I found bug in many games now:
I use only fighter patrol widget (few years, never troubles).
Now sometimes air unit, that should not patrol (bobmer, bladwings) ,gets stuck in factory and it stops producing.
Anyone else noticed this? I have not tested it without this widget though.
BA relevant info about Spring 89
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- danil_kalina
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Re: BA relevant info about Spring 89
trueginekolog wrote: Now sometimes air unit, that should not patrol (bobmer, bladwings) ,gets stuck in factory and it stops producing.
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Re: BA relevant info about Spring 89
89.0 shows build ranges around mobile constructors. Also that stopping at half range feature sounds useful for some cases. Maybe it could be a tag which controls how close a builder will move before starting a structure.Forboding Angel wrote:beherith, why not just use that little widget that i use in evo to show actual ranges (Or is that not the problem?)?
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Re: BA relevant info about Spring 89
I'v seen it with other units as well. When given a move command they do move out though.danil_kalina wrote:trueginekolog wrote: Now sometimes air unit, that should not patrol (bobmer, bladwings) ,gets stuck in factory and it stops producing.
Re: BA relevant info about Spring 89
It seems that its "only fig patrol" widget that is making stop command and unit stucks in factory instead of going out. Spring bug?ginekolog wrote:I found bug in many games now:
I use only fighter patrol widget (few years, never troubles).
Now sometimes air unit, that should not patrol (bobmer, bladwings) ,gets stuck in factory and it stops producing.
Anyone else noticed this? I have not tested it without this widget though.
Its quite a mess to play without this widget
Ty in advance for fix.
- Forboding Angel
- Evolution RTS Developer
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Re: BA relevant info about Spring 89
In 99% of all cases, this will cause your max buildrange to be reduced by that amount. It is not a good thing and to contol its behavior more tightly, you would have to account for every single probable instance.Google_Frog wrote:89.0 shows build ranges around mobile constructors. Also that stopping at half range feature sounds useful for some cases. Maybe it could be a tag which controls how close a builder will move before starting a structure.Forboding Angel wrote:beherith, why not just use that little widget that i use in evo to show actual ranges (Or is that not the problem?)?
It just isn't a good method.
Re: BA relevant info about Spring 89
I think that this is not BA bug but.. I have troubles with constructors every time I play on water. I build many constructors to guard factory and they pushed to factory and factory don't produce because of pushed constructor ships into it.ginekolog wrote: Now sometimes air unit, that should not patrol (bobmer, bladwings) ,gets stuck in factory and it stops producing.
Re: BA relevant info about Spring 89
+1jamerlan wrote:I think that this is not BA bug but.. I have troubles with constructors every time I play on water. I build many constructors to guard factory and they pushed to factory and factory don't produce because of pushed constructor ships into it.ginekolog wrote: Now sometimes air unit, that should not patrol (bobmer, bladwings) ,gets stuck in factory and it stops producing.
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Re: BA relevant info about Spring 89
+1BaNa wrote:+1jamerlan wrote:I think that this is not BA bug but.. I have troubles with constructors every time I play on water. I build many constructors to guard factory and they pushed to factory and factory don't produce because of pushed constructor ships into it.ginekolog wrote: Now sometimes air unit, that should not patrol (bobmer, bladwings) ,gets stuck in factory and it stops producing.