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-   -   ship strange routes (http://forum.shrapnelgames.com/showthread.php?t=12042)

trooper May 12th, 2004 09:27 AM

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...

Q May 12th, 2004 09:56 AM

Re: ship strange routes
 
Minefields?

dogscoff May 12th, 2004 10:23 AM

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*

Captain Kwok May 12th, 2004 11:52 AM

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. http://forum.shrapnelgames.com/images/icons/tongue.gif

oleg May 12th, 2004 03:12 PM

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*

<font size="2" face="sans-serif, arial, verdana">You can set a path by placing fake minefield tags at strategig points.

dogscoff May 12th, 2004 03:56 PM

Re: ship strange routes
 
Quote:

You can set a path by placing fake minefield tags at strategig points.
<font size="2" face="sans-serif, arial, verdana">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.

Roanon May 13th, 2004 01:09 AM

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 ]


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