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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0002182 | Spring engine | General | public | 2010-10-20 06:58 | 2010-11-21 01:59 | ||||
Reporter | Niobium | ||||||||
Assigned To | Kloot | ||||||||
Priority | normal | Severity | major | Reproducibility | always | ||||
Status | resolved | Resolution | fixed | ||||||
Product Version | |||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0002182: Air units from factories recieve move order | ||||||||
Description | Recently (82.4 or .5 or .6) a feature was added that gave new units from factories a move order 0000064:0000100 units in the direction the factory is facing. While this is great for getting ground units out of the lab and preventing them getting stuck, it also applies to air units produced from a lab. This move order becomes a big problem for plane-type air units, that often have to go out and loop back to complete it as it is so close. It's also not required as air units cannot get stuck as they exit a lab into the sky. Suggested Fix: - Air units excluded from 0000064:0000100 unit move order. | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
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zerver (reporter) 2010-10-20 13:23 |
This move order is also a problem if there is a blocking object close to the factory exit. The move order will instruct the units to go into the object, causing a congestion. My suggestion: Don't issue a move order if the factory has a move order (rally point) manually set. |
Kloot (developer) 2010-10-20 16:18 Last edited: 2010-10-20 16:18 |
The whole point of the extra move order is to avoid units getting stuck (when the factory has a rally point set such that they are likely to turn and bump into its walls while exiting), so that would be a bad idea. It's easy to hand out exemptions to aircraft of course. |
zerver (reporter) 2010-10-20 17:45 |
You can build a metal storage in front of the arm vehicle lab and use some nanos to pump out jeffys and see how annoying it is. So we may need a method to determine if the manually set rally point is good enough. I understand that noobs may set a single rally point far away and trigger the problem you are describing. However, most experienced users would issue a chain of move orders, with the first one being close to the factory. Or maybe the problem is solvable simply by setting the rally point much closer to the factory? I was also thinking maybe it should be Lua rather than engine. But I don't care really, as long as we can resolve this annoyance. Another thing, some labs have dual exits (kbot labs). |
Kloot (developer) 2010-11-21 01:59 |
excluded aircraft from being given the extra move-order for now |
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Date Modified | Username | Field | Change |
---|---|---|---|
2010-10-20 06:58 | Niobium | New Issue | |
2010-10-20 13:23 | zerver | Note Added: 0005762 | |
2010-10-20 16:18 | Kloot | Note Added: 0005764 | |
2010-10-20 16:18 | Kloot | Note Edited: 0005764 | |
2010-10-20 17:45 | zerver | Note Added: 0005765 | |
2010-11-21 01:59 | Kloot | Note Added: 0005893 | |
2010-11-21 01:59 | Kloot | Status | new => resolved |
2010-11-21 01:59 | Kloot | Resolution | open => fixed |
2010-11-21 01:59 | Kloot | Assigned To | => Kloot |