Pathing bug for ships jumping between systems

Not sure if this has been reported.

Version reported is 1.11.

If I select a fleet while orbiting a sun and send it to another sun and there is a wormhole in system the fleet will not

jump directly to the other sun. It will take a route through the wormhole.

6,703 views 7 replies
Reply #1 Top

It's not a bug, it's a feature ;-D

Depending on the distance of the stars and wormholes your fleet figured it might be faster to use the wormholes, because you can travel instantly between them. An inter-star jump might require more time. Is there a way to force either route and measure the time to check my theory?

Reply #2 Top

You could always use a stopwatch.:rofl:

 

Ive had this happen to me in a sp game. I just forced them to jump through the star.

Reply #3 Top

Quoting -Ue_Carbon, reply 2
You could always use a stopwatch.

 

Ive had this happen to me in a sp game. I just forced them to jump through the star.
End of -Ue_Carbon's quote

Just do one game without researching wormhole jumping and time how long it takes to get to the star

Then on the same map research wormhole jumping and go to the other system by the wormhole and time how long that takes.

Reply #4 Top

That bugs me to no end. I want to go through the star because that path doesnt take me through enemy territory, pirate bases, ect.  I also noticed that when i tell my units to go somewhere they will choose the shortest path, which is cool, except when that path takes them through a pirate base. There should be limits on the path finiding AI like not taking routes through pirate bases.

Reply #5 Top

Quoting Cataclysm2000, reply 4
That bugs me to no end. I want to go through the star because that path doesnt take me through enemy territory, pirate bases, ect.  I also noticed that when i tell my units to go somewhere they will choose the shortest path, which is cool, except when that path takes them through a pirate base. There should be limits on the path finiding AI like not taking routes through pirate bases.
End of Cataclysm2000's quote

 

Does the old holding shift to que up commands trick work in Sins? I have never really had the need in sins to use it, but it works great for pathfinding issues in RTS games.

 

Just hold the shift button and tell them to jump to one planet, then the next, and then the next, then let them go. I don't know if its in sins, maybe ill test it out tonight.

Reply #6 Top

Yeah that works. Thats how I've been doing it but it would be nice not to have to take time away from a busy battle so I can tell my reinforcements to not get killed en route.

Reply #7 Top

You could always use a stopwatch.
End of quote

I was completely in earnest about that! ;-D

 

I think it mainly results from decreased ship speed in the gravwell of a star. Even within one solar system my fleet usually avoids jumping to stars. It gets annoying when they take 3 or more jumps extra :-( And when those will take them trough hostile territory I also use the Shift-Move command.