Gameplay Feature fix and improvement request

Gameplay Feature fix and improvement request

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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mecha
Posts: 98
Joined: 30 Sep 2005, 09:53

Gameplay Feature fix and improvement request

Post by mecha »

Using land or sea transports in spring is buggy at best, particularly the 'load area' command (click 'load' then drag to load all units in an area). This works fine for air transports but not so well for other varieties.

To help debug this: If the transport is already within the circle, the behaviour is for the transport to load those within range and kill the order (even though there are others just outside loading range that were within the circle you specified and there is still room within the transport.)

If the transport is outside the circle you have specified it will drive to the edge of the circle and kill the order (not do anything more).

This is of primary concern since without it you cannot set up automated transport routes using land or sea. This is incredibly useful tectic when it works and there is a tactic detailing the use of air transports in the wiki to acheive this.
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mecha
Posts: 98
Joined: 30 Sep 2005, 09:53

Post by mecha »

The second is a gameplay improvement request which is to be able to select a group of units and send them to load themselves into a transport.

Before flamage I would like to point out that this would allow future versions to have capturable map features(if this ever happens) AS WELL AS making the loading into transports process a bit easier... How many times have you tried to load units into a ship only to have it flounder around trying to get closer to a unit just out of its reach...frustratingly something that you have to micromanage in an otherwise smooth and flowing game
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Hmm, there's three loading radius. One is the radius of the circle you draw, the other is the max radius the script check for before allowing loading, and the third is the hardcoded how close will the transport go before attempting loading.
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mecha
Posts: 98
Joined: 30 Sep 2005, 09:53

Post by mecha »

can we fix this somehow? Is there a difference in the function called when an air unit is assigned to pick up a unit vs what happens when a land or sea unit does the same?
Sean Mirrsen
Posts: 578
Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

The primary difference between a flying transport and a surface-based one is that the air transport does not need the second, "arm" radius. It just flies in, picks the unit up, and flies away.

I wonder, why's the third radius hardcoded? Couldn't there be a tag to specify loaddistance?
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