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Iron Curtain Intentional Feature or Bug?

Posted: Sun Jan 14, 2018 10:27 pm
by zinc
When you try to iron curtain something close to being destroyed, and you use it around the moment of your units destruction, the iron curtain is still used up without any benefit.

Intentional feature or bug?

Posted: Sun Jan 14, 2018 10:31 pm
by abcdefg30
Sounds like a bug to me.

Posted: Mon Jan 15, 2018 12:43 am
by FRenzy
Also happens on moving vehicules, not being IC'ed, wasting it, iirc.

Posted: Mon Jan 15, 2018 7:32 am
by FiveAces
zinc wrote: When you try to iron curtain something close to being destroyed, and you use it around the moment of your units destruction, the iron curtain is still used up without any benefit.

Intentional feature or bug?
That bug has been around forever, and it has cost me many many engagements.
Let's hope for a fix in the near future, it's #2 on my list of most hated bugs,
right after the bug where breaking line of sight during a forcefire maneuver results in a move order.

Even worse, you can "miss" your own moving units with an IC, resulting in a wasted cooldown for no benefit whatsoever.

My guess would be that the game checks for a valid IC target first and applies the effect a couple ticks later, and if the cell empties in the meantime... tough luck.

Posted: Mon Jan 15, 2018 10:10 am
by anjew
FiveAces wrote: My guess would be that the game checks for a valid IC target first and applies the effect a couple ticks later, and if the cell empties in the meantime... tough luck.
I think the Chrono also suffers from this

Posted: Mon Jan 15, 2018 1:14 pm
by netnazgul
This is all experimental tech stuff from the 50s, people, it requires you being still while it is applied or else consequences :P

But seriously the game would of course become better with this fixed.

Posted: Mon Jan 15, 2018 3:31 pm
by noobmapmaker
Cant it check for the number of units that are IC'd or teleported? If the number of units is <0 then the countdown timer is reset to 0 seconds. Not the best solution, but maybe a solution.

Posted: Thu Jan 18, 2018 3:29 am
by AMHOL
noobmapmaker wrote: Cant it check for the number of units that are IC'd or teleported? If the number of units is <0 then the countdown timer is reset to 0 seconds. Not the best solution, but maybe a solution.
There's a bug in your pseudocode.

Posted: Thu Jan 18, 2018 10:34 am
by noobmapmaker
AMHOL wrote:
noobmapmaker wrote: Cant it check for the number of units that are IC'd or teleported? If the number of units is <0 then the countdown timer is reset to 0 seconds. Not the best solution, but maybe a solution.
There's a bug in your pseudocode.
Pseudocode? Go wash your mouth young man! But there indeed is. Should be smaller than 1. I'm not sure if there is a trait or something that allows to check how many units are selected by the IC/CS, but that seems like a possible solution. Im trying to think of a situation where one does want the IC or the CS to go off when 0 units are selected. The only situation I can think of is when units are to be chronoshifted but they move out of the selectable area. But even then perhaps we dont want the CS to go off.

Posted: Thu Jan 18, 2018 1:13 pm
by zinc
Yeah I would say the Chrono shouldn't go off if there is nothing selected. However, I don't see a problem with it failing if you try to jump to an area that is already occupied. You get a warning for that in the colour of the grid.

Posted: Thu Jan 18, 2018 2:10 pm
by noobmapmaker
Yeah true.