View Issue Details

IDProjectCategoryLast Update
0022808AI War 2Bug - GameplayOct 16, 2020 7:12 pm
ReporterStrategic Sage Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version1.329 Valentine 
Fixed in Version2.617 Calming For The Nerves 
Summary0022808: Standing Orders Don't Respond to Multi-Fleet Changes
DescriptionI know this has been reported before, but I'm not sure how specifically. I can provide save/video but it should be extremely easy to replicate on literally any save with several fleets. Any group of several fleets likes to basically ignore a lot of changes to standing orders - it's most problematic when Attack-Move, Pursuit, etc. are on and you are just trying to turn it off. Select any one fleet from the group, and it almost always responds correctly. Hopefully this will be of use in knocking this issue out, as it does prove to be regularly aggravating.
TagsNo tags attached.

Relationships

related to 0023928 resolvedChris_McElligottPark Group movement hard to remove 

Activities

Chris_McElligottPark

Oct 16, 2020 7:12 pm

administrator   ~0059252

Thanks!

* There is a general problem with "churn" in ships and stacks being so fast that if you have many ships selected it was almost impossible to remove a status effect based off of a simple toggle.
** Our overall logic was "if at least one of the selected items doesn't have the status, then add the status." But this gets intensely confusing, and we introduced transports that is part of why we made L be load and U be unload.
** So let's revisit our older standing orders, too, because this is just problematic with trying to toggle them.
*** G is no longer "toggle group move" it is now "Enable Group Move"
**** You now have to use Ctrl+G to remove ships from group move. None of this toggling business!
**** Additionally, on the interface for the game where it shows the icon under selected ships, right-clicking that button now removes, while left-clicking enables. The tooltips are updated to say all this.
*** The same exact setup is now true for "Stop To Shoot Mode" and the K key, including its button and Ctrl+K and all that.
*** Exact same thing again with "hold fire/disable" functions and the N key, and Ctrl+N, the interface button, etc.
*** Ditto again for Pursuit mode and the V key.
*** And a final ditto for attack-move mode and the X key.
** This is something that has been reported since at the very least February, and even before that, apparently. Somehow or other this still frankly just slipped past our attention. The amount of information overload that we sometimes face is kind of intense when it comes to bug reports.
*** But with that said, holy cow this was incredibly annoying. There's nothing like pressing a button and not having it do what you want to induce rage. We just don't really use these options all that much, or when we do they are with only one fleet selected, and it was working well in single-fleet situations. Something about multiple fleets in one selection was particularly throwing this off, but it's hard to be sure of the exact full reasons.
*** At any rate, we're glad to have it fixed now, and thanks to folks for bringing this up again so that it finally registered in our attention properly. This feels like a major frustrating oversight.

Issue History

Date Modified Username Field Change
Feb 20, 2020 1:26 am Strategic Sage New Issue
Oct 16, 2020 2:30 pm Asteroid Relationship added related to 0023928
Oct 16, 2020 7:12 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Oct 16, 2020 7:12 pm Chris_McElligottPark Status new => resolved
Oct 16, 2020 7:12 pm Chris_McElligottPark Resolution open => fixed
Oct 16, 2020 7:12 pm Chris_McElligottPark Fixed in Version => 2.617 Calming For The Nerves
Oct 16, 2020 7:12 pm Chris_McElligottPark Note Added: 0059252