.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

The Star & the Crescent- Save $9.00
winSPWW2- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old May 12th, 2004, 09:27 AM

trooper trooper is offline
First Lieutenant
 
Join Date: Sep 2002
Location: Cannes, France
Posts: 698
Thanks: 0
Thanked 0 Times in 0 Posts
trooper is on a distinguished road
Default ship strange routes

I sometimes wonder why a ship, when you order him to go to a near system, doesn't choose the shortest path, and sometimes makes very longer trips to go to your destination, althought there is no ennemy ship between it and your destination system...
Reply With Quote
  #2  
Old May 12th, 2004, 09:56 AM
Q's Avatar

Q Q is offline
Colonel
 
Join Date: Jan 2001
Posts: 1,661
Thanks: 0
Thanked 0 Times in 0 Posts
Q is on a distinguished road
Default Re: ship strange routes

Minefields?
Reply With Quote
  #3  
Old May 12th, 2004, 10:23 AM
dogscoff's Avatar

dogscoff dogscoff is offline
General
 
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
dogscoff is on a distinguished road
Default Re: ship strange routes

And why the predicted movement lines will show one way around an obstacle but then the ship will take another.

And it frustrates me that a ship will sail straight past a friendly resupply depot even though it could change course and resupply en-route without using any extra movement. I suggested fixing that to MM several times but it never got patched. And I guess now it never will.

*sigh*
Reply With Quote
  #4  
Old May 12th, 2004, 11:52 AM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: ship strange routes

If you are using a mod like FQM, Fyron loves his damaging asteroids and so those will often cause your ship to take strange paths through a system.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #5  
Old May 12th, 2004, 03:12 PM
oleg's Avatar

oleg oleg is offline
Lieutenant General
 
Join Date: Jan 2001
Location: Oxford, UK
Posts: 2,592
Thanks: 0
Thanked 0 Times in 0 Posts
oleg is on a distinguished road
Default Re: ship strange routes

Quote:
Originally posted by dogscoff:
And why the predicted movement lines will show one way around an obstacle but then the ship will take another.

And it frustrates me that a ship will sail straight past a friendly resupply depot even though it could change course and resupply en-route without using any extra movement. I suggested fixing that to MM several times but it never got patched. And I guess now it never will.

*sigh*
You can set a path by placing fake minefield tags at strategig points.
__________________
It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
Reply With Quote
  #6  
Old May 12th, 2004, 03:56 PM
dogscoff's Avatar

dogscoff dogscoff is offline
General
 
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
dogscoff is on a distinguished road
Default Re: ship strange routes

Quote:
You can set a path by placing fake minefield tags at strategig points.
This is extremely unreliable- More than one or two minefield markers together cause the ship to stop dead and clear orders (AAGH!) and if a ship encounters just one marker on its own there's no way to guarantee which way round it will go, often causing delays and diVersions.
Reply With Quote
  #7  
Old May 13th, 2004, 01:09 AM
Roanon's Avatar

Roanon Roanon is offline
Second Lieutenant
 
Join Date: Mar 2003
Location: Germany
Posts: 575
Thanks: 0
Thanked 0 Times in 0 Posts
Roanon is on a distinguished road
Default Re: ship strange routes

Any obstacles like minefields, enemy planets, damaging asteroids and I plot each step of the path manually. Even if the path is shown to be a certain good one, this does not guarantee that the AI (=Artificial Stupidity) will not choose another weird path at actual turn execution.

Pathing, also in combat as mentioned in another thread, has been programmed really, really bad.

[ May 12, 2004, 12:14: Message edited by: Roanon ]
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:33 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.