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IDProjectCategoryLast Update
0026470AI War 2Bug - GameplayMar 1, 2022 10:41 am
ReporterDaniexpert Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product VersionBeta 3.901 Modular Forcefields 
Fixed in VersionBeta 3.901 Modular Forcefields 
Summary0026470: Spire frigate does not pursue when in pursuit mode
DescriptionRev 16521

You can check the spire frigate in Tagl, sitting still, even when in Pursuit mode.
TagsNo tags attached.

Relationships

related to 0026565 new Spire battleships with a railcannon and a coilbeam don't want to get close enough to use the coilbeam 

Activities

Daniexpert

Feb 21, 2022 3:22 pm

manager  

spireNoPursuit.save (320,980 bytes)

Daniexpert

Feb 21, 2022 3:24 pm

manager   ~0064639

It seems to be an error with its weapon, because even when I right click on an enemy ship, instead of getting into the weapon range, it sits still.

CRCGamer

Feb 21, 2022 3:52 pm

developer   ~0064641

If it is the railgun variant of the LSF that is because previously players complained about it moving in and getting itself killed trying to use its other weapon. Sniper ships hang back period and have to be manually moved into locations.

Now if form swapping it also has it still only stay in place that would be more of a bug.

Daniexpert

Feb 21, 2022 3:57 pm

manager   ~0064642

It's the stock frigate with the Coil Beam, 6400 range.

Chris_McElligottPark

Feb 21, 2022 6:17 pm

administrator   ~0064650

This is a modular ship that has a railgun, but you just don't have it on. Looks like it is still applying, though.

Daniexpert

Feb 21, 2022 6:18 pm

manager   ~0064651

Yeah, that's the issue most likely. It behaves like it had that weapon.

Chris_McElligottPark

Feb 21, 2022 7:45 pm

administrator   ~0064653

Thanks!

* Made a whole raft of improvements to how systems on ships are conditionally processed for when they are sometimes on and sometimes not-on.
** The most obvious new case of this is modules, but in truth this has always been a thing with systems that disable or enable themselves as unit mark levels change. These fixes apply to both cases.
** The first group of fixes is related to whether a ship considers itself to be sniper-ranged, melee-ranged, return-fire-shooter, or what; that affects how it kites and how it pursues enemies, and it now properly only looks at enabled systems.
** The second group of fixes has to do with how pursuit mode targets are calculated for units, as well as how the (lengthy) targeting lists are calculated. Previously, it did it for all systems, period, which actually was a bit of a bloat on older savegames if they had a lot of ships with conditional systems-per-level-group (DLC2 has a fair bit of that in NPC units in particular). It was even worse with modules. Now it just calculates for whatever is active at the moment.
** This fixes the spire frigates not chasing pursuit targets even when in pursuit mode, with the sniper range weapons, for instance.
** Thanks to Daniexpert for reporting and the save, and CRCGamer for figuring out what it was! This was still a gnarly one to chase down, and a good example of why I wanted modular stuff to sneak in with at least a part of a week window before we left beta.

Issue History

Date Modified Username Field Change
Feb 21, 2022 3:22 pm Daniexpert New Issue
Feb 21, 2022 3:22 pm Daniexpert File Added: spireNoPursuit.save
Feb 21, 2022 3:24 pm Daniexpert Note Added: 0064639
Feb 21, 2022 3:52 pm CRCGamer Note Added: 0064641
Feb 21, 2022 3:57 pm Daniexpert Note Added: 0064642
Feb 21, 2022 6:17 pm Chris_McElligottPark Note Added: 0064650
Feb 21, 2022 6:18 pm Daniexpert Note Added: 0064651
Feb 21, 2022 7:45 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Feb 21, 2022 7:45 pm Chris_McElligottPark Status new => resolved
Feb 21, 2022 7:45 pm Chris_McElligottPark Resolution open => fixed
Feb 21, 2022 7:45 pm Chris_McElligottPark Fixed in Version => Beta 3.901 Modular Forcefields
Feb 21, 2022 7:45 pm Chris_McElligottPark Note Added: 0064653
Mar 1, 2022 10:41 am Daniexpert Relationship added related to 0026565