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Summary 0001065: H3-VCMI discrepancies regarding wall/turret sections which can be targeted (and related errors)
Revision 2012-09-01 23:12 by Zamolxis
Steps To Reproduce
Revision 2012-09-01 23:21 by Zamolxis
Steps To Reproduce To summarize, the color codes in attachment represent:
- green hexes > can be targeted and destroyed as soon as Fort is built (mostly fine in VCMI, except for 96, where the gate should be)
- blue hexes > turrets; should only be targeted as soon as Citadel, respectively Castle are built (condition missing in VCMI)
- red hexes > can be erroneously targeted in VCMI (95 is a misplacement of the gate, the others give a console soft error and catapult loses turn)
Revision 2012-09-02 00:15 by Zamolxis
Description Seeing a couple of reports of particular wallHex-related bugs (which I'll link here as "child"), I did a full comparative test H3-VCMI in regards to wall/turret parts that can be targeted. Looking at the hexes in the image attached, we have:

> Hex 12 - INCORRECT placement & functionality:
- hex 12 is the bottom of the upper turret, while in H3 the target hex was the one above the 12-13 hexes: marked in blue, top of the turret, where the shooter is
- we can target and destroy it even if Citadel isn't built, which is a useless move if no shooter (the hex cannot/shouldn't be used to pass through if destroyed)

> Hex 29, 62, 130, 182 - CORRECT

> Hex 45, 78, 112, 147 - INCORRECT target + bug:
- in VCMI it can be targeted, but in H3 not
- if we try to hit it, there is no shot or damage, unit turn is lost with system message saying "server encountered a problem: catapult tried to attack non-catapultable hex!" (probably similar for Cyclops' attack > didn't try yet)

> Hex 50 - CORRECT placement, but INCORRECT functionality:
- same as the turrets, we can target it even if Castle isn't build; Castle tower should only be a target when a defending shooter is in there

> Hex 95/96 - INCORRECT placement: VCMI sees 95 as the gate; it should be 96 instead (with broken gate animation, but that's another issue)

> Hex 183 - CORRECT placement, but INCORRECT functionality:
- lower turret should only become a target after Citadel is built
Revision 2012-09-02 00:25 by Zamolxis
Description Seeing a couple of reports of particular wallHex-related bugs (which I'll link here as "child"), I did a full comparative test H3-VCMI in regards to wall/turret parts that can be targeted. Looking at the hexes in the image attached, we have:

> Hex 12 - INCORRECT placement & functionality:
- hex 12 is the bottom of the upper turret, while in H3 the target hex was the one above the 12-13 hexes: top of the turret, where the shooter is, marked in blue (area wider than just 1 hex)
- we can target and destroy it even if Citadel isn't built, which is a useless move if no shooter (the hex cannot/shouldn't be used to pass through if destroyed)

> Hex 29, 62, 130, 182 - CORRECT

> Hex 45, 78, 112, 147 - INCORRECT target + bug:
- in VCMI it can be targeted, but in H3 not
- if we try to hit it, there is no shot or damage, unit turn is lost with system message saying "server encountered a problem: catapult tried to attack non-catapultable hex!" (probably similar for Cyclops' attack > didn't try yet)

> Hex 50 - PARTLY CORRECT placement, INCORRECT functionality + bug:
- the main turret does start somewhere at hex 50, but the in H3 it can be targeted on a way larger (rectangular) area, as marked in blue on the screenshot
- same as the turrets, we can target it even if Castle isn't build; Castle tower should only be a target when a defending shooter is in there
- if there is a shooter in there, we don't seem to be able to destroy it (Catapult projectile explodes somewhere at the bottom - wrong as well, and turret/shooter remain standing)

> Hex 95/96 - INCORRECT placement: VCMI sees 95 as the gate; it should be 96 instead (with broken gate animation, but that's another issue)

> Hex 183 - CORRECT placement, but INCORRECT functionality:
- lower turret should only become a target after Citadel is built
- we cannot destroy it (Catapult shoots but nothing happens)

Note on turrets: in general we shouldn't have a hex-related approach when defining the target area for them, as all 3 are of different sizes (and rectangular from what I noticed), depending on the available space around and their visible graphics (i.e.: for the upper & main turrets, as they're out of the hex grid where a creature may be, a more generous area was allocated in H3)
Revision 2012-09-02 00:25 by Zamolxis
Steps To Reproduce To summarize, the color codes in attachment represent:
- blue rectangles > turrets; should only be targeted as soon as Citadel, respectively Castle are built (condition missing in VCMI)
- green hexes > can be targeted and destroyed as soon as Fort is built (mostly fine in VCMI, except for 96, where the gate should be)
- red hexes > can be erroneously targeted in VCMI (95 is a misplacement of the gate, the others give a console soft error and catapult loses turn)
Revision 2012-09-02 00:30 by Zamolxis
Description Seeing a couple of reports of particular wallHex-related bugs (which I'll link here as "child"), I did a full comparative test H3-VCMI in regards to wall/turret parts that can be targeted. Looking at the hexes in the image attached, we have:

> Hex 12 - INCORRECT placement & functionality:
- hex 12 is the bottom of the upper turret, while in H3 the target area was above the 12-13 hexes: top of the turret, where the shooter is, marked in blue (wider than the size of a hex)
- we can target and destroy it even if Citadel isn't built, which is a useless move if no shooter (the hex cannot/shouldn't be used to pass through if destroyed)

> Hex 29, 62, 130, 182 - CORRECT

> Hex 45, 78, 112, 147 - INCORRECT target + bug:
- in VCMI it can be targeted, but in H3 not
- if we try to hit it, there is no shot or damage, unit turn is lost with system message saying "server encountered a problem: catapult tried to attack non-catapultable hex!" (probably similar for Cyclops' attack > didn't try yet)

> Hex 50 - PARTLY CORRECT placement, INCORRECT functionality + bug:
- the main turret does start somewhere at hex 50, but the in H3 it can be targeted on a way larger (rectangular) area, as marked in blue on the screenshot
- same as the turrets, we can target it even if Castle isn't build; Castle tower should only be a target when a defending shooter is in there
- if there is a shooter in there, we don't seem to be able to destroy it (Catapult projectile explodes somewhere at the bottom - wrong as well, and turret/shooter remain standing)

> Hex 95/96 - INCORRECT placement: VCMI sees 95 as the gate; it should be 96 instead (with broken gate animation, but that's another issue)

> Hex 183 - CORRECT placement, but INCORRECT functionality:
- lower turret should only become a target after Citadel is built
- we cannot destroy it (Catapult shoots but nothing happens)

Note on turrets: in general we shouldn't have a hex-related approach when defining the target area for them, as all 3 are of different sizes (and rectangular from what I noticed), depending on the available space around and their visible graphics (i.e.: for the upper & main turrets, as they're out of the hex grid where a creature may be, a more generous area was allocated in H3)

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