Colony Manager fault.

hi.

I've noticed when I have a lot of planets and I set it rally points and tell the manger to send all ships to that one point, some of the further away planets launch the ships i've built there, but they just stay there and wont intercept the rally point.


anyone else get this? It happens game after game.
4,924 views 8 replies
Reply #1 Top
Yes happens all the time to me. It almost seems like the rally points just stop working for some planets.
Reply #2 Top
It happens to me a lot.

I usually turn off the rally, save the game, close the game, load the game, and turn the rally back on. It gets annoying.
Reply #3 Top
Could it be that some ships don't have the requisite support to go the distance?
Reply #4 Top
Sounds like the pathfinding function is timing out  (you'll probably see a message to that effect if you look at your debug.err). IIRC we adjusted it so it worked better at long-range in 1.31, but apparently it wasn't enough.

Can you post your debug just to confirm that this is the problem?
Reply #5 Top
Sounds like the pathfinding function is timing out (you'll probably see a message to that effect if you look at your debug.err). IIRC we adjusted it so it worked better at long-range in 1.31, but apparently it wasn't enough.

I got this a lot in v1.2, I haven't yet seen this in v1.3 but it's still early in my first v1.3 game.

Fixing this issue would be a major improvement. I find that in times of major ship and troop deployments (i.e. wars), I've spent large amounts of time every turn searching for ships left waiting by their planets. Though it does tend to be the planets furthest away from the rally point, which ships are left varies from turn to turn.

Is there any particular string we could search for in the debug.err file that would identify that a pathfinding function timeout occured? Is there anything that could be modded to change the setting?
Reply #6 Top
shouldnt have to post a debug.


if you play a game on a gigantic map...you will see it happening.
Reply #7 Top
shouldnt have to post a debug.


No, you do have to post a debug. It's not seeing it happening, it's seeing what the game says it's doing. That, and the debug shows WHY it's doing it. Saying "oh it's not intercepting" isn't particularily helpful.

As far as I'm aware, Kryo is too busy playing dark avatar anyway. Lucky sod ><
Reply #8 Top
Is there any particular string we could search for in the debug.err file that would identify that a pathfinding function timeout occured? Is there anything that could be modded to change the setting?

I haven't yet seen this issue on v1.31 yet, but this affected me quite a bit on my last v1.2 game. If I get it on v1.31 I'll definitely post my debug.err and a savegame file.

On v1.2 it extend the amount of real time that I spent on games because I really couldn't depend on the auto pilot function. Towards the end of my last game I was spending close to 2 hours per turn because I was in a constant state of war conquering 10 to 15 planets per turn. This involved a *lot* of ship movement, particularily troop transports that I didn't want to leave sitting around as targets.