Working factory-leaving units - Page 2

Working factory-leaving units

Requests for features in the spring code.

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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Working factory-leaving units

Post by Hoi »

this is not the worst, the thing that annoys me the most is the when i hve a lab, and i let a con build somehting really close like a wall of nanos around the lab(no i dont play speedmetal:P), the con just doesnt moves and starts building while blocking the lab
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Re: Working factory-leaving units

Post by LordMatt »

Kloot wrote:Actually the whole pathfinder system has quite an elegant design,
it's not hard to understand at all IMO. The reason that units have
trouble leaving factories is because when a unit finishes building,
the factory is open and thus partially non-blocking, which means
the pathfinder won't see most of it and go straight through given
the corners of a unit's footprint, while the ground collision checks
do and interfere (causing movement failures). I've played with this
a few times, but was never annoyed enough to really fix it. ;)
You aren't playing enough and setting long raid queues for jeffs only to have them cancelled by this nonsense and have to rush to requeue them. Please fix! :-)
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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Re: Working factory-leaving units

Post by Acidd_UK »

Even better, if you could fix it and simultaneously add more comments and/or a wiki page explaining it for everyone else, then maybe ppl would be less scared of it in the future :-)
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