View Issue Details

IDProjectCategoryLast Update
0003809AI War 1 / ClassicBug - OtherSep 22, 2011 3:37 pm
Reportermindloss Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version5.015 
Summary0003809: Pathfinding failure when aimed through a force field
DescriptionIf 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.
TagsNo tags attached.
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Activities

soMe_RandoM

Sep 6, 2011 6:35 am

reporter   ~0013132

this problem been here for long time

Ranakastrasz

Sep 6, 2011 7:30 am

reporter   ~0013133

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.

soMe_RandoM

Sep 6, 2011 8:30 am

reporter   ~0013134

what happens if u miss click 1,000 ships?

Chris_McElligottPark

Sep 6, 2011 8:41 am

administrator   ~0013135

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.

TechSY730

Sep 6, 2011 11:25 am

reporter   ~0013138

Now solved indirectly by making it that force-fields no longer block enemy ship movements.

Chris_McElligottPark

Sep 6, 2011 11:27 am

administrator   ~0013139

Yeah, that's true. This is the issue that made me finally do that, though I'd been considering for a while.

TechSY730

Sep 22, 2011 3:31 pm

reporter   ~0013346

Last edited: Sep 22, 2011 3:31 pm

"Unsolved" thanks to the revert of the forcefield change.

Time to reopen and mark it as suspended?

Chris_McElligottPark

Sep 22, 2011 3:34 pm

administrator   ~0013349

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.

TechSY730

Sep 22, 2011 3:37 pm

reporter   ~0013352

Oh, that path finding issue. Yea, that seems to be working fine.

Issue History

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