Colonization Madness III

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mordachai
Posts: 798
Joined: Fri Mar 06, 2015 4:55 pm

Colonization Madness III

Post by mordachai »

So here's another example.

This time you can see that the automation has made an additional colony ship - beyond what is required - and appears to be filling it with humans - to go colonize a world that I recently colonized already.

This is what I mean by "out of sync":
Note that Ceeple is already colonized by me. They are not neutrals, those are my folks. Yet it's listed as a colonization target.
Failure to ack colonization.png
Failure to ack colonization.png (457.7 KiB) Viewed 306 times
It very obviously has totally failed to acknowledge that this world is colonized - and needed to be deleted from the colonization orders entirely. Thence a lot of automation "decisions" are whack. This is what I mean by "once it fails, it never gets it right again." It's now off in its own universe - where worlds and orders have no relationship anymore.

Save included. "Fading Scout" is the colonizer that is whack this time.
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Olabus Kingdom - Human - 2801-05-24.7z
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Last edited by mordachai on Mon May 23, 2022 1:33 am, edited 3 times in total.
mordachai
Posts: 798
Joined: Fri Mar 06, 2015 4:55 pm

Re: Colonization Madness III

Post by mordachai »

I wonder if this bug could be related to the one where absorbing the human slave world into your empire sometimes spontaneously reverses itself and they become a new empire?

LIke - the game simply fails to ever mark colonized worlds as colonized properly?
Sabranan
Posts: 486
Joined: Wed Feb 24, 2016 4:05 pm

Re: Colonization Madness III

Post by Sabranan »

The Ancient Slave Colony issue was entirely down to the event not being disabled correctly if someone other than the Mortalen encountered them first.

It was resolved a good while ago and shouldn't be related to this.
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