View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0026470 | AI War 2 | Bug - Gameplay | Feb 21, 2022 3:22 pm | Mar 1, 2022 10:41 am | |
Reporter | Daniexpert | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | Beta 3.901 Modular Forcefields | ||||
Fixed in Version | Beta 3.901 Modular Forcefields | ||||
Summary | 0026470: Spire frigate does not pursue when in pursuit mode | ||||
Description | Rev 16521 You can check the spire frigate in Tagl, sitting still, even when in Pursuit mode. | ||||
Tags | No tags attached. | ||||
related to | 0026565 | new | Spire battleships with a railcannon and a coilbeam don't want to get close enough to use the coilbeam |
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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. |
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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. |
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It's the stock frigate with the Coil Beam, 6400 range. |
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This is a modular ship that has a railgun, but you just don't have it on. Looks like it is still applying, though. |
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Yeah, that's the issue most likely. It behaves like it had that weapon. |
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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. |
Date Modified | Username | Field | Change |
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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 |