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Just wanting to know from people still playing this if any of the following major bugs have been resolved in the changes to 3.0.
Please advise me if you become aware of any of the following. Need to know before i bother getting into this title again or investing in the expansion.

-AI DOCKING BEHAVIOUR- Currently docking is bugged in that AI fleet does not follow a strict docking path and can become stuck bouncing off the outside of the structure.

-AI Clipping- Second to this the way AI fleet selectively noclip through structures can get them locked in retracted docking bays that they will not be released from without direct player intervention thus preventing for example mining/trading revenue/actions.

-AI Blind route- I have noted that the AI flight paths don't recognise station parts under construction and may be an issue with the underlying programming not having specific spatial recognition of components and instead navigation based on the central geometry of the station; but hey i'm not a programmer. Anyways this is the likely cause of fleet suicide running stations.

-Ship Model Attach Point- Some ships have horrendous docking because the ship model does not have an attach point at the lowest part of it's model; resulting in the ship deflecting off the pad and being stuck in 'collision avoidance' mode. Only overcome by having a AI pilot 'no clip' through the structure.

-Flight Pathing- Cannot tag a flight path to crates due to lack of it in the right click context menu on map screen. This may be intentional, but completely pointless to have.

-Missions Need Overhaul- If the mission has that goods are required then they need to be linked to the amount buying of the targets trade window; not be an arbitrary number advertised by space trolls figuratively speaking.
Anouther instance black market dealer asks you for wares & by the time you go get them the dealers location has changed and they are now unreachable somewhere unmarked inside the guided to base.

-Autopilot Collision Unavoidance- Pretty self explanatory the autopilot frequency ignores things like large asteroids causing collision even with collision avoidance on.

-Fleet easily distracted: Ai in fleet formations strip wingmen on route to go fight rando pirates not actively engaged with the player; thus ending up with them WGTOW (wingmen going their own way :P).

Economy Stagnation: Whereby you can order ships like trade frigates, but the parts are never built or delivered because the economy hasn't built up the trade to supply them; probably due to a lack of trade frigates :P
War was meant to solve this by stimulating the ai to churn out ship components, but if you're a pacifist trader good luck with that.

Reputation Loss from Defending Stations: (Still happenning) You're autofire turrets will poorly track targets weaving around stations your defending and the minor shield loss a station suffers nets you massive faction rep loss in comparison to gain from destroying enemy fleet. So yeah you get punished & can even turn the faction hostile for acts that should be gaining you massive amounts of rep.

Uncompleteable mine missions: Mines explode when laying due to them being spawned inside a closed airlock/ central to the ship.
Post edited April 10, 2020 by MaceyNeil
Flight path to crates is still a thing.

Autopilot still runs into asteroids.

Fleet behavior is greatly improved. You can assign fighters to wings with different ROEs: Attack (carrier target), Defend, Intercept.

The economy works mostly as intended now. Tthe Xenon are far more aggressive, and in the DLC there are new aggressive factions. There will be blood.
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basileus: Flight path to crates is still a thing.

Autopilot still runs into asteroids.

Fleet behavior is greatly improved. You can assign fighters to wings with different ROEs: Attack (carrier target), Defend, Intercept.

The economy works mostly as intended now. Tthe Xenon are far more aggressive, and in the DLC there are new aggressive factions. There will be blood.
to add to the OP's list the biggest conern for me are

FLEET MANAGEMENTS?

I.E can i ACTUALLY have a true AI mining fleet that will do as intented when formed?
Well, to get desired behavior for an independent mining fleet, you're still going to need 3+ star pilots, which can be annoying. The key is to buy a bunch of cheap ships with minimum presets to "farm" 3 star pilots. Should run 110-120k and you should be able to sell them back for 80k+ if you shop around. It's tedious, and maybe some day Egosoft will make recruiting less asinine. Rather than replace it with a sensible system, where you can just pay more for experienced personel, they just made the average recruitment rating higher.

Miners attached to stations now behave much better. They're far less likely to arbitrarily derp and do nothing. Traders will still derp if you don't make sure your station maintains the minimum recommended balance. You also don't need to worry about pilot star rating for ships assigned to stations past the first few, as they'll use the better of the captain or station manager's rating.
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basileus: Well, to get desired behavior for an independent mining fleet, you're still going to need 3+ star pilots, which can be annoying. The key is to buy a bunch of cheap ships with minimum presets to "farm" 3 star pilots. Should run 110-120k and you should be able to sell them back for 80k+ if you shop around. It's tedious, and maybe some day Egosoft will make recruiting less asinine. Rather than replace it with a sensible system, where you can just pay more for experienced personel, they just made the average recruitment rating higher.

Miners attached to stations now behave much better. They're far less likely to arbitrarily derp and do nothing. Traders will still derp if you don't make sure your station maintains the minimum recommended balance. You also don't need to worry about pilot star rating for ships assigned to stations past the first few, as they'll use the better of the captain or station manager's rating.
To be honest....I should be able to assigne a fleet commander who takes all the tedious micromanageing out of it for me if I assign him suboridnates i mean that is what a COMMANDER is supposed to do...now do they make mistyakes of course does crap happen of course...again if I assign a 5 star pilot as the fleet commander of a mining fleet he should be able to tell ever other mining ship where to go and what to do and where to sell etc etc....just saying this is basic leadership 101.

somthing IMO this game should have had since day 1.
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Biggamer30_11: To be honest....I should be able to assigne a fleet commander who takes all the tedious micromanageing out of it for me if I assign him suboridnates i mean that is what a COMMANDER is supposed to do...now do they make mistyakes of course does crap happen of course...again if I assign a 5 star pilot as the fleet commander of a mining fleet he should be able to tell ever other mining ship where to go and what to do and where to sell etc etc....just saying this is basic leadership 101.

somthing IMO this game should have had since day 1.
Yes, unfortunately fleets haven't ever been fully implemented. This behavior only exists for station managers, as Egosoft clearly expects you to center your strategy around stations and not independent fleets.

If your station manager has 5 stars, then all miners/traders assigned to it will behave as if they are 5 star pilots.