View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001346 | AI War 1 / Classic | Bug - Other | Nov 14, 2010 5:10 am | Nov 15, 2010 10:53 am | |
Reporter | Vinraith | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.033 | ||||
Summary | 0001346: Some transports fail to unload when ordered | ||||
Description | This 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. | ||||
Tags | No tags attached. | ||||
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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 |
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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) |
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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. |
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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. |
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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. |
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I also encountered this today whilst parked just toward the centre of a guard post, so the increase in unload radius is welcome. |
Date Modified | Username | Field | Change |
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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 |