View Issue Details
|ID||Project||Category||Date Submitted||Last Update|
|0021373||AI War 2||[All Projects] Bug - Gameplay||Jul 10, 2019 8:41 am||Jul 12, 2019 12:35 pm|
|Product Version||0.874 Basic Fleet Management|
|Fixed in Version||0.875 Counterattacks You Can Taste|
|Summary||0021373: Fleet centerpieces now push friendly forcefield generators out of the way.|
|Description||This can be a big problem if the fleet defending your homeworld pushes the home forcefield out of position, or if it displaces the forcefield covering a wormhole.|
Test save attached, send Fleet 1 to the homeworld and then back through the wormhole to see the forcefields being displaced: interestingly, displacement doesn't happen on the entry wormhole, only on the destination wormhole.
|Tags||No tags attached.|
Jul 10, 2019 8:41 am
displacement test.savemet (64 bytes)
displacement test.save (234,863 bytes)
||Is it the centerpiece, or the ships coming out of the centerpiece? We probably need a new flag that says they are never pushed out of the way by anything if they generate a forcefield.|
||It's certainly the centerpiece in the attached save, as all of its ships are loaded within it, and I have not been able to reproduce using only non-centerpiece ships.|
||I've noticed it a lot with ships coming out of wormholes. So if you try blocking the wormhole with a shield generator, ships that spew from the wormhole tend to knock it away.|
You mean enemy or friendly ships?
I tested with player ships mostly, so perhaps there's a difference between the two.
Well I did a double check and you're right, it's only when flagships go through the wormhole, both coming in and going out of the planet. It works just fine when fleet ships and frigates do it though.
I actually found the reason in the XML:
All Arks and the Transport Flagship have their collision priority set at 10,000 but the shield generators are set at 900. 900 is higher than all golems, frigates, and fleetships, Arks and Transports are the only mobile ships that are higher than shield generators and thus push them around.
||Could you try setting the shield generators to 11,000 and see if that fixes it? If so, that's a wonderfully easy fix, heh.|
||Setting collision_priority to 11000 for entity ForcefieldGenerator in KDL_Ships_NonTurretDefenses.xml fixes the issue for normal forcefields generators, but not for home forcefield generators: and those are supposed to inherit it from the basic forcefield generator as they don't have a collision_priority value declared in the xml.|
||Hmm, I'm not sure why that wouldn't work, but I'd try setting it explicitly and see if that solves it.|
* Fixed-position forcefield generators should no longer be pushed around by flagships. This hasn't been fully tested, so if you see it more, or other variants, please let us know!
|Jul 10, 2019 8:41 am||AnnoyingOrange||New Issue|
|Jul 10, 2019 8:41 am||AnnoyingOrange||File Added: displacement test.save|
|Jul 10, 2019 8:41 am||AnnoyingOrange||File Added: displacement test.savemet|
|Jul 10, 2019 11:46 am||x4000Bughunter||Note Added: 0052151|
|Jul 10, 2019 12:45 pm||AnnoyingOrange||Note Added: 0052153|
|Jul 10, 2019 12:54 pm||wm46||Note Added: 0052154|
|Jul 10, 2019 1:09 pm||AnnoyingOrange||Note Added: 0052155|
|Jul 10, 2019 1:49 pm||wm46||Note Added: 0052158|
|Jul 10, 2019 3:29 pm||x4000Bughunter||Note Added: 0052161|
|Jul 11, 2019 6:26 am||AnnoyingOrange||Note Added: 0052176|
|Jul 11, 2019 9:37 am||x4000Bughunter||Note Added: 0052179|
|Jul 12, 2019 12:35 pm||x4000Bughunter||Assigned To||=> x4000Bughunter|
|Jul 12, 2019 12:35 pm||x4000Bughunter||Status||new => resolved|
|Jul 12, 2019 12:35 pm||x4000Bughunter||Resolution||open => fixed|
|Jul 12, 2019 12:35 pm||x4000Bughunter||Fixed in Version||=> 0.875 Counterattacks You Can Taste|
|Jul 12, 2019 12:35 pm||x4000Bughunter||Note Added: 0052202|