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IDProjectCategoryLast Update
0003110AI War 1 / ClassicSuggestion - Interface Ideas - Unit Selection, Management, and OrdersMar 26, 2011 5:23 pm
ReporterPrezombie Assigned To 
Status newResolutionopen 
Product Version5.008 
Summary0003110: A way to abort transport unloading.
DescriptionTransports are nice to make a GP assassin fleet take out several more GPs than they would be if they had to travel normally, taking fire all the way.

The problem comes when you unload, and finish taking out the GP before the transport is done. Loading the ships back in takes far much longer, as the transport continues to unload ships.

An easy way to fix this would be to cancel unloading if a ship is loaded onto the transport.
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TechSY730

Mar 26, 2011 11:19 am

reporter   ~0011489

Last edited: Mar 26, 2011 11:19 am

You know you can just press END to cancel current orders, including unloading?

But yes, this is very unintuitive behavior and should be looked at.

Prezombie

Mar 26, 2011 5:23 pm

reporter   ~0011494

No I did not. But you're right, even knowing that, it's just a minor hassle, rather than a major frustration.

Issue History

Date Modified Username Field Change
Mar 26, 2011 7:55 am Prezombie New Issue
Mar 26, 2011 11:19 am TechSY730 Note Added: 0011489
Mar 26, 2011 11:19 am TechSY730 Note Edited: 0011489
Mar 26, 2011 5:23 pm Prezombie Note Added: 0011494