View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0025077 | AI War 2 | Bug - Gameplay | May 25, 2021 1:42 pm | May 25, 2021 3:10 pm | |
Reporter | Apthorpe | Assigned To | Chris_McElligottPark | ||
Status | considering | Resolution | open | ||
Product Version | 3.003 Continuing To Refine | ||||
Summary | 0025077: Ships reset their engagement mode to flagship's when loaded and unloaded | ||||
Description | Description: When you load and unload a flagship, it seems to change the ships' engagement modes to that of the flagship. For example, if your flagship is set to pursuit mode and then load it with units NOT in pursuit mode, when you unload it the units will all be in pursuit mode. To Reproduce: As one example: 1) Select a fleet and set it to pursuit mode. 2) Deselect all, then select a subset of the fleet's ships (not including the flagship) and turn off pursuit mode. 3) Select the fleet and load all ships. 4) After loading is complete, unload all ships and check the engagement modes. Expected Behavior: Units should retain their original engagement mode even after being loaded and unloaded. Additional Context: N/A | ||||
Tags | No tags attached. | ||||
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I think this is working as intended? I think most of the time you want your ships to match their flagships. |
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If this is the intention, could an optional setting be provided to turn off this behavior? Sometimes I want most of the fleet in pursuit mode but certain units to stay put. Ambush Carrier Frigates come to mind, as if I don't turn off pursuit mode for them they tend to jump into the fray when I'd prefer to keep them out of it. |
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This is working as intended, yes. When ships are loaded into a transport, they are actually destroyed and most of their data is gone. When they are unloaded, they are given a fresh ID, and a copy of any orders that the flagship has. In general, when ships are created via a factory and appear coming out of a transport, the same effect happens -- the new ship inherits from the flagship, consistently. Adding extra data to store the state of the ships as an override would probably be a slippery slope, but could be done. It would make all save files a little bit bigger, and transported ship data a little heftier over the network, but realistically not that many ships are transported so we're probably talking less than a kb in aggregate. Right now the main barrier would be time, as it would take several hours to implement and test this if I were to do it, and longer if someone less versed in the codebase were to go for it. It makes it one of those tough-spot features that seems like it should be easy, but actually is a big time sink for what seems like an edge case, but I could be wrong about that last bit. |
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Well, I'm glad you guys considered it, but I can understand if you decide not to based on the cost-benefit ratio. |
Date Modified | Username | Field | Change |
---|---|---|---|
May 25, 2021 1:42 pm | Apthorpe | New Issue | |
May 25, 2021 1:49 pm | BadgerBadger | Note Added: 0061819 | |
May 25, 2021 2:03 pm | Apthorpe | Note Added: 0061820 | |
May 25, 2021 2:27 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
May 25, 2021 2:27 pm | Chris_McElligottPark | Status | new => considering |
May 25, 2021 2:27 pm | Chris_McElligottPark | Note Added: 0061821 | |
May 25, 2021 3:10 pm | Apthorpe | Note Added: 0061822 |