Combat Ring |

| Project: | Space Empires V |
| Version: | 1.13 |
| Component: | Code |
| Category: | bug |
| Priority: | normal |
| Assigned: | Unassigned |
| Status: | active |
Description
When I attacked a planet it started my ship(s) outside that new combat ring thing, and when combat started it immediately removed them, and ended combat 10-20 seconds into it. Thats not even the worst part, after combat ended and I returned to the main screen, it again forced me into combat.
I got stuck in this combat loop and had to ctrl-alt-del to get out of the game.
Updates
This has happened to me multiple times, sometimes it can take 4-5 attempts at combat before my forces will finally start close enough for combat to continue.
Suggested alteration:
Increase size of ring to compensate for this starting point.
Alternate suggestions:
Pop a box up asking if player wants to retreat when outside of ring. Player can always choose no.
-OR-
Add a 'retreat' button which can be pressed to force ships to flee the 'ring'
I would also suggest making the ring 'fluid' .. if a ship is currently in combat (ie trading shots with another ship) then that ship can not flee, or can only flee successfully in a certain % of the time, modified by the distance between the enemy ships.
Experimentation...
In the Settings.txt file is the following line:
Space Combat Map Radius := 1000.0
This determines the radius of the combat ring. Perhaps experimenting with a higher value, until combat starts correctly, is in order?




This happened to me once.
This happened to me once. My ship ran out of ordnance, and could no longer fire on the planet. It ran away, but as soon as leaving combat, it went right back to the planet automatically, and started combat all over again...and again....and AGAIN...
Finally, I manually told the ship to just sit there inside the combat ring, cranked the time up to X8, and let the clock run. The battle eventually timed out, and returned me to the system map with no problems. Ship counted as being in the same space as the planet, so didn't try to attack it again.
Probably need to have all ship/fleet orders be cleared upon end of combat, if said ship/fleet fled from the combat.
EDIT: I meant to say, something SIMILAR happened to me. In your case, it's compounded by the game thinking your ships are in the "flee zone" to start with. So, some logic check needs to be in there as well.