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Zero automation when running a pirate empire

 
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Zero automation when running a pirate empire - 5/25/2013 1:00:55 PM   
Son_of_Orion

 

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I'm posting this here instead of Tech Support because I honestly can't tell if this is a bug or not. Whenever I play as a pirate, there's no automation. Everything has to be done manually. Is this intended? I thought one of my mods had messed it up, but it's the same deal with the default theme too.
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RE: Zero automation when running a pirate empire - 5/25/2013 1:46:58 PM   
Franky007


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Joined: 3/10/2005
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Me to:
- Explorer don't move unless i turn automation OFF and ON again.
- Freighter don't do Smuggle missions.
- Constructor do nothing.

My research stay at 0%.

Pirate games are a NO GO...

(in reply to Son_of_Orion)
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RE: Zero automation when running a pirate empire - 5/25/2013 2:02:14 PM   
Raap

 

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I've been putting quite a few hours into pirate games since release.

My explorers have been working fine. My freighters do smuggling missions that I've accepted( maybe you just don't have any free freighters, i.e. they're busy delivering stuff elsewhere in your pirate empire? Build more?), and my automated constructors make mining stations, fix ships, etc. Research is slow, but progresses.

I do think I've noticed what you say about constructors. I think it's fixed by either giving them the first mission yourself( then turning on automation), or simply by waiting until your empire actually needs something.

(in reply to Franky007)
Post #: 3
RE: Zero automation when running a pirate empire - 5/25/2013 2:07:16 PM   
Mansen


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My construction ship worked just fine last night - all ships set to automate by policy before I started and I didn't give it manual orders till an hour in. It built mining stations just fine on its own that I had queued "on site"

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Currently Working On:
X-Universe Conversion (Hiatus)

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Post #: 4
RE: Zero automation when running a pirate empire - 5/25/2013 2:11:04 PM   
Son_of_Orion

 

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At least some of you have had some success. For me, NOTHING moves. :( No research, no ship/port building, no explorers, constructors or freighters work on their own. At all. It's really puzzling me, because everything works fine for normal empires.

(in reply to Mansen)
Post #: 5
RE: Zero automation when running a pirate empire - 5/25/2013 2:17:33 PM   
Breet

 

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Save game. Exit to menu.
Load savegame.
This SHOULD fix it, or rather, a bandaid walkaround.
You will know if this works as your research will jump randomly high, ships will move, empire screen will have values (and every time for me, I get spammed with about 20 advisor messages).
But that is what I have to do with my pirate game mode. Load, exit to menu, Load a second time, and it works (unsure if I have had to try multiple times).

Hope this works for others.

(in reply to Son_of_Orion)
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RE: Zero automation when running a pirate empire - 5/25/2013 2:19:17 PM   
Raap

 

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Yeah, I expect reloading restarts some of the behavior mechanisms. It's strange how random this issue is though. There are definitely bugs here that need to be looked at.

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RE: Zero automation when running a pirate empire - 5/25/2013 2:26:42 PM   
Erik Rutins

 

Posts: 37503
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From: Vermont, USA
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If you are experiencing this, it's not working as intended. Please upload a save file for us so that we can try to duplicate.

Regards,

- Erik


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Erik Rutins
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For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Raap)
Post #: 8
RE: Zero automation when running a pirate empire - 5/25/2013 2:42:22 PM   
Erik Rutins

 

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For those of you having a significant problem with this - are you running 1.9.0.0 or 1.9.0.1? What processor does your computer have?


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Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

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Post #: 9
RE: Zero automation when running a pirate empire - 5/25/2013 3:01:12 PM   
Franky007


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Running 1.9.0.1
RAM: 4g
CPU: Intel 2 cores 2.13 ghz
Windows 7, 64 bits

(in reply to Erik Rutins)
Post #: 10
RE: Zero automation when running a pirate empire - 5/25/2013 3:05:51 PM   
Erik Rutins

 

Posts: 37503
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From: Vermont, USA
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Thanks. I believe the most likely cause has to do with the threads in the game somehow getting locked. For the time being, if saving and reloading helps, I would recommend keeping autosave on at 10 minute intervals while we investigate and fix.

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Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Franky007)
Post #: 11
RE: Zero automation when running a pirate empire - 5/25/2013 3:07:10 PM   
Son_of_Orion

 

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Well, I did what Breet said and it worked. Going back to the menu, then reloading fixes it. I'd upload the savegame if that didn't happen, because this only occurs when I start a pirate game for the first time.

Thanks for the assistance, guys. Hope the bug's fixed soon!

(in reply to Erik Rutins)
Post #: 12
RE: Zero automation when running a pirate empire - 5/25/2013 10:13:11 PM   
Franky007


Posts: 133
Joined: 3/10/2005
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Sadly reloading from a save game does nothing for me.

I even tried to kill unecessary process before loading the game,
and upping the priority of the program to high, but with no effect.

What worries me is: will the AI suffer from this also, if so that mean that
the AI will sit idly without exploring or constructing...

(in reply to Son_of_Orion)
Post #: 13
RE: Zero automation when running a pirate empire - 5/25/2013 10:49:11 PM   
Raap

 

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Your problem sounds slightly different though. What me and others experienced was newly constructed ships not being refueled, and because of not having any fuel, not doing what they're meant to.

I've no idea how it's possible that not even research progresses. Have you looked into your research screen, in your Research Bases window, and seen how much research points you have? What's your speed setting? Does anything work properly at all?

(in reply to Franky007)
Post #: 14
RE: Zero automation when running a pirate empire - 5/26/2013 1:33:27 AM   
Erik Rutins

 

Posts: 37503
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From: Vermont, USA
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Francoy and everyone who is seeing a similar issue, can you please post a DxDiag file?

http://www.matrixgames.com/forums/tm.asp?m=2413997

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Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Raap)
Post #: 15
RE: Zero automation when running a pirate empire - 5/26/2013 1:58:28 AM   
Franky007


Posts: 133
Joined: 3/10/2005
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Upon further investigation i have found that:

With the Warp Bubble drive the Explorer (and maybe the freighters),
will not go automatically to the limit of their range
unless i manually order them to do so.

But once i got the Gerax Hyperdrive, the retrofitted Explorer
started to explore again.

Attachment (1)

(in reply to Erik Rutins)
Post #: 16
RE: Zero automation when running a pirate empire - 5/26/2013 2:01:06 AM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
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That's not a bug. If they went to the limit of their range, they would not have fuel to go back. In past versions of Distant Worlds, they might try to do that and then spend a very long time on the way back. Now they prefer to actually have fuel for the journey there and back again.

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Franky007)
Post #: 17
RE: Zero automation when running a pirate empire - 5/26/2013 2:01:44 AM   
Raap

 

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They would rarely go more than half-way of their limit though. After all, they want some fuel for the return trip to a refueling base.

(in reply to Franky007)
Post #: 18
RE: Zero automation when running a pirate empire - 5/26/2013 3:46:44 AM   
Franky007


Posts: 133
Joined: 3/10/2005
Status: offline
I have posted a save file: 'Francoy_20130525_NoSmuggling_NoResearch.dwg'

where no research, no passenger and no smuggling occurs.

(in reply to Raap)
Post #: 19
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