View Issue Details

IDProjectCategoryLast Update
0021779AI War 2Bug - GameplayOct 16, 2019 4:26 pm
Reporterkmunoz Assigned ToChris_McElligottPark  
Severitymajor 
Status assignedResolutionopen 
Product Version0.900 Custom Fleets With Empty Slots 
Summary0021779: The "stay put" option for flagships isn't always respected
DescriptionSee attached save.

I have a fleet set to attack-move and the flagship set to stay put. At first (first 15 minutes of the game or so) it listened, but now it won't. It goes where I point the fleet.
TagsNo tags attached.

Activities

kmunoz

Oct 11, 2019 10:32 pm

reporter  

stay put.save (458,667 bytes)
stay put.savemet (63 bytes)

kmunoz

Oct 11, 2019 10:33 pm

reporter   ~0053609

Only thing I can think of that changed is that this fleet (fleet 1) just got a new ship line, and it was around then that I noticed the problem.

kmunoz

Oct 11, 2019 10:38 pm

reporter   ~0053610

And as soon as I moved the fleet to another planet from the one where I did the ship line hack, the bugged behavior went away.

Chris_McElligottPark

Oct 14, 2019 1:35 pm

administrator   ~0053653

I'm wondering: if you're using attack-move, are you actually issuing orders to move your fleet around the planet? If so, then the flagship is acting properly. As the tooltip notes (I think?), basically the flagship will still obey any direct orders you give it while in stay-put mode. But it won't take any mode-based actions on its own.

So for instance, you could have it in stay-put mode and in pursuit mode, and it would not pursue anything. But any direct orders you give, it will follow.

In attack-move mode, in stay-put mode combined with that, it would follow any direct movement orders you give, BUT it would not break off to pursue ships that you're passing, unlike the rest of your fleet. It would just go exactly where you told it, and not make any deviations unlike the rest of the fleet.

My main guess is that this is what is happening and that things are working as intended, but that it's confusing.

kmunoz

Oct 15, 2019 1:11 pm

reporter   ~0053699

Hm, that could be true, but it's not how I recall Pursuit mode working before. I could target a guard post while in Pursuit mode to have them start there, and the flagship would stay put. Maybe I'm misremembering, or this is intended behavior, in which case it's fine either way.

BadgerBadger

Oct 15, 2019 1:24 pm

manager   ~0053702

Are you observing this on transport, officer or support fleets (or all of them)?

Chris_McElligottPark

Oct 15, 2019 1:54 pm

administrator   ~0053704

Yep, for flagships with no guns they'll stay put if you give them a direct order to attack something, whereas things with guns will go chase the thing and shoot it.

kmunoz

Oct 16, 2019 4:00 pm

reporter   ~0053751

I suspect the underlying issue is that I was trying to target units but clicked in a gap between units (are the targets the icons or the sprites underneath?).

Chris_McElligottPark

Oct 16, 2019 4:26 pm

administrator   ~0053752

The targets are technically the circle that is around the 3d models underneath.

Issue History

Date Modified Username Field Change
Oct 11, 2019 10:32 pm kmunoz New Issue
Oct 11, 2019 10:32 pm kmunoz File Added: stay put.save
Oct 11, 2019 10:32 pm kmunoz File Added: stay put.savemet
Oct 11, 2019 10:33 pm kmunoz Note Added: 0053609
Oct 11, 2019 10:38 pm kmunoz Note Added: 0053610
Oct 14, 2019 1:35 pm Chris_McElligottPark Note Added: 0053653
Oct 14, 2019 1:35 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Oct 14, 2019 1:35 pm Chris_McElligottPark Status new => feedback
Oct 15, 2019 1:11 pm kmunoz Note Added: 0053699
Oct 15, 2019 1:11 pm kmunoz Status feedback => assigned
Oct 15, 2019 1:24 pm BadgerBadger Note Added: 0053702
Oct 15, 2019 1:54 pm Chris_McElligottPark Note Added: 0053704
Oct 16, 2019 4:00 pm kmunoz Note Added: 0053751
Oct 16, 2019 4:26 pm Chris_McElligottPark Note Added: 0053752