View Issue Details

IDProjectCategoryLast Update
0003054AI War 1 / ClassicSuggestion - Unit Abilities And BehaviorsMar 17, 2011 3:00 pm
ReporterNypyren Assigned To 
Status newResolutionopen 
Product Version5.003 
Summary0003054: Mobile-Tractor-Rallying Issues
DescriptionI'm testing with EtherJets, FRD, and Mobile-Tractor-Rallying and noticing some unexpected behavior:

1. Defending one of my planets, I have a bunch of EtherJets on auto-FRD.
2. The EtherJets initially go and grab stuff, but...
3. When an EtherJet's target dies, they SEEM to go back into auto-FRD (pink border) but do not chase things like true FRD.
4. If I give them new orders, or clear their orders, they behave normally.


It seems like there's a bug where they won't properly resume FRD or auto-FRD after their tractor victim dies.
TagsNo tags attached.
Internal Weight

Relationships

related to 0001907 resolvedChris_McElligottPark FRD mode with tractor beams 

Activities

keith.lamothe

Mar 16, 2011 9:40 am

administrator   ~0011106

Hmm, I don't recall all the details but I think it's intentional that they don't switch back to FRD on their own. But if you have auto-FRD on it should work. I'll take a look when I get a chance.

Sunshine

Mar 17, 2011 12:31 pm

reporter   ~0011124

It would get annoying for me at least if they didn't resume previous stance. That would really just be being in normal "controlled" movement through normal move, group move, or attack move, or on the other side being in FRD.

The problem I see, is your etherjets run out to grab stuff on FRD. Some grab stuff and drag it back, some grab stuff and it dies. However, you then need to manually select all your non-grabbing etherjets to reissue orders, otherwise you cancel the "return to rally post" order on the rest of the etherjets. Too much micro.

On another note, there should be some subroutine that multi-tractor FRD units make an attempt to fill their tractor quota if "return to rally post" is on. I was having a problem with Tractor Platforms last night, where they'd grab one ship and then stop to sit and shoot at it.

keith.lamothe

Mar 17, 2011 12:34 pm

administrator   ~0011125

Well, if it had to remember its previous mode I'd basically have to scrap the feature, adding new fields on a per-ship basis is a bad thing memory-wise (had enough trouble with heap errors), particularly for such a niche thing.

Sunshine

Mar 17, 2011 1:19 pm

reporter   ~0011128

Ah, okay, I didn't realise it would be such a huge issue to implement.

Sunshine

Mar 17, 2011 1:43 pm

reporter  

Sunshine

Mar 17, 2011 1:45 pm

reporter   ~0011130

Last edited: Mar 17, 2011 1:45 pm

Another problem is that Etherjets that have tractored something, had it destroyed, then tractored another thing will not rally.

Can it be made that as soon as they tractor something, they will return to rally post regardless of whether they still have anything tractored, and upon return to rally post they go into FRD if some setting on the rally post is "on"? Kind of like how N Regen Chambers work?

Added save to go with it, Etherjet Tractor Problem

Nypyren

Mar 17, 2011 3:00 pm

reporter   ~0011132

As far as remembering previous mode - Don't you already have a queue for movement waypoints per ship? Couldn't you shove the existing FRD/auto-FRD/attack-position/move-to-position order into the queue and once the tractor-rally command finishes, dequeue the old command?

Issue History

Date Modified Username Field Change
Mar 16, 2011 3:50 am Nypyren New Issue
Mar 16, 2011 3:51 am Nypyren Relationship added related to 0001907
Mar 16, 2011 9:40 am keith.lamothe Note Added: 0011106
Mar 17, 2011 12:31 pm Sunshine Note Added: 0011124
Mar 17, 2011 12:34 pm keith.lamothe Note Added: 0011125
Mar 17, 2011 1:19 pm Sunshine Note Added: 0011128
Mar 17, 2011 1:43 pm Sunshine File Added: Etherjet Tractor Problem.sav
Mar 17, 2011 1:45 pm Sunshine Note Added: 0011130
Mar 17, 2011 1:45 pm Sunshine Note Edited: 0011130
Mar 17, 2011 3:00 pm Nypyren Note Added: 0011132