View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0019477 | AI War 2 | Graphical Bug | Mar 12, 2018 9:14 pm | Jun 29, 2018 10:26 am | |
Reporter | BadgerBadger | Assigned To | BadgerBadger | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.711 | ||||
Fixed in Version | 0.746 Disposing of the Invisible Man | ||||
Summary | 0019477: Rally menu gets confused about Group IDs | ||||
Description | I have a couple Groups in this game. group 1 was originally my Ark, but I changed it to make the Ark 2 (by clicking my ark and hitting Ctl-2 and then clicking everything else and hitting Ctl-1). I've since added a few others. But when I go to the Rally menu to direct the Ark to send reinforcements to another group it looks really weird. It looks like the names aren't updating at all. F1 still seems to show the Ark name instead of the Botnet Golem (which it should be). | ||||
Tags | No tags attached. | ||||
related to | 0019647 | resolved | BadgerBadger | Rallying to control group with strongest ship in motion should go to destination. |
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Created Trello card. |
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Badger, how much of this still applies post-pivot and with the recent updates you made to implement the rally points? |
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We don't have a rally menu that shows a group ID anymore ;-), so this is no longer an issue. What I did was to write all new code to create rally-to-point code. I just reused Keith's old Rally-To-Group code wholesale, which has an intriguing bug in it now, post pivot. Rally-To-Group works by picking the strongest unit in the group and then rallying units to the strongest unit's WorldLocation. This worked fine when your groups were centered around flagships, which were stronger than any unit you might build. Unfortunately, in the post-pivot world, if you have a group of all fleetships but have a starship constructor that's rallying to that group, any starship that's built will immediately be the strongest unit in the group, so it will try to rally to its own location (and thus not go anywhere). Keith or I needs to provide a workaround eventually. |
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Awesome, thanks! That makes perfect sense. Just checked in: * Fixed an issue where newly-created ships that were rallying into a control group could rally to themselves if they were suddenly the strongest ship in the control group. But then added: 0019647 BADGER_TODO or KEITH_TODO: If the target entity that we are rallying to already has movement orders, then we should rally to its eventual destination, not its current one. This applies in particular to ships that would be rallying to something that was newly-created. |
Date Modified | Username | Field | Change |
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Mar 12, 2018 9:14 pm | BadgerBadger | New Issue | |
Mar 12, 2018 9:14 pm | BadgerBadger | File Added: ConfusedGroups.savemet | |
Mar 12, 2018 9:14 pm | BadgerBadger | File Added: ConfusedGroups.save | |
Mar 12, 2018 9:14 pm | BadgerBadger | File Added: confusedGroups.png | |
Mar 13, 2018 10:36 am | Michael | Assigned To | => keith.lamothe |
Mar 13, 2018 10:36 am | Michael | Status | new => assigned |
Mar 13, 2018 10:36 am | Michael | Note Added: 0047137 | |
Mar 23, 2018 9:03 am | Chris_McElligottPark | Assigned To | keith.lamothe => Chris_McElligottPark |
Jun 28, 2018 7:02 pm | Chris_McElligottPark | Note Added: 0047607 | |
Jun 28, 2018 7:02 pm | Chris_McElligottPark | Assigned To | Chris_McElligottPark => BadgerBadger |
Jun 28, 2018 7:02 pm | Chris_McElligottPark | Status | assigned => feedback |
Jun 29, 2018 12:15 am | BadgerBadger | Note Added: 0047620 | |
Jun 29, 2018 10:26 am | Chris_McElligottPark | Status | feedback => resolved |
Jun 29, 2018 10:26 am | Chris_McElligottPark | Resolution | open => fixed |
Jun 29, 2018 10:26 am | Chris_McElligottPark | Fixed in Version | => 0.746 Disposing of the Invisible Man |
Jun 29, 2018 10:26 am | Chris_McElligottPark | Note Added: 0047622 | |
Jun 29, 2018 10:26 am | Chris_McElligottPark | Relationship added | related to 0019647 |