Closed akarnokd closed 1 month ago
This is what cancels the attack:
Fleet.stop() line: 560
DiplomaticRelation.updateDrValue(double) line: 63
Player.setStance(Player, int) line: 345
Radar.updateKnowledge(World, Player, Fleet, FleetKnowledge) line: 240
Radar.compute(World) line: 97
Tested this on v0.95.246 with #1142 . I was unable to reproduce it with the fix in that PR. Unfortunately I only submitted it after the release of v0.95.246 . Turns out the fix wasn't so minor after all... Sorry about that.
On that topic stopping player fleets also when diplomatic relations improve was an intended effect, though it might be better to put that behind a configuration.
Traders started out with 50 and then bumped to 100 by some initialization, which triggered the stopping of all player fleets because passing the threshold.
On that topic stopping player fleets also when diplomatic relations improve was an intended effect, though it might be better to put that behind a configuration.
No need for config. Put that on a code path that is only triggered by the change in the diplomatic stance from the Diplomacy screen.
Reported on Facebook. Confirmed locally.
Starting a new campaign and attacking the traders does not start a spacewar.
In fact, the attack gets cancelled several times within a few seconds if the trader is away. If my fleet is within range, when the trader is reached, nothing happens.