New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Rally points do not work on construction yards (and cause harvs to get blocked) #15995
Comments
Construction Yard is 4x3, if you don't count the bib it is 3x3 which has a cell that is complately covered by other impassable cells probably why the issue triggers with CY but not APP |
That's indeed probably the case: a rally point on the cells other than the center one of the 3x3 do work. You can also reproduce the issue while stacking a bunch of airports, for example like this: Note that an explicit order at that same location will "work" (the units will find their place around the specified area). |
Difference may lie between (Force)Move and AttackMove orders, since rally points queue an AttackMove order. |
A manual attack move is adjusted to an alternative point so a manual order gets honored. I understand that adjusting the rally point itself might be complicated, especially if a building is build after the point is set. |
Since, the issue has got worse - any building will now block the units. |
Contrary to other buildings, construction yards do not seem to be target-able, leading to the following issue:
This is particularly problematic when the rally point is set to the first expansion, trickling units supposed to go there to defend it don't, army stays out of position.
This does not happen with other buildings:
But is OTOH behaving the same as with an invalid rally point (this one is probably fine):
The issue is present in both
release-20181215
and bleed @ a77d2f1The text was updated successfully, but these errors were encountered: