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IDProjectCategoryLast Update
0001643AI War 1 / ClassicSuggestion - Game MechanicsJan 3, 2011 11:45 am
Reportersarnian Assigned ToChris_McElligottPark  
Status closedResolutionnot fixable 
Summary0001643: Intelligent routing for transports
DescriptionNo great shakes, but would it be possible to tweak the routing for transports to make them less likely to traverse multiple enemy systems please?

I sometimes find that if I try and send a transport on a long (over six hops) journey, normally to reinforce an area under attack to to bring in new units, it'll quite happily take the shortest trip, even if it means traveling through three or four AI planets in a row (or via an AI homeworld) when there is a similar route through mainly friendly territory that would be far safer (if a hop or two longer).

At present, I have to send the transport to a safe world part-way through the journey and remember to re-route it once it's arrived. I have a memory like a sieve, so I often leave transports hanging round for ages before I remember where I left them.

If there's a downside to intelligent routing (processor use or longer travel times), perhaps a control node (or whatever they're called these days) could be used to give the option.

Thanks
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sarnian

Dec 2, 2010 5:29 pm

reporter   ~0004915

Changed priority from trivial to minor after a particularly taxing CPA when I had to ferry reinforcements in from all over the map and ended up pausing literally every thirty seconds to locate and re-route transports to bolster my defense in time.

Toll

Dec 2, 2010 5:43 pm

reporter   ~0004916

You can queue orders by using shift; so first send them to the safe planet in the middle and then shift-send them to the end system.

Chris_McElligottPark

Dec 2, 2010 10:06 pm

administrator   ~0004979

The downside to this is that it's ridiculously hard to program, and CPU-intensive (as in, could take several seconds if I brute-forced it). There's a ton of logic in there already to have ships avoid enemy system where possible, but beyond the simple cases where there are clear paths, it takes some manual doing, unfortunately. I spent a ton of hours on this a year or so ago, and I haven't had any breakthroughs in algorithm ideas for this since then. Most of the time it's actually really good, but transports into deep enemy territory are an area it's weaker with, to be sure.

Issue History

Date Modified Username Field Change
Nov 27, 2010 6:05 pm sarnian New Issue
Dec 2, 2010 5:29 pm sarnian Note Added: 0004915
Dec 2, 2010 5:29 pm sarnian Severity trivial => minor
Dec 2, 2010 5:43 pm Toll Note Added: 0004916
Dec 2, 2010 10:06 pm Chris_McElligottPark Note Added: 0004979
Dec 2, 2010 10:06 pm Chris_McElligottPark Status new => resolved
Dec 2, 2010 10:06 pm Chris_McElligottPark Resolution open => not fixable
Dec 2, 2010 10:06 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Jan 3, 2011 11:45 am Chris_McElligottPark Status resolved => closed