Author Topic: Patch 0.20.4 - AI & Map Commands  (Read 802 times)

koonschi

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on: February 12, 2019, 12:11:45 PM
Patch 0.20.4

Date: February 12th, 2019


Pathfinding + Flying AI
We improved the pathfinding and flying AI, so now ships will fly full speed and use boost whenever they safely can. They will also maneuver a lot smarter, for example through sectors with lots of objects like asteroid fields. Keep in mind that this will make the game harder, since you won't be able to run from enemies as easily as before!


Mining + Salvaging AI
We added improvements to the AI for harvesting, ie. mining and salvaging. Before, this was done by the same AI that's responsible for attacking enemies, making mining look silly and be rather inefficient. We've now implemented a separate AI for harvesting, which will improve some behavior of miners and salvagers a lot.


Player Fleet Window
We reworked the player fleet management window. Aside from obvious layout and overview improvements, it can now display every ship's plan so you can easily see which is which. You can also rename your ships in this window now, and it shows you what each ship is doing, and where it is - including a button to show you on the map.

Inter-Sector-Communication
This is one of the main reasons the update took so long and this technical background will probably mostly interest modders or other Avorion-tech-enthusiasts: We've been laying the ground work for calling functions and executing code between sectors. Scripts from one sector will now be able to call functions in scripts of another sector. This wasn't possible at first, due to the asynchronous structure of the Avorion server and its simulation. But this will lead to a lot of great features, like...


Remote Commands & Queues
The above groundwork allowed us to do the following: Inter-Sector commands for ships! You can now command ships over the galaxy map even when they're not in the same sector as you. But that's not all: We're also adding command queues, so you'll be able to order your ships to fly to one sector, mine asteroids, trade goods or attack enemies, and then jump to yet another sector. And you'll be able to loop these commands as well, so you can now have ships doing more complex things all over the galaxy.


Improved security and Modding
VERY IMPORTANT INFORMATION FOR MODDERS AND SERVER ADMINS: We've added extra security for calling functions remotely, THIS WILL BREAK YOUR OLD MODS if you're using client-server remote invocations. Check out the patch notes for 0.20.0 for more details!

More and More Improvements
We added lots and lots of other improvements as well, including

  • Massive performance improvements while saving sectors
  • Map improvements (you can toggle various features of the map on/off)
  • Auto-reloading of torpedoes
  • Transporters for long-distance interaction with stations
  • Alliance map editing rules

To see the full log of changes, check out the patchnotes below:

Full Patchnotes
You can find the full patchnotes posts here:

#define TRUE FALSE // happy debugging suckers

If you need help, please post in the forum, don't PM me. If there's something that only I can help you with, contact me via mail.



Ravien

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on: February 12, 2019, 09:33:33 PM
This. Is. AWESOME!



Sir Charles

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on: February 13, 2019, 02:17:17 PM
Finally!
This is one of the best things ever added to the game, expanding it‘s deep structure a lot...

The game becomes more and more finished and it is really nice to see it advance.

Keep up the great work and make this the greatest space game ever! :)
Whatever you type, never forget:
Nobody rises up in the morning like "Today Ima gonna do a really bad job!"



PointedObservations

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on: February 20, 2019, 03:44:53 AM
These changes are fantastic. I especially liked the AI improvements that made fighting pirates a  challenge. However, I brought the game out again for another spin specifically because I saw the cross-sector commands have been added. Unfortunately, though the new display tells me that my ships in other sectors are mining, scavenging, etc., they don't seem to be doing it or those sectors aren't simulating. :(



koonschi

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on: February 20, 2019, 10:39:24 AM
We'll add icons that will show if a sector is being simulated or not. That should clear things up.
#define TRUE FALSE // happy debugging suckers

If you need help, please post in the forum, don't PM me. If there's something that only I can help you with, contact me via mail.



TESL4

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on: February 20, 2019, 12:11:08 PM
This is awesome! Makes insane difficulty really tough!!  Cant wait to see what comes out next :)