Ship Movement (Low Movement Autonomy)

Program aborts? Network configuration? Graphic errors? Bugs? Post your question here.
1, 2
posted on October 27th, 2010, 8:46 pm
It´s just a small bug .....

In some cases when "Low Movement Autonomy" is granted the ships fly away like when you promote them to "veterans".

Regards, John1337
posted on October 27th, 2010, 9:03 pm
Yup, the movement autonomy have a lot of issues dating back to stock, with a few bugs introduced due to different coding. It's being worked on :)
posted on October 27th, 2010, 9:16 pm
The biggest bug in the movement issue itself is definetly, ships with artillery range flying VERY near to a target to fire at it. I want my ships to stop their engines, if they fire at a building at the point most far away.
posted on October 27th, 2010, 11:43 pm
xtlc wrote:The biggest bug in the movement issue itself is definetly, ships with artillery range flying VERY near to a target to fire at it. I want my ships to stop their engines, if they fire at a building at the point most far away.


I know this bug from played games/mods. This is really annoying! ;)

Dominus_Noctis wrote:It's being worked on :)


good to know! thx ;)
posted on October 28th, 2010, 2:33 am
Dominus_Noctis wrote:Yup, the movement autonomy have a lot of issues dating back to stock, with a few bugs introduced due to different coding. It's being worked on :)



I never really have had this problem in vanilla, or mods that are closer to vanilla.

I mean yeah the base game is a buggy POS, but thats one thing I pretty much havent had issues with.
posted on November 1st, 2010, 7:58 pm
I have another bug to mention with "Medium Movement Autonomy":

The mode tells me that the formation will continue and the fleet will move as a whole BUT when a fleet is under attack from more than one front, the ships are going to disperse whats also really annoying.
posted on November 1st, 2010, 9:45 pm
I think they did some heavy editing in the movement autonomy settings, and didnt think to edit the tooltips to reflect that.
posted on November 1st, 2010, 10:35 pm
They didn't ^-^
posted on November 2nd, 2010, 3:48 pm
They should do it soon :)
posted on November 2nd, 2010, 3:59 pm
they will ^-^
posted on November 3rd, 2010, 7:08 pm
Or better yet: Add an option (for those that dont do MP much) to revert it to the vanilla formation settings :p
posted on November 3rd, 2010, 7:12 pm
That, I would agree with.
posted on November 3rd, 2010, 7:12 pm
Tok`ra wrote:Or better yet: Add an option (for those that dont do MP much) to revert it to the vanilla formation settings :p


that wont fix the movement issues, vanilla had the issues too, the devs havnt fixed vanilla issues.

nobody noticed the problems in vanilla because ships were exploding everywhere too much

the only formation i would like back is the wall. and even that looks kinda silly.
posted on November 3rd, 2010, 7:43 pm
Myles wrote:that wont fix the movement issues, vanilla had the issues too, the devs havnt fixed vanilla issues.

nobody noticed the problems in vanilla because ships were exploding everywhere too much

the only formation i would like back is the wall. and even that looks kinda silly.




No, I never noticed the issue PERIOD in vanilla. VERY rarley it'd happen, and always it'd be a special weapon with non-green autonomy setting.



This is a fleet ops specefic issue.
posted on November 3rd, 2010, 8:12 pm
Tok`ra wrote:No, I never noticed the issue PERIOD in vanilla. VERY rarley it'd happen, and always it'd be a special weapon with non-green autonomy setting.



This is a fleet ops specefic issue.


then your experiences are different from everyone else's

a dev has given u a direct response in this very thread that no changes were made to a2 movement autonomy. thats the PERIOD here.

ive seen the movement issues in the rare occasion i played vanilla. the issue is from a2.
1, 2
Reply

Who is online

Users browsing this forum: No registered users and 16 guests

cron