Open Greeba77 opened 1 week ago
In A11, if ships are active in a remote system, say mining, the AI doesnt recognise when there is a negative power drain and do something about it - so ships will continue to mine (for example) with the reactor basically feeding directly to the lasers, using up all the resources, eventually leading to scenarios where there are multiple ships in un-inhabited systems whos crews are all dead
Description
A11 added the function for NPC ships to maintain their crew's basic needs by shopping for staple items, but so far this hasn't prevented systems eventually being littered with dead ships. John K reminded me of the possible reason for this when he showed me that my other bug post was a false alarm (https://github.com/Introversion-Software/LastStarshipIssues/issues/320) - some systems have a trading post and some don't. NPC ships in trading systems will plod along OK, but if elsewhere they need to remember to visit one occasionally and go shopping, or their crew will suffocate or starve. In this example, this Tempest was mining in a remote system, and its crew starved - is it because the NPC's mining routine distracted it from its crew survival routine?
A10-11 30 Dead Tempest and others in mining system.zip
Coming back later, all the ships in the system are dead.
A10-11 33 everybodys dead Dave.zip
My ships won't have bought up all the food, we've been growing our own for most of the game and I never need to buy Oxygen or Water, having mined a comet early on. My playthrough also started in A10 and switched to A11 when it was released, but I wasn't hugely far along when it switched. I'll play A11 from scratch to see if it goes differently.
Flavour affected
Steam
Operating System
Windows
Version
Alpha 11
Is it something that used to work before?
No
Expected behavior
NPC ships should sustain their crews to a reasonable level.
Actual behavior
They do better since A11, but not well enough by the look of it.
Repro steps
Play the main game. This example started as Industry in A10 then switched to A11 after 56 minutes of play. I will start a new game of Boldly Go from scratch in A11 and see if that changes things.