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Re: BA relevant info about Spring 89

Posted: 02 Aug 2012, 09:16
by ginekolog
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.

Re: BA relevant info about Spring 89

Posted: 02 Aug 2012, 09:21
by danil_kalina
ginekolog wrote: Now sometimes air unit, that should not patrol (bobmer, bladwings) ,gets stuck in factory and it stops producing.
true

Re: BA relevant info about Spring 89

Posted: 02 Aug 2012, 12:12
by Google_Frog
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?)?
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.

Re: BA relevant info about Spring 89

Posted: 02 Aug 2012, 14:38
by klapmongool
danil_kalina wrote:
ginekolog wrote: Now sometimes air unit, that should not patrol (bobmer, bladwings) ,gets stuck in factory and it stops producing.
true
I'v seen it with other units as well. When given a move command they do move out though.

Re: BA relevant info about Spring 89

Posted: 03 Aug 2012, 17:52
by ginekolog
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.
It seems that its "only fig patrol" widget that is making stop command and unit stucks in factory instead of going out. Spring bug?

Its quite a mess to play without this widget :roll:

Ty in advance for fix.

Re: BA relevant info about Spring 89

Posted: 04 Aug 2012, 01:03
by Forboding Angel
Google_Frog wrote:
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?)?
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.
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.

It just isn't a good method.

Re: BA relevant info about Spring 89

Posted: 06 Aug 2012, 17:44
by jamerlan
ginekolog wrote: Now sometimes air unit, that should not patrol (bobmer, bladwings) ,gets stuck in factory and it stops producing.
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.

Re: BA relevant info about Spring 89

Posted: 06 Aug 2012, 20:21
by BaNa
jamerlan wrote:
ginekolog wrote: Now sometimes air unit, that should not patrol (bobmer, bladwings) ,gets stuck in factory and it stops producing.
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.
+1

Re: BA relevant info about Spring 89

Posted: 06 Aug 2012, 22:17
by klapmongool
BaNa wrote:
jamerlan wrote:
ginekolog wrote: Now sometimes air unit, that should not patrol (bobmer, bladwings) ,gets stuck in factory and it stops producing.
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.
+1
+1