Opened 12 years ago
Closed 10 years ago
#1052 closed enhancement (fixed)
Rally points set on resource droppoff buildings/farms being constructed should allow for change of focus if building is completed
Reported by: | Erik Johansson | Owned by: | mimo |
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Priority: | Nice to Have | Milestone: | Alpha 15 |
Component: | UI & Simulation | Keywords: | |
Cc: | Patch: |
Description
Not really a requirement, but it would be a nice improvement if units would e.g. start to gather from a farm if a rally point was set on it before it was finished and start looking for nearby resources if the rally point was set on a farmstead/mill.
Change History (17)
comment:1 by , 10 years ago
Owner: | set to |
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Resolution: | → fixed |
Status: | new → closed |
comment:2 by , 10 years ago
Component: | Core engine → UI & Simulation |
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Milestone: | Backlog → Alpha 15 |
Does this really fix the issue in the ticket? It doesn't change the build to a gather order.
comment:3 by , 10 years ago
yes it does. The existing code in ConstructionFinished does what you are looking for.
comment:5 by , 10 years ago
Resolution: | fixed |
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Status: | closed → reopened |
I can get the following error:
ERROR: Script message handler OnGlobalEntityRenamed failed ERROR: Error in timer on entity 2220, IID 79, function TimerHandler: TypeError: data is undefined ([object Object])@simulation/components/RallyPoint.js:57 (2220,1)@simulation/components/Foundation.js:329 (2221)@simulation/components/Builder.js:65 ([object Object])@simulation/components/UnitAI.js:2291 ([object Object],[object Object])@simulation/helpers/FSM.js:274 ([object Object],0)@simulation/components/UnitAI.js:3332 ([object Object])@simulation/components/Timer.js:93
To reproduce it, you need to set the rallypoint of the CC to a spot on the map that hasn't been revealed yet. Then spawn some units, and let them build a dropsite (or dock) before they reach their rallypoint.
comment:8 by , 10 years ago
Resolution: | fixed |
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Status: | closed → reopened |
follow-up: 11 comment:10 by , 10 years ago
It also works for me. Lion, are you sure you are not misled by the max gatherer limit ?
comment:11 by , 10 years ago
Replying to mimo:
It also works for me. Lion, are you sure you are not misled by the max gatherer limit ?
Not, is when I'm starting the game. When I'm build a farming land.
comment:12 by , 10 years ago
Ok, now its working with Carthaginians. Lumber jack and foraging... May be mineral can be problem. Or when build farms I do screenshots.
comment:13 by , 10 years ago
Ok with farms don't work, and the range is short, will post in forum screenshot, don't work with stone? Even near to storehouse the units don't do something. http://www.wildfiregames.com/forum/index.php?showtopic=17903#entry279443
i was uploaded a video.
follow-up: 15 comment:14 by , 10 years ago
Everything works in my tests. Could you check again with a clean setup: the video you've posted has a lot of js error which may have some effect (I can't read them so I don't know what they could do).
comment:15 by , 10 years ago
Replying to mimo:
Everything works in my tests. Could you check again with a clean setup: the video you've posted has a lot of js error which may have some effect (I can't read them so I don't know what they could do).
I'll test today, may be the problem isn't in your patch, may be its in other code/file relating with unit when can do a task.
comment:16 by , 10 years ago
http://www.wildfiregames.com/forum/index.php?showtopic=17903#entry279766
sorry but is not js. i say before may be its something more than the patch. because the patch works with wood resource.
comment:17 by , 10 years ago
Resolution: | → fixed |
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Status: | reopened → closed |
See forum post. This ticket is only for rally points set on buildings while they were a foundation.
In 14218: