I finally created a forum account just to raise an issue I assumed would be fixed in 2.0 but wasn't.
Basically, when AI are asked to attack/board/follow/etc a moving target the order places a fixed position for them to navigate to rather than tracking the actual target. This means that if asked to move a long distance, your ships will be nowhere near the actual target by the time they actually arrive, and only then will their move order update. This leads to an issue where ships/fleets will never be able to intercept a target ship, even if they start in front of the moving target, they'll simply fly straight past it.
The solution to this is simple, just update the move order semi-frequently to reflect the movement of the target, provided the target is still "revealed" to the player. I feel like most of the fleet issues stem from this (other than the recall subordinates ever time anything changes) and it's actually fairly easy to fix. An even better fix would be to attempt to move ahead of the target, but obviously this is a much more difficult solution.
Thanks for reading, this is one of my remaining irritants in X4, I look forward to trying the other additions from 2.0, but I think even now the AI is too hamstrung to enjoy combat.
Bug: Problem with the way AI track a moving target
Moderator: Moderators for English X Forum
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Re: Bug: Problem with the way AI track a moving target
Yeah, I think I already made a post about this back in 1.6, yet I made another today. It is very frustrating when this happens
viewtopic.php?f=180&t=414598
viewtopic.php?f=180&t=414598
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Re: Bug: Problem with the way AI track a moving target
It can be "tracked" normally in XR through a menu option. Has X4 been omitted?