maybe because sometimes when I'm trying to attack a unit on cliff, I don't want the unit to drive to the other side of the cliff just because the target is a little bit more to the further side.
+0 / -0
This may be tangential but i also very much dislike that whenever i issue an order onto unpathable terrain, the units which those orders have been issued to simply stop, often incomprehensibly so in the heat of the moment.

I can think of two non-mutually-exclusive things that could alleviate that:

1) Feedback on orders which will not be executed. Possibly audio, but also some kind of a red X instead of the usual expanding circles click-ack would be good.

2) Such orders being blocked before being sent. That is, clicking unpathable terrain does nothing to the unit's order queue while the current behaviour is pretty much equivalent to Stop.

There's a reason ZK got rid of the default Wait keybind, and Accidental Stop seems a lot like that.
+3 / -0


6 years ago
EErankAdminAnarchid your concern has no basis in reality.
+0 / -0
It did 8 days ago!

Good riddance, then :)
+0 / -0