View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0028191 | Heart Of The Machine | Bug - Other | May 18, 2024 11:54 am | May 18, 2024 3:32 pm | |
Reporter | ptarth | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.503 The Return Of Testers! | ||||
Fixed in Version | 0.506 More Fixes | ||||
Summary | 0028191: Large Economic Transport spawn jumps camera to partial out of bounds area | ||||
Description | For some reason, I'm getting 3 Large Economic Transport units being selected when I click through units using the lower right turn/action doohickey. (Which might be a bug? I have no idea what they are doing, why the showed up, or anything). They sometimes exist outside the boundaries of the playable city, so the camera can't center on them and have them appear correctly. | ||||
Tags | No tags attached. | ||||
|
|
|
I can't duplicate this from your save, but that sounds really annoying. If anyone winds up with steps to repro, please let me know. |
|
I did the crop investigation first (skipping meat and water), IIRC the transport appeared after that. I now finally finished the meat and water investigation and have sufficient production. I just got a message saying that I've been scanning the transports for some time (almost unconsciously), so I'm guessing that's what is supposed to happen. I'd guess that it would make more sense if the transports only showed up after you completed all 3 investigation and/or had some message about it. I've had to click past the 4 transports (3 normal + 1 international) every turn for the last 20 or 30 turns. It was confusing. |
|
You should never ever have to click past the transports under any circumstances, and the transports have been around since the start of your game, IIRC. The new vehicles you're talking about are troop carriers, and are separate from the transports you're talking about. |
|
Question: have you turned on the "Watch Low-Priority NPC Actions" in the settings by any chance? If you did, this is what's up. |
|
I do have Watch Low0Priority NPC actions on. That would explain it. I was trying to get better visibility into combat. I have everything spread out, so I'd sometime lose units without knowing what or why. |
|
I'm going to make it so that transports don't get caught up in that. |
|
Thanks! * Added a new flag on npc unit stances that prevents the player from having to watch them even if the "Watch Low-Priority NPC Actions" setting is turned on. ** This is used solely for the transports and haulers of various sorts, and then some of the gathering actions, because those are just way too much clicking-through that is not relevant for the player. ** The other various stances, military and otherwise, should still work as expected when "Watch Low-Priority NPC Actions" is on. ** And without that setting on, this should have no effect whatsoever. ** I didn't test this at all, but the code is extremely simple. So let me know if it doesn't work. |
Date Modified | Username | Field | Change |
---|---|---|---|
May 18, 2024 11:54 am | ptarth | New Issue | |
May 18, 2024 11:54 am | ptarth | File Added: Saved On Exit Landing Turn 42.save | |
May 18, 2024 11:54 am | ptarth | File Added: HeartOfTheMachine_2024-05-18_08-49-56.jpg | |
May 18, 2024 2:08 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
May 18, 2024 2:08 pm | Chris_McElligottPark | Status | new => feedback |
May 18, 2024 2:08 pm | Chris_McElligottPark | Note Added: 0068186 | |
May 18, 2024 2:31 pm | ptarth | Note Added: 0068189 | |
May 18, 2024 2:31 pm | ptarth | Status | feedback => assigned |
May 18, 2024 2:46 pm | Chris_McElligottPark | Note Added: 0068190 | |
May 18, 2024 2:46 pm | Chris_McElligottPark | Status | assigned => feedback |
May 18, 2024 2:48 pm | Chris_McElligottPark | Note Added: 0068191 | |
May 18, 2024 3:10 pm | ptarth | Note Added: 0068192 | |
May 18, 2024 3:10 pm | ptarth | Status | feedback => assigned |
May 18, 2024 3:13 pm | Chris_McElligottPark | Note Added: 0068193 | |
May 18, 2024 3:32 pm | Chris_McElligottPark | Status | assigned => resolved |
May 18, 2024 3:32 pm | Chris_McElligottPark | Resolution | open => fixed |
May 18, 2024 3:32 pm | Chris_McElligottPark | Fixed in Version | => 0.506 More Fixes |
May 18, 2024 3:32 pm | Chris_McElligottPark | Note Added: 0068200 |