View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0021425 | AI War 2 | Bug - Gameplay | Jul 27, 2019 12:01 pm | Dec 7, 2021 12:40 am | |
Reporter | Zoreiss | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.876 Counterattacks Ate My Waves | ||||
Summary | 0021425: Ships going Haywire when ordering move past planet asteroid belt border | ||||
Description | Ships often go nuts and decide to move all across the planetary map if you order then to move too close or past the asteroid belt at the edge of the planetary map. It would be nice if they would just bunch up as close to the edge as possible instead. | ||||
Tags | No tags attached. | ||||
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This sounds more like decollision logic. Units try not to sit on each other, so naturally telling them to cram into a corner makes them really want to spread. Moving across the planet to wild amounts also sounds like decollision. I have noticed that with Transports more than anything. |
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In these cases, were there warden ships entering the planet? I've made a report and investigated an issue like this before, where ships would end up traveling across the planet to decollide. |
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Nah. Just general movement with Transports alone. They headed to empty space. It may have been a point along their path? Next time I load up I'll note that. |
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First save here: If you order the Transports to go somewhere int he bottom right, they tend to decollision to...strange places? Often on the other side of the planet, in a space already occupied. Second one you can just order them about in general and they'll get decollisions to points in the completely wrong direction. Loading units into them has lately been a rather annoying experience. Often a unit will be almost in, then turn around and fly away. You mentioned on another report an error about Nanocaust Tachyons - those were in a Badger commit, so if you get it again just need to update if you haven't already. |
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On DoEntityFramePlanningLogic_Collision, line 133, it should already be not trying to do decollision logic if you're within 4000 of a transport. Does this problem go away if you change this line: if (centerpieceLocation.GetHasAnyChanceOfBeingInRange(entity.WorldLocation, 4000)) to something like: if (centerpieceLocation.GetHasAnyChanceOfBeingInRange(entity.WorldLocation, 40000)) instead? As far as them being pushed to absurd locations during decollision, that's a separate issue of course, but this was the low-hanging-fruit part of the problem. |
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Fixed a while ago, thank you! |
Date Modified | Username | Field | Change |
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Jul 27, 2019 12:01 pm | Zoreiss | New Issue | |
Jul 27, 2019 12:35 pm | RocketAssistedPuffin | Note Added: 0052336 | |
Jul 27, 2019 1:22 pm | wm46 | Note Added: 0052337 | |
Jul 27, 2019 1:25 pm | RocketAssistedPuffin | Note Added: 0052338 | |
Jul 27, 2019 1:38 pm | RocketAssistedPuffin | File Added: PeculiarDecollisionBehaviour.save | |
Jul 27, 2019 1:38 pm | RocketAssistedPuffin | File Added: PeculiarDecollisionBehaviour2.save | |
Jul 27, 2019 1:38 pm | RocketAssistedPuffin | Note Added: 0052339 | |
Jul 30, 2019 12:59 pm | Chris_McElligottPark | Note Added: 0052349 | |
Dec 7, 2021 12:40 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Dec 7, 2021 12:40 am | Chris_McElligottPark | Status | new => resolved |
Dec 7, 2021 12:40 am | Chris_McElligottPark | Resolution | open => fixed |
Dec 7, 2021 12:40 am | Chris_McElligottPark | Note Added: 0063420 |