Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Teta

Pages: [1]
1
Bug Reports & Support / [0.9.1a-RC8] Minor AI glitch
« on: June 16, 2019, 02:20:41 PM »
I noticed in a few systems with a Jump Point (to Hyperspace) very close to the sun (Sindria for example), that trade fleets heading for it did not dare to enter, just "hovering" outside what the AI might be considering the safe Corona radius. They also did not change to a different JP.

They probably get cleaned up when yuu leave the system, but when staying for a while, quite the ensemble of stuck and confused AI fleets can be observed in time.

Playing with the most common of mods, so can not be entirely sure if it is vanilla.

2
I noticed the same happening in the very Syndria System today (that central Jump Point is quite close to their red star too). Probably the AI has become more cautious about Coronas in general. Thank you for the insight, so leaving the system helps them find their way. :)

3
Mods / Re: [0.9.1a] Outer Rim Alliance v0.85 (2019/05/18)
« on: June 16, 2019, 02:09:35 PM »
I noticed that both Pain and Agony in the Joy system are referenced as "joy_21" in yuur ProcGen code (\src\data\scripts\world\systems\ORA_joy.java, Lines 182 and 202). That would make markets created there both be called market_joy_21, and duplicates... can be a headache... aka, Pain and Agony. I think.

4
Hi, I am observing a recurring feature that troubles the AI: Sometimes, Jump Points are generated too close to a sun (some colonies too), which has the AI being too cautious to actually fly into it (or the stellar corona), and since they also do not switch to the other Fringe Points available, they keep piling up nearby, flying in circles without every daring to leave the system.

Since Most fleets linger in inhabited systems (for this effect to be observable), which in this case are the "Random Core Worlds" generated by Nex, I wanted to ask if Nex actually changes the ProcGen towards this effect, or if it is a vanilla thing.

Pages: [1]