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IDProjectCategoryLast Update
0014520The Last FederationGameplay IssueApr 24, 2014 9:51 am
ReporterRaide Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version1.004 (x64 Linux Build) 
Fixed in Version1.005 Beta (Holy Smokes It's Big) 
Summary0014520: "Smuggle in Resistance Fighter" mission is awful
DescriptionSee my screenshots.

The two ships that follow you just meander around and refuse to go to the node. It also feels pointless since after you wiped out all enemies resistance, you have to keep going back and forth to pick up two more ships, and then just standby at the node until the ships find their way, which at this build of the game, may took 50+ turns and luck.
TagsNo tags attached.
Internal WeightNew

Relationships

duplicate of 0014306 resolvedkeith.lamothe Smuggle In Resistance Fighters is painful, un-fun, and didn't have a visible effect 

Activities

Raide

Apr 23, 2014 5:01 pm

reporter  

2014-04-24_00006_m.jpg (193,824 bytes)   
2014-04-24_00006_m.jpg (193,824 bytes)   

casualsax

Apr 23, 2014 5:53 pm

reporter   ~0036583

I think clearing the way for just the first two ships would be enough. My problem is that the concept of this mission is unique, but in execution it turns into another mission to destroy all of the enemy ships.

Raide

Apr 23, 2014 11:17 pm

reporter   ~0036610

Also have been discussed in steam http://steamcommunity.com/app/273070/discussions/0/558753804527152651/ and it seemed like if there's past ticket for it, I missed them.

keith.lamothe

Apr 24, 2014 9:51 am

administrator   ~0036639

For 1.005:

=== "Smuggle In Resistance Fighter" Overhaul ===

* Now instead of the troop ships following you in pairs (with the others basically doing nothing until the previous pair either makes it through or dies), all 10 troop ships will be active from the start.

* Rather than following you, the troop ships beeline towards the drop zone. They use a sort of "follow the leader" movement so they don't all clump up to make one big target.

* Fixed some bugs where the "if a side is in situation X, all that side's ships should go on the attack" logic was interfering with the troop transports.

* Fixed a bug where you could not select a technically-dead race (no planets left) for the mission, even if that race had pirate bases to supply the troops.

* Fixed a bug where some "attack target offset" logic added way after the smuggle-resistance contract was making the troop transports go very strange places.

Thanks :)

Issue History

Date Modified Username Field Change
Apr 23, 2014 5:01 pm Raide New Issue
Apr 23, 2014 5:01 pm Raide File Added: 2014-04-24_00006_m.jpg
Apr 23, 2014 5:53 pm casualsax Note Added: 0036583
Apr 23, 2014 6:32 pm GC13 Relationship added duplicate of 0014306
Apr 23, 2014 10:09 pm Chris_McElligottPark Assigned To => keith.lamothe
Apr 23, 2014 10:09 pm Chris_McElligottPark Status new => assigned
Apr 23, 2014 11:17 pm Raide Note Added: 0036610
Apr 24, 2014 9:51 am keith.lamothe Internal Weight => New
Apr 24, 2014 9:51 am keith.lamothe Note Added: 0036639
Apr 24, 2014 9:51 am keith.lamothe Status assigned => resolved
Apr 24, 2014 9:51 am keith.lamothe Fixed in Version => 1.005 Beta (Holy Smokes It's Big)
Apr 24, 2014 9:51 am keith.lamothe Resolution open => fixed