Question on pathfinding issue

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lucos
Posts: 10
Joined: Fri Jun 26, 2015 10:25 pm

Question on pathfinding issue

Post by lucos »

I don’t understand the pathfinding, especially for fleet.

Even with 2 systems next to each others, they will sometime traverse all my territory, go trough multiple nebulas just to go from one to another. What should have take few days will take month if not years (ship will use all their fuel traversing the nebulas).
It’s not consistent though. Path are straightforward in a lot of case. It seems to be more often for systems far away from my homeworld.

Is anybody having the same cases?

I don’t know if it’s a bug or if it is intended. There seems to be predetermined entry points (pre-determined path?) to some systems that just doesn’t make sense. If anybody knows a way to just reset those entry points/pre-determined path, that could be enough?
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MaximKI
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Joined: Thu Oct 20, 2022 12:29 pm

Re: Question on pathfinding issue

Post by MaximKI »

Hey thanks for the report!

What version are you seeing this pathfinding on? We've had reports from users seeing weird pathfinding on 1187 due to some of the performance changes we've made, which we are investigating.
lucos
Posts: 10
Joined: Fri Jun 26, 2015 10:25 pm

Re: Question on pathfinding issue

Post by lucos »

Sorry for the late reply.

I was playing with the current beta version. I have switch back to the latest standard and paths seems less extreme.

Fleet are still making some strange workaround (instead of direct line) for some systems but i think that it’s only with systems within green bubbles so it might be intended?
fruitgnome
Posts: 607
Joined: Wed Jun 04, 2014 11:49 am

Re: Question on pathfinding issue

Post by fruitgnome »

I noticed the following but I'm not really sure, but in some games I thought when I got better hyperdrives the pathfinding get better. Maybe it has something to do with jump range and jump accuracy. So maybe try to set the most systems that are possible for your selected space size/sectors. And maybe disable nebulas or set them to very low.
Xmudder
Posts: 256
Joined: Sun Feb 14, 2010 10:13 pm

Re: Question on pathfinding issue

Post by Xmudder »

I'm seeing the same thing in the 1.1.8.7 beta when I try to send explorers into hazardous regions. Reverting the build fixed it.
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MaximKI
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Re: Question on pathfinding issue

Post by MaximKI »

We released a new public beta version today. Please test this build and let us know if you're still experiencing these issues.
Xmudder
Posts: 256
Joined: Sun Feb 14, 2010 10:13 pm

Re: Question on pathfinding issue

Post by Xmudder »

I did not see this behavior in the 1.2 public beta. Seems to be fixed.
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MaximKI
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Joined: Thu Oct 20, 2022 12:29 pm

Re: Question on pathfinding issue

Post by MaximKI »

Xmudder wrote: Sat Jan 13, 2024 5:03 pm I did not see this behavior in the 1.2 public beta. Seems to be fixed.
Great to hear! Let us know if the behavior reoccurs or if there's something else strange that you notice.
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