Issue with Paused Shift-Queue of Orders

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Issue with Paused Shift-Queue of Orders

Postby Swaygin » 13 Jul 2015, 02:54

TL;DR - Non-construction orders are also paused when construction is paused.

I think the fix for execution of construction orders for paused engineers is awesome!

However, I believe an unintended side-effect has been pausing any additional orders after the current one has finished.

For example, queueing several different move commands on a unit currently moving, then "pausing construction" for that unit, will result in the unit stopping after the first move command is complete (irrespective of whether any construction has been queued).

Also, a paused unit is unable to move (or, it seems, perform any other action) until unpaused. The accidental pause of an attacking unit part of a control group, for instance, would prohibit it alone from executing orders (and would often go unnoticed).
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Re: Issue with Paused Shift-Queue of Orders

Postby nine2 » 13 Jul 2015, 05:19

I can see how that is annoying etc but that is also totally awesome.
You can queue up heaps of orders for drop etc, simultaneous with t2 air snipe of power whatever then just unpause it all and go.
Perhaps its a little too OP actually.

Possibility to have two types of pause, that do and don't have the 'bugged' behavior?
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Re: Issue with Paused Shift-Queue of Orders

Postby Swaygin » 13 Jul 2015, 08:01

I think a solution would have to be more complicated than just including both the new and old pause ability, as in this case the choice would be between the new pause, for which engineers cannot move, etc., and the old pause, which caused errors with queued constructions (I thought the new pause was to fix this problem but maybe not?). The old pair of "action-groups" which pause did/didn't affect depending on (seemingly) whether the action did/didn't cost resources seemed pretty good to me, with the only complaint of mine being the glitch when unpausing an order to construct multiple objects (such as a template). In my opinion, the new pause throws the baby out with the bathwater.

I've considered two pauses as well, and I agree that having action-specific pauses would definitely give the most user control, although unless specific pauses are created for every action (a pause/unpause ability for each of moving, reclaiming, repairing, attacking, teleporting, etc.), which is pretty confusing and cumbersome, actions will have to be grouped together somehow. It could be based upon whether a unit has build power, although there would be some ambiguity for the sACU, ACU, Harbingers, etc.

Whether the ability to pause all actions for multi-pronged attacks is a good thing or not, I also don't know, but my apm is crap and I'll take any help I can get. :)
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Re: Issue with Paused Shift-Queue of Orders

Postby Swaygin » 14 Jul 2015, 03:12

There is an additional bug with paused engineers.

If an engineer has been ordered to build something and has begun moving there, then is paused, then if unpaused engineers assist this engineer they will move to the location and start construction normally. I'd argue this is a problem in and of itself, however, once arriving the original paused engineer will consume resources and appear to be constructing but will not actually be building anything.

Even after construction is complete, the paused engineer will continue to consume the resource cost until unpaused or stopped.

This can be seen in Replay #3641985, which is ~4 minutes long and was created simply to illustrate this.

Another thing I've just noticed in this replay is that an engineer told to be killed immediately will not be if paused. This may also be an issue when an ally dies and units are inherited but exceed the unit cap, i.e. paused T1 engineers will not be automatically destroyed to lower the cap even though they should be because they are some of the cheapest units. However, this is just a suspicion.
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