View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001530 | AI War 1 / Classic | Bug - Other | Nov 22, 2010 6:07 am | Mar 21, 2011 9:42 pm | |
Reporter | Lancefighter | Assigned To | keith.lamothe | ||
Status | assigned | Resolution | reopened | ||
Product Version | 4.038 | ||||
Summary | 0001530: Spire ships dont rebuild modules in the same spot | ||||
Description | Mine are doing all sorts of stupid things with modules when they are rebuilt - ive one that decided to put a mk2 beam cannon in place of the shield, and then build mk2 lasers everywhere else.. when the design CLEARLY calls for mk3 shield, 2mk2 hbc, mk3 lasers where possible, mk2 elsewhere. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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I was unaware that any (player controlled) unit had modules aside from the riot control starship. What "spire ship" are you talking about? |
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Er... the Light of the Spire expansion adds these. |
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Thanks lance. I've played LotS. Yet all of the spire ships I've seen don't have modules. Spire rams, spire stealth battleships, spire maws, spire parasites... WHAT SPIRE SHIP HAS MODULES? :| |
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You can't handle the truth! Er, um, sorry, wrong script. The Spire capital ships are built from the Spire Shipyard, which is built by a Spire City Hub, which is built by a Spire Colony Ship, which is built during the Fallen Spire minor-faction "scripted campaign". Complex enough for you? If not I could probably add some steps. |
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Thanks keith. It was just like "which spire ship? There's like two dozen of them." If he'd said "the spire capital ship" I'd have gone "oh, haven't seen that yet" and moved along. |
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Sorry, I didnt want to spoil too much >.< Id kinda assumed anyone who has been playing the LotS has at least gotten to the onecity phase |
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Well, spoiler-wise, the cats are basically out of the bag for anyone reading the bug tracker or release threads, except perhaps the very last sequence. |
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well, theres that one ticket for final sequence balance :p But on the subject of the actual bug we are posting notes on... >.< |
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I knew you'd bring that up ;) Silly bugs... Do you have a save where I can just load it up, get a cruiser shot up, and see this happen? I've a notoriously low batting average when trying to reproduce things like this myself. |
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Pfft, I don't mind spoilers. The only game I've gotten close to "the first city" had a crash issue. |
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group one has a set of 5 cruisers ready to get shot up; home of light should be well reinforced with hybrids :p edit its kinda hard to entice module damage, the best way you could force it is to make a group of blade enemies attack the cruiser. Shredders are a recent unlock for the ai, so you might get lucky.. |
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If im not mistaken, the issue is as such - when a module is destroyed, it is added to the tobuild queue. The modules in that queue are built on the *first* empty spot that can support that item.. so if you lose a module in the meantime that can fit that slot (say, your hbc mk2 gets shot up, then your ff dies) it will be built on the ff slot, because thats the 0th slot. If you switch around the slots such that the 0th slot can only handle mk2 lasers and down (the back two slots), then tier them up appropriately (the next to back row, the front row, then the middle-front row, then the ff) items *should* be built properly. |
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Yea, that could be a tricky one to sort out. Might be simpler to make the non-ff modules non-destructible for the spire ships until we can sort out specific queuing of specific module slots, etc. |
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I imagine the issue pertains to the riot starships as well, but their modules can only ever go in specific slots.. perhaps some will end up in the wrong slot graphically, but that is virtually no actual difference. that is probably not a good idea for the spire cruisers, as they have 5 different sections.. Suppose making them indestructible is an easy way to do it at the moment.. it probably wont be noticed much that they arent dieing, as long as they can be scrapped and upgraded |
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Ok, on reflection I found that making the modules invincible was a bad idea, and a more robust solution actually much easier than I thought. Basically now each of the hardpoints has an internal "priority" value, and when the ship is adding a new module completed from the build-queue, it picks the lowest-priority slot available. The shield generator slot, as you can imagine, has the highest priority, so a HBC will only go there if there is no other slot that can hold it. This _should_ handle all the cases I can think of, unless it's adding more copies of stuff than it really should to the queue. |
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that should work indeed :) now, I dont suppose you could make it so when i upgrade an existing template, all ships upgrade their modules to the new template? |
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Well, the thing is that a ship doesn't remember what template (if any) was used to build it. And what would it do with ships built from a template but then manually modified, etc. But I do want to add some kind of way to open more than one ship in "design view" like you currently can do with an individual ship, and apply the changes to all of them at the same time. That would be fairly easy, except that it would require just having some kind of message like "you're about to apply this to multiple ships of different designs..." etc. I'm guessing that wouldn't bother folks like you, though ;) |
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Thatd be kinda awesome actually.. pretty please? |
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This problem seems to be not fully solved. I just recently smashed my spire fleet into a core world and neutered it. In went three cruisers, seven destroyers and 24 frigates. Three cruisers and three destroyers left. While the destroyers repaired to my standard outfit (2 lasers, 2 hbc, 1 shield), the cruisers got pretty random modules with lots and lots of lasers. |
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I can confirm that modules are still not being rebuilt properly. I don't have experience with LotS ships much, but I often send Riots in with a shield module, among other offensive modules. After the battle thought, I notice it has no forcefield, and is not being rebuilt - it was destroyed, and replaced with another module. |
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Lancefighter, could you please reopen this issue for real? Merely setting the resolution isn't considered reopening the issue. A true reopening would set the status to feedback on top of that. You can do this by pressing the reopen button. Only admins and the OP can reopen an issue properly, for some obscure reason. |
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TechSY, to be clear I tried to re-open. However, I think since I was not OP I could not. Fail on my part. Yeah Lance, get on it and re-open this sucker :) |
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You can always make yourself the owner of the issue, and thus get the rights to reopen. (For yet another obscure reason, non-admins can change report ownership). However, that is a bit rude. ;) |
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Oh, haha, I'm on it! Lance, forgive my rudeness. I take this action in the name of..uh, getting it done quicker? I changed reporter to me to switch status, and switched back to Lance for original credit. Good thinking TechSY |
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YOU DID WHAT |
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jk i dont really care. its not really that important to me that stuff gets reported with my name on it.. seeing as I hardly play as much as I used to anyway. As long as the issue gets fixed.. |
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Don't get me started on being less active around here...since nursing school began, I've hardly had time to browse the forum, much less reply to half the threads, as I believe was my custom at one time...it was so long ago I can hardly remember.. |
Date Modified | Username | Field | Change |
---|---|---|---|
Nov 22, 2010 6:07 am | Lancefighter | New Issue | |
Nov 22, 2010 1:09 pm | Draco18s | Note Added: 0004210 | |
Nov 22, 2010 1:30 pm | Lancefighter | Note Added: 0004212 | |
Nov 22, 2010 1:37 pm | Draco18s | Note Added: 0004215 | |
Nov 22, 2010 1:44 pm | keith.lamothe | Note Added: 0004218 | |
Nov 22, 2010 1:46 pm | Draco18s | Note Added: 0004219 | |
Nov 22, 2010 2:14 pm | Lancefighter | Note Added: 0004223 | |
Nov 22, 2010 2:23 pm | keith.lamothe | Note Added: 0004224 | |
Nov 22, 2010 2:26 pm | Lancefighter | Note Added: 0004225 | |
Nov 22, 2010 2:28 pm | keith.lamothe | Note Added: 0004226 | |
Nov 22, 2010 2:28 pm | Draco18s | Note Added: 0004227 | |
Nov 22, 2010 2:32 pm | Lancefighter | File Added: ..cruisers.sav | |
Nov 22, 2010 2:32 pm | Lancefighter | Note Added: 0004229 | |
Nov 22, 2010 2:34 pm | Lancefighter | Note Edited: 0004229 | |
Nov 22, 2010 2:38 pm | Lancefighter | Note Added: 0004230 | |
Nov 22, 2010 2:41 pm | keith.lamothe | Note Added: 0004231 | |
Nov 22, 2010 2:52 pm | Lancefighter | Note Added: 0004232 | |
Nov 22, 2010 6:02 pm | keith.lamothe | Note Added: 0004240 | |
Nov 22, 2010 6:02 pm | keith.lamothe | Status | new => resolved |
Nov 22, 2010 6:02 pm | keith.lamothe | Resolution | open => fixed |
Nov 22, 2010 6:02 pm | keith.lamothe | Assigned To | => keith.lamothe |
Nov 22, 2010 6:22 pm | Lancefighter | Note Added: 0004241 | |
Nov 22, 2010 6:40 pm | keith.lamothe | Note Added: 0004242 | |
Nov 22, 2010 7:01 pm | Lancefighter | Note Added: 0004245 | |
Mar 20, 2011 12:04 pm | Jokus | Note Added: 0011180 | |
Mar 21, 2011 2:07 pm | Fleet | Note Added: 0011186 | |
Mar 21, 2011 2:07 pm | Fleet | Resolution | fixed => reopened |
Mar 21, 2011 6:03 pm | TechSY730 | Note Added: 0011201 | |
Mar 21, 2011 7:14 pm | Fleet | Note Added: 0011203 | |
Mar 21, 2011 7:17 pm | TechSY730 | Note Added: 0011204 | |
Mar 21, 2011 7:20 pm | Fleet | Note Added: 0011205 | |
Mar 21, 2011 7:21 pm | Fleet | Reporter | Lancefighter => Fleet |
Mar 21, 2011 7:21 pm | Fleet | Status | resolved => feedback |
Mar 21, 2011 7:21 pm | Fleet | Reporter | Fleet => Lancefighter |
Mar 21, 2011 7:22 pm | Fleet | Note Edited: 0011205 | |
Mar 21, 2011 9:23 pm | Lancefighter | Note Added: 0011206 | |
Mar 21, 2011 9:23 pm | Lancefighter | Status | feedback => assigned |
Mar 21, 2011 9:24 pm | Lancefighter | Note Added: 0011207 | |
Mar 21, 2011 9:42 pm | Fleet | Note Added: 0011209 |