Does auto-spy work for you? (v1.0.3.5)

The Galaxy Lives On! Distant Worlds, the critically acclaimed 4X space strategy game is back with a brand new 64-bit engine, 3D graphics and a polished interface to begin an epic new Distant Worlds series with Distant Worlds 2. Distant Worlds 2 is a vast, pausable real-time 4X space strategy game. Experience the full depth and detail of turn-based strategy, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game.

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100thMonkey
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Does auto-spy work for you? (v1.0.3.5)

Post by 100thMonkey »

It certainly doesn't for me. Another empire has declared on me. I have a few explorers set on auto-spy. And they're all idle, without any missions. My automated fleet has sprung into action, but not the explorers. Even with full tanks of caslon, and within range of ennemy territory (jump and fuel).

Does it work for you? Is this a known bug?

If it does work for you, I'd appreciate any suggestions as to what might be the problem...
- Imagine how confusing it is to a new player!
- Tedious is the opposite of fun
- "The welfare of the people…has always been the alibi of tyrants…giving the servants of tyranny a good conscience." – Albert Camus
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Anthropoid
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Re: Does auto-spy work for you? (v1.0.3.5)

Post by Anthropoid »

100thMonkey wrote: Fri Apr 15, 2022 1:06 am It certainly doesn't for me. Another empire has declared on me. I have a few explorers set on auto-spy. And they're all idle, without any missions. My automated fleet has sprung into action, but not the explorers. Even with full tanks of caslon, and within range of ennemy territory (jump and fuel).

Does it work for you? Is this a known bug?

If it does work for you, I'd appreciate any suggestions as to what might be the problem...
I have not yet made it that far into my campaign, but after several false starts, I think I'm FINALLY on one I can play through for a long haul. I'm human in a 2000 star galaxy with Tech on Slowest, no tech trading. So I'm planning on a "Diplomatic" Espionage Republic, so I will definitely be checking out all the espionage features and functionalities.

Based on my experience with the old game, and my limited experience with this one, my naïve suggestion would be to browse the various control panes that you think MIGHT have some particular controls that might influence espionage in some way. The two games core design focus on "extreme customizability of automation" are laudable, but they also create a situation where a particular function is "turned off here," and "turned on there" and thus creating unpredictable results.
The x-ray is her siren song. My ship cannot resist her long. Nearer to my deadly goal. Until the black hole. Gains control...
http://www.youtube.com/watch?v=IkIIlkyZ ... playnext=3
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100thMonkey
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Re: Does auto-spy work for you? (v1.0.3.5)

Post by 100thMonkey »

Anthropoid wrote: Fri Apr 15, 2022 1:24 am
100thMonkey wrote: Fri Apr 15, 2022 1:06 am It certainly doesn't for me. Another empire has declared on me. I have a few explorers set on auto-spy. And they're all idle, without any missions. My automated fleet has sprung into action, but not the explorers. Even with full tanks of caslon, and within range of ennemy territory (jump and fuel).

Does it work for you? Is this a known bug?

If it does work for you, I'd appreciate any suggestions as to what might be the problem...
I have not yet made it that far into my campaign, but after several false starts, I think I'm FINALLY on one I can play through for a long haul. I'm human in a 2000 star galaxy with Tech on Slowest, no tech trading. So I'm planning on a "Diplomatic" Espionage Republic, so I will definitely be checking out all the espionage features and functionalities.

Based on my experience with the old game, and my limited experience with this one, my naïve suggestion would be to browse the various control panes that you think MIGHT have some particular controls that might influence espionage in some way. The two games core design focus on "extreme customizability of automation" are laudable, but they also create a situation where a particular function is "turned off here," and "turned on there" and thus creating unpredictable results.
I've already checked all the places I can think of:

- Policies for Automation, Exploration and Intelligence
- Ships tactical settings (they're set to "Engage: Never", which is what I want, especially since they don't have weapons; hopefully you don't need to put them on a different setting to auto-spy).

I don't see where else there could be a setting that would prevent them from working. If you think of something, please let me know...

I just remembered: in a previous game, I had some explorers on auto-spy, and I'm pretty sure they worked as intended. So one of the patch might be involved in the problem...
- Imagine how confusing it is to a new player!
- Tedious is the opposite of fun
- "The welfare of the people…has always been the alibi of tyrants…giving the servants of tyranny a good conscience." – Albert Camus
AKicebear
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Re: Does auto-spy work for you? (v1.0.3.5)

Post by AKicebear »

No, I don't think auto spy has worked at any point.
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100thMonkey
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Re: Does auto-spy work for you? (v1.0.3.5)

Post by 100thMonkey »

AKicebear wrote: Fri Apr 15, 2022 10:12 am No, I don't think auto spy has worked at any point.
So maybe my memory is playing tricks on me. I'll do a bug report then, because a forum search on "auto-spy" didn't find anything except this thread (I also searched for "auto" and "spy", without a dash).
- Imagine how confusing it is to a new player!
- Tedious is the opposite of fun
- "The welfare of the people…has always been the alibi of tyrants…giving the servants of tyranny a good conscience." – Albert Camus
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