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Staton ships behaviour

Posted: Fri, 5. Jan 18, 15:38
by Goloburdeaux
A ship that I assigned to buy batteries for a station travels 3 sectors away although batteries for the same price are in just 1 sector away. And it's even in the same direction! The ship just passes that sector and travels 2 more.
Why does it happen and can it be fixed?

Posted: Fri, 5. Jan 18, 16:14
by kohlrak
I'm no expert, but something tells me there's another difference that we're missing. Also, which game?

Posted: Fri, 5. Jan 18, 17:57
by Goloburdeaux
Original X3 Reunion version 2.5

Posted: Fri, 5. Jan 18, 18:42
by kohlrak
I haven't got a chance to play that one. Are the sectors controlled by the same race and such? I find it really strange that the AI would be that silly.

Posted: Fri, 5. Jan 18, 18:43
by RAVEN.myst
The standard trade commands can be a little flaky. I would suggest (if you haven't already done so) installing the Bonus Pack, and using the Commercial Agent (CAG) function for your station traders - it's a lot more powerful, and smarter.

Posted: Fri, 5. Jan 18, 19:36
by SirNukes
If it is not happening consistently, it could just be that the further station had cheaper energy when the ship decided to buy from there, and during the trip the prices changed. None of the traders recheck pricing while traveling, as far as I know.

Posted: Mon, 8. Jan 18, 18:49
by lyonhaert
Even CLS pilots will do the same thing. Only the conditions that were present when the pilot decided on an action seem to matter, even if conditions change in the meantime until the action is complete.

I've seen 3 ships leave one of my stations, one after another, to pick up a single ship's load from the same trap. Naturally, two of them will waste their time.

Posted: Mon, 8. Jan 18, 21:43
by RAVEN.myst
lyonhaert wrote:Even CLS pilots will do the same thing. Only the conditions that were present when the pilot decided on an action seem to matter, even if conditions change in the meantime until the action is complete.

I've seen 3 ships leave one of my stations, one after another, to pick up a single ship's load from the same trap. Naturally, two of them will waste their time.
If you have multiple CLS2s running the same route, you are guaranteeing this to happen - the solution is to NOT have the same routes for multiple CLS2s, as they don't coordinate (CAGs do, after reaching a certain level, so for station traders, they're usually the optimal choice.) Instead, partition up the CLS2 route among the different ships handling that ware.