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IDProjectCategoryLast Update
0006361AI War 1 / ClassicBug - GameplayMar 8, 2012 10:01 am
Reportermoriarty Assigned Tokeith.lamothe  
Status closedResolutionno change required 
Product Version5.026 
Summary0006361: Riot starships firing
DescriptionThe game is paused. I have my fleet in a system and have destroyed everything. I want them to go sit next to the command station to take out incoming reinforcements so I click next to the command station. Ooops, I accidentally clicked it; no matter, it's paused. So I click next to it. fine. I unpause and my ships then cruise next to it.
Except for the riot starships. They start firing at the station, and no matter how many move orders I give them, they keep firing at it. Every other ship seems to be fine and not firing (or itd be dead).
Attached is the save.
TagsNo tags attached.
Internal WeightNew

Relationships

related to 0006525 considering Regular move orders should give a stop command to any attached modules 

Activities

moriarty

Mar 3, 2012 6:18 am

reporter  

123.sav (305,707 bytes)

Ranakastrasz

Mar 3, 2012 11:05 am

reporter   ~0020243

Can you select all of the modules on the riot starship individually, And use the *END* key, to tell them to stop what they are doing?

Because teling the riot starship to do somthing is fine, but the modules dont inherit orders so well, possibly not even *STOP* orders.

keith.lamothe

Mar 3, 2012 4:18 pm

administrator   ~0020262

The END key should work to get it to not fire. But yes, the modules are remembering their previous fire orders; it's quite valid to have the main ship keep moving while the modules retain a designated target.

TechSY730

Mar 4, 2012 2:04 am

reporter   ~0020274

Hmm, it seems to me that a stop order on a base ship should also tell all its parts (in this case, the modules) to stop as well. IMO, stop is an extreme enough command for such special treatment. I can't really think of any situation where I would want the base ship to stop what it is doing but have its modules keep firing.

The other commands don't need "forced forwarding" though, as I can see uses for these kinds of "split orders"

moriarty

Mar 7, 2012 5:22 pm

reporter   ~0020545

I haven't got a clue how to select modules on Riot starships or any of that stuff.

To me this seems like undesired behaviour:
a) Its entirely out of character: out of the dozens of types of ships I've gone through so far, this is the only one that does this.
b) Apparently the only way to get them to stop is with a keyboard command I've never even come across before (not playing with the keyboard).
Given the weapons are pathetic against value targets its not particularly important to get it resolved to me, but still....

TechSY730

Mar 7, 2012 5:34 pm

reporter   ~0020547

@moriarty
The idea is that modules are entirely separate units, that just happen to tag along a parent ship (and die with the parent and go into low power with the parent and share cloak status with the parent, but other than that, seperate units)

Orders to the parent already forward to the modules. So when you clicked that command station, that attack command of the parent (the Riot starship) was passed along to the modules. However, when you gave a move command, it was not forwarded. Not for lack of trying, but as modules are immobile on their own, modules cannot process move orders.
So, the modules do what all ships do when given a move order that they cannot handle, just ignore that new order can continue what they were doing.

In fact, in general, how ships behave when given an order they cannot handle could be looked at in general, is it is rather inconsistent currently. (If you really want to know what it is currently, let me know)

TechSY730

Mar 7, 2012 5:46 pm

reporter   ~0020548

Last edited: Mar 8, 2012 10:00 am

On a related note, see what I just posted,
6511: How ships behave when given orders they cannot handle is inconsistent
0006511


I'm starting to like the idea of making a "plain move" order of the parent ship give a "stop" order to the modules, but that would make things a little nicer to deal with. (Basically, make it act like you expected, moriarty) I have been bitten by this behavior as well.

TechSY730

Mar 8, 2012 10:01 am

reporter   ~0020569

@moriarty

OK, I have made a new suggestion that would make ships with modules behave more like regular ships, and thus make them behave like you expected. Vote it up if you like it.

Regular move orders should give a stop command to any attached modules
0006525

Issue History

Date Modified Username Field Change
Mar 3, 2012 6:18 am moriarty New Issue
Mar 3, 2012 6:18 am moriarty File Added: 123.sav
Mar 3, 2012 11:05 am Ranakastrasz Note Added: 0020243
Mar 3, 2012 4:18 pm keith.lamothe Internal Weight => New
Mar 3, 2012 4:18 pm keith.lamothe Note Added: 0020262
Mar 3, 2012 4:18 pm keith.lamothe Status new => closed
Mar 3, 2012 4:18 pm keith.lamothe Assigned To => keith.lamothe
Mar 3, 2012 4:18 pm keith.lamothe Resolution open => no change required
Mar 4, 2012 2:04 am TechSY730 Note Added: 0020274
Mar 7, 2012 5:22 pm moriarty Note Added: 0020545
Mar 7, 2012 5:34 pm TechSY730 Note Added: 0020547
Mar 7, 2012 5:46 pm TechSY730 Note Added: 0020548
Mar 7, 2012 5:47 pm TechSY730 Note Edited: 0020548
Mar 8, 2012 10:00 am TechSY730 Note Edited: 0020548
Mar 8, 2012 10:01 am TechSY730 Note Added: 0020569
Mar 8, 2012 10:01 am TechSY730 Relationship added related to 0006525