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IDProjectCategoryView StatusDate SubmittedLast Update
0006483Dwarf FortressDwarf Mode -- Jobs, Militarypublic2014-05-12 10:572014-10-05 18:34
Assigned ToToady One 
PrioritynormalSeverityminorReproducibilityhave not tried
PlatformOSOS Version
Product Version0.34.11 
Target VersionFixed in Version0.40.13 
Summary0006483: Siege engines don't properly respect operator skill level
DescriptionWhen a dwarf fires a siege engine, it aims at a location 60 tiles away from the siege engine (in the appropriate direction) and up to 10 tiles to each side, and if the dwarf passes a Siege Operator skill roll (1d15 <= skill_level) then the sideways drift is eliminated. If the projectile is a stone (being fired from a catapult), its trajectory is then calculated to see if any hostile units are in the way, and this is used to determine the stone's arc height (so it will land on the units instead of flying past them), while a ballista arrow will simply fly as far as it can.

At least that's how it looks like it's supposed to work. In reality, the skill roll's result is effectively ignored - the "more accurate" coordinates are only stored in temporary variables (which get used for the catapult stone height calculation) but never atually get written back into the projectile itself. As a result, a Legendary catapult operator will always miss a stationary target if it is standing off to either side.
Additional InformationThis bug dates back to version 0.23 and likely all the way back to the original implementation of siege engines.
Attached Files

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-  Notes
Quietust (reporter)
2014-05-12 12:03
edited on: 2014-05-12 12:06

A minor correction - whether this bug is fixed or not, highly skilled catapult operators will still miss targets off to the side, but fixing the bug will make it more apparent why they are missing (namely, the stones would fly perfectly straight and past their targets, as opposed to flying to the side and going through their targets).

In either case, fixing the bug would make ballistas more useful, as it would allow them to be used properly in long corridors without worrying about hitting the walls.

Talvieno (reporter)
2014-07-31 09:30

If it was fixed I might actually start using them. This explains quite a bit... Quietust, I'm sure you get told this a lot, but you are awesome.

- Issue History
Date Modified Username Field Change
2014-05-12 10:57 Quietust New Issue
2014-05-12 12:03 Quietust Note Added: 0024755
2014-05-12 12:05 Quietust Note Edited: 0024755 View Revisions
2014-05-12 12:06 Quietust Note Edited: 0024755 View Revisions
2014-07-31 09:27 Nevenrial Issue Monitored: Nevenrial
2014-07-31 09:30 Talvieno Note Added: 0028039
2014-07-31 09:40 Dame de la Licorne Issue Monitored: Dame de la Licorne
2014-07-31 10:33 Talvieno Issue Monitored: Talvieno
2014-07-31 10:33 4maskwolf Issue Monitored: 4maskwolf
2014-07-31 11:47 dree12 Issue Monitored: dree12
2014-09-13 06:41 Nevenrial Tag Attached: siege
2014-09-13 07:04 Footkerchief Assigned To => Footkerchief
2014-09-13 07:04 Footkerchief Status new => confirmed
2014-09-13 11:50 Toady One Status confirmed => resolved
2014-09-13 11:50 Toady One Fixed in Version => Next Version
2014-09-13 11:50 Toady One Resolution open => fixed
2014-09-13 11:50 Toady One Assigned To Footkerchief => Toady One
2014-09-13 12:13 Dame de la Licorne Issue End Monitor: Dame de la Licorne
2014-09-16 10:00 Nevenrial Issue End Monitor: Nevenrial
2014-09-25 21:28 4maskwolf Issue End Monitor: 4maskwolf
2014-10-05 18:34 Talvieno Issue End Monitor: Talvieno

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