View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0003809 | AI War 1 / Classic | Bug - Other | Sep 6, 2011 5:07 am | Sep 22, 2011 3:37 pm | |
Reporter | mindloss | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 5.015 | ||||
Summary | 0003809: Pathfinding failure when aimed through a force field | ||||
Description | If units are given a move command which would take them directly through a force field they cannot enter, they either slowly slide along its circumference, or if they hit the thing right in the center, they become practically stuck. You're forced to manually walk them around the field. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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this problem been here for long time |
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Well, I think that if a ship flies at full speed into a force-field, it ought to explode and damage the force-field, just like your head would when running into a brick wall at high speeds. |
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what happens if u miss click 1,000 ships? |
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There is no in system pathfinding, and we don't have plans to add any. If you are taking a long trip along many enemy wormholes, all the ships that would survive that are immune to forcefields. I'd you are inside an enemy planet... I can't think of a valid reason to go near a forcefield without stopping to kill it. You're just getting shot needlessly if you don't go around it. Just gold shift to set waypoints around it in advance, and you avoid getting shot or stuck. This is such an edge case for the above reasons, and pathfinding in-system would give an incredible extra load to the CPU that it's not something that we've ever wanted to do. |
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Now solved indirectly by making it that force-fields no longer block enemy ship movements. |
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Yeah, that's true. This is the issue that made me finally do that, though I'd been considering for a while. |
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"Unsolved" thanks to the revert of the forcefield change. Time to reopen and mark it as suspended? |
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No, it's still solved; see the release notes on that very reversion. We fixed it via making the granularity of their collision checks better, so that they properly slide around it rather than sticking. |
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Oh, that path finding issue. Yea, that seems to be working fine. |
Date Modified | Username | Field | Change |
---|---|---|---|
Sep 6, 2011 5:07 am | mindloss | New Issue | |
Sep 6, 2011 6:35 am | soMe_RandoM | Note Added: 0013132 | |
Sep 6, 2011 7:30 am | Ranakastrasz | Note Added: 0013133 | |
Sep 6, 2011 8:30 am | soMe_RandoM | Note Added: 0013134 | |
Sep 6, 2011 8:41 am | Chris_McElligottPark | Note Added: 0013135 | |
Sep 6, 2011 8:41 am | Chris_McElligottPark | Status | new => closed |
Sep 6, 2011 8:41 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Sep 6, 2011 8:41 am | Chris_McElligottPark | Resolution | open => no change required |
Sep 6, 2011 11:25 am | TechSY730 | Note Added: 0013138 | |
Sep 6, 2011 11:27 am | Chris_McElligottPark | Note Added: 0013139 | |
Sep 6, 2011 11:27 am | Chris_McElligottPark | Status | closed => resolved |
Sep 6, 2011 11:27 am | Chris_McElligottPark | Resolution | no change required => fixed |
Sep 22, 2011 3:31 pm | TechSY730 | Note Added: 0013346 | |
Sep 22, 2011 3:31 pm | TechSY730 | Note Edited: 0013346 | |
Sep 22, 2011 3:34 pm | Chris_McElligottPark | Note Added: 0013349 | |
Sep 22, 2011 3:37 pm | TechSY730 | Note Added: 0013352 |