What $subj$ says.
Happens in latest spring version with BA4.41.
Both arm l1 kbots and farks suffer from this bug..
I encountered it in 3 different games. Very annoying.
Guard order make kbot worker units stuck
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Guard order make kbot worker units stuck
Last edited by Licho on 30 Dec 2006, 15:39, edited 1 time in total.
1) if you set kbot factory to guard itself, all units will get stuck inside (this worked prior to 0.74b2)
2) if you set kbot factory waypoint and then order to guard itself, only some kbots get stuck. Those will be stuck even if you move them elsewhere and then give new order to guard factory. They will stop at open ground and run walking animation. Workers further away from factory on this screenshot are stuck and ignore their guard factory order. (Won't walk around to assist factory with nano from other side). These stuck workers occured naturally by having factory with move and then guard itself order.

3) if you select certain kbots and give them order to guard factory they will stuck instantly (wont move and just run walking animation on open ground). Such "broken" kbots can only be fixed by first moving them in nano range of factory and then giving new guard order.

2) if you set kbot factory waypoint and then order to guard itself, only some kbots get stuck. Those will be stuck even if you move them elsewhere and then give new order to guard factory. They will stop at open ground and run walking animation. Workers further away from factory on this screenshot are stuck and ignore their guard factory order. (Won't walk around to assist factory with nano from other side). These stuck workers occured naturally by having factory with move and then guard itself order.

3) if you select certain kbots and give them order to guard factory they will stuck instantly (wont move and just run walking animation on open ground). Such "broken" kbots can only be fixed by first moving them in nano range of factory and then giving new guard order.

Another method of doing this.
Tell a group of air cons to guard a factorya dn queue up 2 ro 3 thigns.
Once these things are built and its closed up tell it to build something again.
Now watch as the air cons continue to hang in mid air doing nothing.
To get them going again repeat the guard command.
Tell a group of air cons to guard a factorya dn queue up 2 ro 3 thigns.
Once these things are built and its closed up tell it to build something again.
Now watch as the air cons continue to hang in mid air doing nothing.
To get them going again repeat the guard command.
I think I just figured out the problem. Now I need to test, but I am pretty sure this is my fault.
Edit: Ok, I'm sure now. The problem was with some code that slows down guarding units to the speed of the things they are guarding, I remembered to stop this behavior when combat units were given an internal attack command, but not when a builder was given an internal repair/assist command. I have committed code that fixes this to svn. For now, just move your builders close to the factory before guarding it.
Edit: Ok, I'm sure now. The problem was with some code that slows down guarding units to the speed of the things they are guarding, I remembered to stop this behavior when combat units were given an internal attack command, but not when a builder was given an internal repair/assist command. I have committed code that fixes this to svn. For now, just move your builders close to the factory before guarding it.
yes, looks like it.ILMTitan wrote:I think I just figured out the problem. Now I need to test, but I am pretty sure this is my fault.
Edit: Ok, I'm sure now. The problem was with some code that slows down guarding units to the speed of the things they are guarding, I remembered to stop this behavior when combat units were given an internal attack command, but not when a builder was given an internal repair/assist command. I have committed code that fixes this to svn. For now, just move your builders close to the factory before guarding it.
