bugFreeciv - Bugs: bug #20668, Loaded submarines are not stealth

 
 
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bug #20668: Loaded submarines are not stealth

Submitted by:  None
Submitted on:  Thu 28 Mar 2013 03:00:10 AM UTC  
 
Category: generalSeverity: 3 - Normal
Priority: 5 - NormalStatus: Confirmed
Assigned to: NoneOriginator Email: -unavailable-
Open/Closed: OpenRelease: 2.4.0-beta1
Operating System: Microsoft WindowsPlanned Release: 

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Wed 03 Apr 2013 11:47:21 PM UTC, comment #10:

>> I don't think a human player could engineer it
> Simply unloading the missile from the sub

Seems to be ignored in my tests -- the missile keeps a 'L' icon and the sub keeps its '+' (with the sub in the open ocean).

> or entering to the same tile while transport is full.

Ah yes, that does it.

> I'd like to have that savegame.

It's here for now.
(Be warned, server and client between them took about 5 Gbyte of RAM on my machine.)

Jacob Nevins <jtn>
Project Administrator
Wed 03 Apr 2013 11:36:21 PM UTC, comment #9:

> I don't think a human player could engineer it


Simply unloading the missile from the sub, or entering to the same tile while transport is full.

> clearly they shouldn't be able to refuel from transports on the > same tile


This should be covered in refueling code. Unit has to be loaded to the transport to get refueled (last I touched it, I were thinking about overloaded transports, but I hope it handles this situation correctly)

> I can put the savegame somewhere public temporarily if anyone
> else wants a look


I'd like to have that savegame.

Marko Lindqvist <cazfi>
Project Administrator
Wed 03 Apr 2013 11:23:49 PM UTC, comment #8:

So, in the savefile, this missile [l tgt="unit" id=9433 name="Cruise Missile" /] has a "transported_by" value of -1, not the ID of the sub on the same tile [l tgt="unit" id=19926 name="Submarine" /]. (There are in fact three other missiles on that tile, which do have a transported_by value of 19926, and are appropriate invisible.)

It looks a lot like the missile just happens to be on the same tile as the sub, just not loaded on it; it looks like it's used its movement points / fuel. Maybe it has been flying around following the sub? Or maybe it was trying to hit something (and missed) and the presence of the sub is a coincidence. However, I think the OP has seen this several times?

I'm not sure if this is a legal situation to end up in -- I don't think a human player could engineer it (the unit would automatically be loaded?), but are units that can be transported obliged to be? If not, then clearly the missile should be visible.

If we are going to allow free-flying missiles, clearly they shouldn't be able to refuel from transports on the same tile (I don't know whether this one is benefiting from the sub, or even whether it thinks it will and thus gives away the sub's existence).

(I can put the savegame somewhere public temporarily if anyone else wants a look. It seems to be a good stress test (38820 units! 2283 cities!).)

Jacob Nevins <jtn>
Project Administrator
Wed 03 Apr 2013 09:22:18 AM UTC, comment #7:

...and can indeed see the enemy (Khwarezmian) cruise missile within the outer vision range of my (Hacker) battleship. Moving the battleship adjacent reveals the Khwarezmian submarine carrying the missile.

Jacob Nevins <jtn>
Project Administrator
Wed 03 Apr 2013 09:17:34 AM UTC, comment #6:

I now have the savefile (252x504, 35 players, turn 1348, 3.8Mbyte bzipped).

Jacob Nevins <jtn>
Project Administrator
Mon 01 Apr 2013 01:57:21 AM UTC, comment #5:

Huh. Email it to me (0jacobnk DOT fcdev AT chiark DOT greenend DOT org DOT uk).

Jacob Nevins <jtn>
Project Administrator
Sun 31 Mar 2013 11:18:37 PM UTC, comment #4:

Sorry, cannot upload the file. It's too big.

Anonymous
Sun 31 Mar 2013 10:42:56 PM UTC, comment #3:

I have enclosed savegame where you can see that bug. At the location 265, 175 (near the city of Avrig) you can see enemy missile in the ocean. When you order any unit patrolling nearby to get closer you discover submarine carrying this missile. It seems this behaviour doesn't occur when the submarine reach the area visible through the city.

Anonymous
Sat 30 Mar 2013 08:41:30 PM UTC, comment #2:

I'm using default ruleset. Cannot say if missiles had been loaded or unloaded recently since there are submarines of AI player which I see with missiles on board. I saw several times missile(s) in the middle of the ocean with my battleship or AWACS prior I got closer and saw submarine carrying it. I haven't seen it yet close to my city. I will try to build some buoys to test it. Also I will provide you with a savegame as soon as I will discover another one.

Anonymous
Fri 29 Mar 2013 06:16:12 PM UTC, comment #1:

I can't reproduce in 2.4.0-beta1; in my quick testing, Cruise Missiles on board a Submarine were invisible when the Submarine was.

However, we do have some bugs with transports at the moment (some fixed since beta1, some still at large).

Can you give more details or a savegame? What ruleset were you using? What entity (city, unit, ...) was providing you with visibility of the area where the missiles showed up? Had you loaded/unloaded the missiles recently?

If you have a scenario that can reproduce this behaviour, that would be very helpful.

Jacob Nevins <jtn>
Project Administrator
Thu 28 Mar 2013 03:00:10 AM UTC, original submission:

Submarines with cruise missiles or nuclears on board are not stealth since missiles are still visible.Missiles should not be visible if it is loaded in submarine.

Anonymous

 

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Carbon-Copy List
  • -unavailable- added by cazfi (Posted a comment)
  • -unavailable- added by jtn (Posted a comment)
  • -unavailable- added by None (Submitted the item)
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    Follow 2 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Wed 03 Apr 2013 09:22:18 AM UTCjtnStatusNeed Info=>Confirmed
    Fri 29 Mar 2013 06:16:12 PM UTCjtnStatusNone=>Need Info
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