View Issue Details

IDProjectCategoryLast Update
0024860AI War 2Bug - GameplayJul 13, 2021 1:41 pm
Reporteraliyah Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version2.902 Rather Refined Ghosts 
Fixed in VersionBeta 3.310 Engineering Intelligence Injection 
Summary0024860: engineers not working
Descriptioni realized the turrets on this planet are still not up despite having 20 engies, i told them to go help build and they dont help build, moving them over to the spider turrets they actually run the other way a few seconds after moving towards them. likely connected to my other engie report.
TagsNo tags attached.

Relationships

has duplicate 0024880 resolvedChris_McElligottPark Engineering and hacking beams are not drawn 

Activities

aliyah

May 9, 2021 4:00 pm

reporter  

16.savemet (120 bytes)
16.save (414,475 bytes)

aliyah

May 9, 2021 4:01 pm

reporter   ~0061461

they actually will not even assist my support fleet. see screenshot in discord for a hint about decollision glitch

BadgerBadger

May 9, 2021 4:20 pm

manager   ~0061465

If I select your engineers and right click on a turret they will all go over and help build the turret. Then they decide that helping rebuild your fleet is a higher priority and go back to do that.

If you want them to help build all the turrets then hold shift and right-click a bunch of the turrets to queue the assistance requests.

In general, engineers prefer to help rebuild your ships rather than build random things

Exlium

May 11, 2021 7:52 pm

reporter   ~0061514

This may have something to do with the beams just not being visible randomly since Chris recoded the beams. I can't see my engineer's or battlestation's repair/build beams most of the time since that patch.

Zweihand

May 11, 2021 8:42 pm

reporter   ~0061515

This is purely a visual bug. Engineering beams and hacking beams and tractor beams rarely show up now.

UFO

May 12, 2021 6:38 am

reporter   ~0061524

Yeah, I have the same visual bug.

trigorin

May 12, 2021 7:19 am

reporter   ~0061526

Same here. It's a visual bug.

donblas

May 16, 2021 10:42 pm

developer   ~0061611

I believe this is fixed in latest. Please reopen if not.

Zweihand

May 17, 2021 12:49 am

reporter   ~0061612

It's sometimes fixed, sometimes not, will have to test again

Daw11

May 17, 2021 8:08 am

reporter   ~0061613

Beam weapons now shop up but there's a lot of bugs.
Random beams show up every time there's a fight and there's usually one that always goes to the top right corner of the entire map.
Beam1.png (1,834,343 bytes)
Beam2.png (701,480 bytes)

Chris_McElligottPark

Jul 13, 2021 1:41 pm

administrator   ~0062368

Thanks!

* The "Guarding" field on units been renamed to GuardedUnit.
** This may or may not mess with some mods, but we're trying to clear up some semantics and also verify where everything is being used, since misuse internally was leading to some bugs.
** The "GuardingOffsets" list field on units has been renamed to GuardOrPatrolOffsetPoints for the same reason. This has multiple uses, and in the end we are keeping those, but making some other changes.
** The NextGuardingOffsetIndex field on units has been renamed to NextGuardOrPatrolOffsetPointIndex, which again makes that way more clear.

* Various cleanup and fixes related to guarding units and so on:
** When serializing a guarded unit, it no longer serializes dead or missing ones.
** When deserializing a guarded unit from disk, it therefore now complains about dead or missing ones. When deserializing on an MP client, it no longer overwrites the ID with blank if it can't find it, though. This is an order of operations thing, potentially.
** When guards are freed by an alarm, it is now more explicit about freeing patrollers that have no central unit they are guarding, if that's even possible (it may not be, but no chances).
** When AddToNewPlanet() is called, it now clears all of the guard and patrol information. Badger had discovered that this was the source of some insanity with engineers running off to places they should not.
** There is a new IsMobileAndHasRepairOrAssistConstructionFlowsOrIsMobileMeleeUnitfield used for things that would need a "return to" point during pursuit mode. Mainly engineers and combat factories and similar. The GuardOrPatrolOffsetPoint is now only set for units where that is true when the player gives a move order. This is more efficient in general, and leads to not having some strange data in there for other types of units.
*** It turns out this is also needed for mobile melee units belonging to players.
** During decollision orders, it was assigning the engineer "return to" point, which was a very strange thing and was probably the root of the original problem with them returning to a decollision-like coordinate in the first place. Of course we don't want that in there in general with them moving between planets (and that was already taken care of above), but this certainly didn't help and might have let some issues squeak through, just more rarely.
** Added moves_back_after_being_norrised="true" as a replacement for the tag "MovesBackAfterBeingNorrised". This is a lot more efficient to check on units.
** Overall things here were not as dire as they could have been, but this should correct some of the issues that people were observing with engineers being a bit looney at times. And if there were other really rare edge cases, this should also catch those.


(Part of this bug report is visual, but there are other reports for that. The core of this report was actually a decollision error, and so I'm marking that done.)

Issue History

Date Modified Username Field Change
May 9, 2021 4:00 pm aliyah New Issue
May 9, 2021 4:00 pm aliyah File Added: 16.savemet
May 9, 2021 4:00 pm aliyah File Added: 16.save
May 9, 2021 4:01 pm aliyah Note Added: 0061461
May 9, 2021 4:20 pm BadgerBadger Note Added: 0061465
May 11, 2021 7:52 pm Exlium Note Added: 0061514
May 11, 2021 8:42 pm Zweihand Note Added: 0061515
May 12, 2021 6:38 am UFO Note Added: 0061524
May 12, 2021 7:17 am trigorin Relationship added related to 0024880
May 12, 2021 7:19 am trigorin Note Added: 0061526
May 12, 2021 7:20 am trigorin Relationship deleted related to 0024880
May 12, 2021 7:21 am trigorin Relationship added has duplicate 0024880
May 16, 2021 10:42 pm donblas Note Added: 0061611
May 17, 2021 12:49 am Zweihand Note Added: 0061612
May 17, 2021 8:08 am Daw11 File Added: Beam1.png
May 17, 2021 8:08 am Daw11 File Added: Beam2.png
May 17, 2021 8:08 am Daw11 Note Added: 0061613
Jul 13, 2021 1:41 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jul 13, 2021 1:41 pm Chris_McElligottPark Status new => resolved
Jul 13, 2021 1:41 pm Chris_McElligottPark Resolution open => fixed
Jul 13, 2021 1:41 pm Chris_McElligottPark Fixed in Version => Beta 3.310 Engineering Intelligence Injection
Jul 13, 2021 1:41 pm Chris_McElligottPark Note Added: 0062368