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Incorrect beacon graph generation: unreachable beacons
Posted: Mon Dec 17, 2012 2:02 pm
by grayfragments
Sometimes there are unreachable beacons / groups of beacons in sector graph. I saw this problem on
https://getsatisfaction.com/ftlgame/top ... th_to_exit, but there was no response since release. Are you planning on fixing this?
P.S. can't attach .sav file for some reason

oddly enough i started seeing this bug more often now, when i'm trying to beat game with DA-SR 12 ship, but i guess it's because i pay more attention to beacons in first sectors now.
Re: Incorrect beacon graph generation: unreachable beacons
Posted: Mon Dec 17, 2012 2:38 pm
by UltraMantis
Are you using the latest version? If so, there's an option to display beacon paths when you hover your mouse over them. That should help detect possible problems with long distances between beacons.
In general i dont trust beacons that look like they may be too far apart. I haven't had a case of unreachable exit, but i have gotten stuck in a dead end a few times. Having to go back to the 'right' path to exit can be painfull since it usually leads through the advanced Rebel Fleet. Running out of fuel while doing this is also hillarious. For the Rebels.
Re: Incorrect beacon graph generation: unreachable beacons
Posted: Mon Dec 17, 2012 2:54 pm
by grayfragments
i'm using last version and yes, i'm using 'beacon paths on hover'. that's exactly why i know there is unreachable beacon. it's not a game-breaking issue, it's just unexpected behavior. however i think if there are unreachable beacons it could became problem, for example i can spawn in it. just letting developers know

Re: Incorrect beacon graph generation: unreachable beacons
Posted: Mon Dec 17, 2012 5:20 pm
by boa13
It is possible that there are unreachable beacons, the developers know about that possibility, and they have said they are fine with it. According to them, it gives a sense of greater depth to the FTL universe.
What should not happen, however, are game-breaking unreachable beacons. So, the exit beacon should always be accessible, and quest beacons should always be accessible. If you find a map where one of those is unreachable, then report it as a bug. In that particular case, the best course of action is to take a screenshot of the incorrect map, but also Save&Quit, and send the save game (continue.sav) to the developers, so they can analyze what went wrong.
Re: Incorrect beacon graph generation: unreachable beacons
Posted: Tue Dec 18, 2012 9:10 am
by nikto
I can confirm this issue. I saw this twice - on a second run i had spare scrap, so i decided to upgrade my engine to jump to that distant beacon, but i failed (engines were almost on max, 2 bars left to max, iirc).

Re: Incorrect beacon graph generation: unreachable beacons
Posted: Tue Dec 18, 2012 5:07 pm
by Number43
Upgrading engines doesn't change how far you can jump. It only increases how fast the ftl charges (and increases evasion).
Re: Incorrect beacon graph generation: unreachable beacons
Posted: Tue Dec 18, 2012 10:11 pm
by nikto
Number43 wrote:Upgrading engines doesn't change how far you can jump. It only increases how fast the ftl charges (and increases evasion).
Yes, but i thought "what the hell, i should try anyway".
