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IDProjectCategoryLast Update
0001346AI War 1 / ClassicBug - OtherNov 15, 2010 10:53 am
ReporterVinraith Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version4.033 
Summary0001346: Some transports fail to unload when ordered
DescriptionThis behavior repeatedly occurred to both my co-op partner and I at a single AI world in our previous game. When ordering a group of transports to unload on said world, some would and some wouldn't, seemingly at random. Repeated unload orders did nothing. When the transports that would not unload were ordered to move (to leave the system, in this case) THEN they began unloading. Attached is a save with a group of transports on Murdoch. All these transports were ordered to unload simultaneously, but the one still containing 200 ships refused to do so. Several individual unload orders were issued to it as well, to no avail. I've no idea if the save will preserve this odd behavior, but here it is.
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Vinraith

Nov 14, 2010 5:10 am

reporter  

transport unload bug.sav (877,199 bytes)

Nightchill

Nov 14, 2010 5:51 am

reporter   ~0003428

Last edited: Nov 14, 2010 5:55 am

I can't play from the save - it says 'waiting for player'

but from looking at it, I think your transport is too far from the planet center to unload

if you are too far from the planet center and can not unload, nothing happens - it would be nice if there was a tool-tip or some message to give feedback or even show where unloading is allowed

Winter Born

Nov 14, 2010 1:27 pm

reporter   ~0003446

There is a new 50,000 radius for unload of transports (recent beta nerf). For reference the inner ring in the minimap (the buildable area) is 60,000 radius.


For the "wating for player" issue you can go to the manage player tab and disable the other player(s)

Vinraith

Nov 14, 2010 3:02 pm

reporter   ~0003457

OK, I was aware of the radius restriction but 1) it hadn't occurred to me that it might be the case, as some were unloading and some weren't (perhaps I've been right on the edge each time?) and 2) I was unloading near an AI outpost, not at an "exploitative" distance out on the edge of the system. If you look at where I'm trying to unload, I don't think it's a remotely unreasonable place to be doing so. At a minimum, a clear error message for this (or perhaps a circle drawn when a transport is selected to indicate legitimate unload area) would be very helpful.

Master Cylinder Pants

Nov 14, 2010 8:23 pm

reporter   ~0003486

Agreed - I too was unloading at a post - not way way out - so a message would be helpful if the radius is exceeded.
Thanks for the note though - that very well could explain it.

keith.lamothe

Nov 15, 2010 9:59 am

administrator   ~0003543

Yea, I wasn't sure if there was stuff inside that range; I can bump it out to 60,000; I don't think it puts anything out that far.

Not sure if it really is enough to stop some of the problems we were seeing, but I'll probably need to find another thing for that.

zebramatt

Nov 15, 2010 10:53 am

reporter   ~0003552

I also encountered this today whilst parked just toward the centre of a guard post, so the increase in unload radius is welcome.

Issue History

Date Modified Username Field Change
Nov 14, 2010 5:10 am Vinraith New Issue
Nov 14, 2010 5:10 am Vinraith File Added: transport unload bug.sav
Nov 14, 2010 5:51 am Nightchill Note Added: 0003428
Nov 14, 2010 5:55 am Nightchill Note Edited: 0003428
Nov 14, 2010 1:27 pm Winter Born Note Added: 0003446
Nov 14, 2010 3:02 pm Vinraith Note Added: 0003457
Nov 14, 2010 8:23 pm Master Cylinder Pants Note Added: 0003486
Nov 15, 2010 9:59 am keith.lamothe Note Added: 0003543
Nov 15, 2010 10:01 am keith.lamothe Status new => resolved
Nov 15, 2010 10:01 am keith.lamothe Resolution open => fixed
Nov 15, 2010 10:01 am keith.lamothe Assigned To => keith.lamothe
Nov 15, 2010 10:53 am zebramatt Note Added: 0003552