View Issue Details

IDProjectCategoryLast Update
0005875AI War 1 / ClassicBug - GameplayJun 4, 2013 7:11 pm
ReporterWingflier Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version5.024 
Fixed in Version6.042 
Summary0005875: FRD Patrol Mechanics still not working correctly (latest version 5.025)
DescriptionThe FRD patrol feature still isn't working correctly since the latest patch.

Say you have 3 planets in a line, with a redirector post on each.

Planet A's Post sends units on FRD to Planet B.
Planet B's Post sends units on FRD to Planet C.
Planet C's Post sends units on FRD back to planet A, and the cycle should start all over.

Unfortunately, the units on patrol do not CHECK planets A and C, because as soon as they enter they leave. In other words, they don't acquire targets at the end of their "loop". This presents a serious problem, because unless you can make patrols in a 'circle' of planets, the beginning and end planet in the patrol don't get patrolled :(

Savegame attached.
TagsNo tags attached.
Internal WeightFix Before Major Release

Activities

keith.lamothe

Feb 13, 2012 7:05 pm

administrator   ~0019045

Did that ever work?

Wingflier

Feb 13, 2012 7:14 pm

reporter   ~0019050

Probably not, but I don't remember.

keith.lamothe

Feb 13, 2012 8:08 pm

administrator   ~0019054

Ok, just checking. I would like to make it work, but getting it to not double-back at the wormhole is going to be tricky stuff.

motai

Feb 13, 2012 8:45 pm

reporter   ~0019062

just a thought you could make it so rally points are themselves a rally in the path. that way end wormholes in the patrol would have a patrol length greater than 0.

keith.lamothe

Feb 14, 2012 9:07 am

administrator   ~0019080

The difficulty there is that the path is in terms of planets, not wormholes or rally points or whatever. Since the rally point isn't a planet it can't be part of the path. We'd have to add logic that would suspend the path until the unit had reached the rally point, and thus we'd probably need some extra per-ship state so it would know that it was on the way to or on the way from the rally point, etc.

motai

Feb 14, 2012 10:15 am

reporter   ~0019095

Last edited: Feb 14, 2012 10:28 am

i understand what you are saying but when the rally point checks to add the next planet to the path could it not also add a course point of movement for its own location? its not like it checks at every planet on the path. i was thinking only when it reached the end system it would always rally to the post and then the post orders append.

and one thought i havent tried yet, have you set a location for your redirector in the system and then give it frd out of system after a location move?

keith.lamothe

Feb 14, 2012 10:28 am

administrator   ~0019100

Actually my previous explanation is somewhat flawed, yes. The trick would not be "get it to go to the rally post after exiting the wormhole" (you correctly point that it already does that in some cases) but "get it to go to the next wormhole after reaching the rally post". But I do think that might be doable :) Not right this second, though ;)

Hearteater

Feb 14, 2012 11:51 am

reporter   ~0019108

I kind of feel the Redirectors should become "Patrol Posts" and ships entering a system with on should go to the closet Patrol Post. Once they reach that, they then travel to the "rally point" that Patrol Post is pointing to. If that point is close to another Patrol Post, they continue on, going to that post's rally point. So we could create both in-system patrols and cross system patrols (since we can redirect out of the system). This would make it easy to prevent a ship from "turning around" because it would first go to the patrol post before switching to that post's rally point which is directing it back out of the system.

Wingflier

May 1, 2012 10:57 am

reporter   ~0023149

I just want to point out that this still hasn't been fixed. (I know you guys have been very busy with AVWW, so I'm not complaining, just letting you know).

Ironically, I've noticed that the Human Resistance Fighters, while making their patrol rounds, are not affected by this bug. They will enter the last planet for a second or two to make sure there are no enemies before leaving.

Maybe check their AI script to see what you did differently.

keith.lamothe

Jun 4, 2013 7:11 pm

administrator   ~0032796

For 6.042:

* Now when a player unit enters a planet with a redirector post that would send them right back out through a nearby wormhole (generally the one they came in through), they set a quick movement waypoint about 2k-3k distance away, move to that, and then move to the target wormhole and get underway. This gives a chance for FRD or other logic to fire in case there's something on the planet that the ship should be dealing with rather than ducking right back in the wormhole without checking.

Thanks :)

Issue History

Date Modified Username Field Change
Feb 13, 2012 5:04 pm Wingflier New Issue
Feb 13, 2012 5:04 pm Wingflier File Added: example.sav
Feb 13, 2012 7:05 pm keith.lamothe Note Added: 0019045
Feb 13, 2012 7:14 pm Wingflier Note Added: 0019050
Feb 13, 2012 8:08 pm keith.lamothe Note Added: 0019054
Feb 13, 2012 8:45 pm motai Note Added: 0019062
Feb 14, 2012 7:39 am tigersfan Internal Weight => Fix Before Major Release
Feb 14, 2012 7:39 am tigersfan Assigned To => keith.lamothe
Feb 14, 2012 7:39 am tigersfan Status new => assigned
Feb 14, 2012 9:07 am keith.lamothe Note Added: 0019080
Feb 14, 2012 10:15 am motai Note Added: 0019095
Feb 14, 2012 10:16 am motai Note Edited: 0019095
Feb 14, 2012 10:28 am motai Note Edited: 0019095
Feb 14, 2012 10:28 am keith.lamothe Note Added: 0019100
Feb 14, 2012 11:51 am Hearteater Note Added: 0019108
May 1, 2012 10:57 am Wingflier Note Added: 0023149
Jun 4, 2013 7:11 pm keith.lamothe Note Added: 0032796
Jun 4, 2013 7:11 pm keith.lamothe Status assigned => resolved
Jun 4, 2013 7:11 pm keith.lamothe Fixed in Version => 6.042
Jun 4, 2013 7:11 pm keith.lamothe Resolution open => fixed