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IDProjectCategoryLast Update
0001530AI War 1 / ClassicBug - OtherMar 21, 2011 9:42 pm
ReporterLancefighter Assigned Tokeith.lamothe  
Status assignedResolutionreopened 
Product Version4.038 
Summary0001530: Spire ships dont rebuild modules in the same spot
DescriptionMine 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.
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Draco18s

Nov 22, 2010 1:09 pm

developer   ~0004210

I was unaware that any (player controlled) unit had modules aside from the riot control starship.

What "spire ship" are you talking about?

Lancefighter

Nov 22, 2010 1:30 pm

reporter   ~0004212

Er...

the Light of the Spire expansion adds these.

Draco18s

Nov 22, 2010 1:37 pm

developer   ~0004215

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? :|

keith.lamothe

Nov 22, 2010 1:44 pm

administrator   ~0004218

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.

Draco18s

Nov 22, 2010 1:46 pm

developer   ~0004219

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.

Lancefighter

Nov 22, 2010 2:14 pm

reporter   ~0004223

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

keith.lamothe

Nov 22, 2010 2:23 pm

administrator   ~0004224

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.

Lancefighter

Nov 22, 2010 2:26 pm

reporter   ~0004225

well, theres that one ticket for final sequence balance :p

But on the subject of the actual bug we are posting notes on... >.<

keith.lamothe

Nov 22, 2010 2:28 pm

administrator   ~0004226

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.

Draco18s

Nov 22, 2010 2:28 pm

developer   ~0004227

Pfft, I don't mind spoilers. The only game I've gotten close to "the first city" had a crash issue.

Lancefighter

Nov 22, 2010 2:32 pm

reporter  

..cruisers.sav (451,711 bytes)

Lancefighter

Nov 22, 2010 2:32 pm

reporter   ~0004229

Last edited: Nov 22, 2010 2:34 pm

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..

Lancefighter

Nov 22, 2010 2:38 pm

reporter   ~0004230

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.

keith.lamothe

Nov 22, 2010 2:41 pm

administrator   ~0004231

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.

Lancefighter

Nov 22, 2010 2:52 pm

reporter   ~0004232

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

keith.lamothe

Nov 22, 2010 6:02 pm

administrator   ~0004240

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.

Lancefighter

Nov 22, 2010 6:22 pm

reporter   ~0004241

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?

keith.lamothe

Nov 22, 2010 6:40 pm

administrator   ~0004242

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 ;)

Lancefighter

Nov 22, 2010 7:01 pm

reporter   ~0004245

Thatd be kinda awesome actually.. pretty please?

Jokus

Mar 20, 2011 12:04 pm

reporter   ~0011180

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.

Fleet

Mar 21, 2011 2:07 pm

reporter   ~0011186

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.

TechSY730

Mar 21, 2011 6:03 pm

reporter   ~0011201

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.

Fleet

Mar 21, 2011 7:14 pm

reporter   ~0011203

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 :)

TechSY730

Mar 21, 2011 7:17 pm

reporter   ~0011204

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. ;)

Fleet

Mar 21, 2011 7:20 pm

reporter   ~0011205

Last edited: Mar 21, 2011 7:22 pm

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

Lancefighter

Mar 21, 2011 9:23 pm

reporter   ~0011206

YOU DID WHAT

Lancefighter

Mar 21, 2011 9:24 pm

reporter   ~0011207

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..

Fleet

Mar 21, 2011 9:42 pm

reporter   ~0011209

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..

Issue History

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