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1.0.4.9 AI constructor ships strange behavior in ship graveyards

 
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1.0.4.9 AI constructor ships strange behavior in ship g... - 7/11/2010 8:00:27 PM   
Florestan

 

Posts: 227
Joined: 6/5/2010
From: Montpellier, France
Status: offline
I discovered one of the ships graveyards, posted some guards around, and then began repairing. After that, the others empires began to pay me visits with their constructors ships. In itself, it is quite strange, because they came first, no exploration ships before (or I missed them, but the exploration AI being slow as it is, I could not have missed one), and I did not sell any maps in between. I've been visited from pretty much every empire I knew about. So, I fired at them to make them go away, without destroying them, as I did not want to upset their owners more than necessary, but I wanted to keep them all for myself. So, they fled, refueled at one of my planets in the same system, and then came back. Without another shot, any constructor ship that was previously shot at fled again, and restarted that little Benny Hill's scenario. After some of the derelict ships where repaired and integrated in my fleet, I still have some of these constructor ships coming after them trying to "repair" them. Some time, I even get some "ship repaired" event popping up from them... Once, I ordered one of these to attack another one (from a third empire) while "in repair", its flight model started to be quite strange : the constructor began to slide along my ship, still facing it. Its position and movement relative to my ship were like they would have been if my ship remained still, even so it was moving.
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RE: 1.0.4.9 AI constructor ships strange behavior in sh... - 7/12/2010 2:18:59 PM   
Florestan

 

Posts: 227
Joined: 6/5/2010
From: Montpellier, France
Status: offline
I read another post about repairing abandoned ships that complained that the ships they repair are claimed by other empires, and I tested that bug in the other way. I let the others come repair the ship, and claimed them instead... This way, I can even get several constructor to work on a single wreck, speeding up the process. [spoiler] It worked great with the two world annihilators... [/spoiler] But this is definitely something that should be fixed !

(in reply to Florestan)
Post #: 2
RE: 1.0.4.9 AI constructor ships strange behavior in sh... - 7/12/2010 3:15:41 PM   
Icesavage

 

Posts: 23
Joined: 6/10/2010
Status: offline
Once a ship is repaired the empire with closest proximity scanner gets the ship.  Standard Constructor design does not have proximity scanners.  Thus, you need to park something with a scanner to your repairing ships.

The other issue with Constructors trying to repair ships that are already repaired occurs in 1.0.5.7 as well.   You can even do it with your own constructors,  just have one close and the other one far away and set them to repair the same ship.  The one far way will try to execute the command indefinitely.   If the constructor is already in system, then he wont even try to engage its hyperdrive to catch the repaired ship, but he will try to follow the ship on conventional drives.   Leading quickly to a ship that is out of fuel and going no where.

(in reply to Florestan)
Post #: 3
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