oneshoeboxer Posted February 12, 2017 Share Posted February 12, 2017 The distance other ships can follow you and actually jump seems to be completely random. I built a ship to mine that can jump 7.2 sectors. Sometimes it won't follow even 3. I check to make sure it it charged, fully manned, and not damaged. I've had it jump all 7 with me and then it wouldn't even follow me 3 for a while. Then randomly it did follow me 3 again. Is there any reliable way to get it to jump with me? Link to comment Share on other sites More sharing options...
cy414 Posted February 12, 2017 Share Posted February 12, 2017 switching ship and re-ordering follow/escort for each jump. if it has low power generation compared to usage it will take a longer time to recover jump power after it drains the stored power for the first jump. Link to comment Share on other sites More sharing options...
oneshoeboxer Posted February 12, 2017 Author Share Posted February 12, 2017 I've done both sadly. I check it's power and warp charge each time, and reset it to escort every jump. It wouldn't even follow me one jump last night. Link to comment Share on other sites More sharing options...
DivineEvil Posted February 12, 2017 Share Posted February 12, 2017 I didn't even gone thus far, seeing how your captained ships won't even patrol or attack enemies for that matter. Command-driven AI is a bit sketchy as it is now. I'm currently stuck with trying to force my stations to protect themselves with turrets and gunners I provided them with, with no success thus far. Link to comment Share on other sites More sharing options...
MrVorgra Posted February 13, 2017 Share Posted February 13, 2017 There is nothing random about the captain and jumping, If he meets the requirements to jump: CoolDown, Recharge, and Completed jump calculations then he will jump 100% assuming he is jumping within his jump range, if he doesn't meet any of these condition then he won't jump. I am 100% certain you merely jump the gun. You should design your Captained ships to be able to Jump Further, Recharge Faster, Cooldown Faster, than your main ship if your having issues. Link to comment Share on other sites More sharing options...
Falkenherz Posted February 13, 2017 Share Posted February 13, 2017 I am pretty certain that hyperjump cooldown is not an issue. I tested this with a fast jumping ship around 30 seconds, followed by a captained behemoth with >60 secons. The latter follows with no problems. Just sometimes, it does not, whether the jump is initiated under or after 60 seconds does not seem to matter. Link to comment Share on other sites More sharing options...
GOForce3 Posted February 14, 2017 Share Posted February 14, 2017 I noticed that if for some reason the AI ships become non-responsive, they won't jump with you. What I've learned to deal with this problem is to move and look back to see if my ships are in deed escorting me (of course, make sure you give them the command first). If one or more don't respond, then I have to go back and give them a little bump. That'll wake them up, and then I'll notice that they're now following me. That's the only way I've found to "wake up" a non-responsive AI ship. As long as the ship is following you properly in escort mode and has the proper jump range to make the jump, then you should be good to go. After I learned that trick, I stopped having that problem. I also make sure to have my fleet ships have a longer jump range than my main ship so I don't accidentally outjump them. Link to comment Share on other sites More sharing options...
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