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Author Topic: [0.9.1a RC7, RC8] Weird fleet spawning behaviour in pursuits  (Read 864 times)

Avanitia

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I had this happen few times and can't find a way to reproduce it.
Seems to be linked to fleet being beaten in battle and it having mothballed ships, but doesn't seem to happen in every single pursuit.

Mods used:
Spoiler
Lightshow
Arsenal Expansion
Automatic Orders
Autosave
Portrait Pack for personal use
Settings.json changes mod for personal use (increased battlesize, max player level, fleet size, increased amount of named bounties, disabled whiteout, enabled alt mouseover to transfer cargo functionality)
My own mod with a missile and fighter wing
Combat Chatter
Combat Radar
Console Commands
Dassault-Mikoyan Engineering
Diable Avionics
Disassemble Reassemble
Fuel Siphoning
Gladiator Society
Hazard Mining Industries
Kadur Remnant
Karlsson Heirloom
LazyLib
Legacy Of Arkgneisis
MagicLib
Mayasuran Navy
Nexerelin
ORA
TAR
Ruthless Sector
SCY
SEEKER Ship Pack
Shadowyards
Ship / Weapon Pack
Starship Legends
Sylphon RnD
Tahlan Shipworks
Underworld
Unknown Skies
Upgraded Rotary Weapons
Version Checker
Audio Plus
Graphics Lib
[close]
Using the most recent versions of mods.

Screenshots:
Spoiler

[close]

Pursued fleet spawns way too far forward compared to normal pursuit. Battle area is also vastly increased in length.
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You haven't played Starsector unless your storage has one thousand Vulcans in it.

Histidine

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Re: [0.9.1a RC7, RC8] Weird fleet spawning behaviour in pursuits
« Reply #1 on: May 20, 2019, 05:26:41 PM »

Nexerelin has a modified BattleCreationPlugin (inherited from Starsector+) which may be causing it. I'll try updating or disabling it.
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Histidine

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Re: [0.9.1a RC7, RC8] Weird fleet spawning behaviour in pursuits
« Reply #2 on: May 27, 2019, 04:22:07 AM »

Nexerelin v0.9.1g disables the custom battle plugin by default (and it should be fixed in the plugin if re-enabled).
Not sure why it happened to begin with. The custom plugin does scale the starting distance of the escaping fleet based on the force ratio of the two fleets involved, but you'd think someone would have encountered it before Starsector 0.9.1...

The vanilla code looks safe enough (it uses a constant escape start distance)

(Request for Alex: make variables and methods in BattleCreationPluginImpl protected instead of private)
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Alex

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Re: [0.9.1a RC7, RC8] Weird fleet spawning behaviour in pursuits
« Reply #3 on: May 27, 2019, 08:55:32 AM »

(Done! This was older code before I'd started doing that by default...)
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