Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Author Topic: [0.9a-RC9] Fleets with allies flee... until you get on top of them.  (Read 1127 times)

Wyvern

  • Admiral
  • *****
  • Posts: 3803
    • View Profile

I've got a save that reproduces this: there are three pirate fleets immediately to my north - as I approach, all three hit emergency burn and start trying to run away from me.  However, if I move over the one that first appears on my sensors, it suddenly realizes it has buddies and will attack, even if I haven't clicked on it.

My fleet: Hammerhead (2xDmod), Apogee, Condor (1D), Wolf (3D)
Pirate fleet 1: Hammerhead (3D), Buffalo Mk II, Cerberus (2D), 2x Kite
Pirate fleet 2: Hammerhead (3D), Hound (1D)
Pirate fleet 3: 2x Sunder (P,1D), 2x Hound (1D)

Possibly relevant: all three pirate fleets are "Rogue Miner Force" - this is just after the tutorial conclusion.

If it'd be useful to have the actual save, let me know.
Logged
Wyvern is 100% correct about the math.

Cosmitz

  • Admiral
  • *****
  • Posts: 758
    • View Profile
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 24118
    • View Profile
Re: [0.9a-RC9] Fleets with allies flee... until you get on top of them.
« Reply #2 on: April 04, 2019, 11:17:54 AM »

Thank you! Finally got to this; fixed. The issue was a slightly but sufficiently different evaluation of the fleet's strength based on whether it's been autofitted with dynamic loadouts (which happens on mouseover) or not (in which case it uses the default loadouts). The fix is to have the fleet inflate() when it's deciding on pursue/flee behavior relative to the player's fleet, in addition to when it's interacted with or moused over.
Logged