Currently the bot system is currently unreliable for super long distances (when towing a colony), and the bots easily goes off course instead of "pointing the ship to the destination". Since colony warping is prohibited for some reason (the col dissapears if the Q-drive takes col-sized mass, and anything on your tractor dies if you warp), these bots are good as screwed to getting to Point B.
Example:
Scenario: Sol System EXPANDED
POINT A, Ganymede
POINT B, Colonization Target, Triton (Neptune is far away, and is northeast)
WHAT DOES THE BOT(S) DO AFTER A COL IS PICKED UP: Go West, not Northeast, and go West for infinite time until the next colonization target is changed.
This clearly defines how stupid the bots get if the planet they want to get is horrendously far away but the scenario was clearly made for scale, not uber short distances and squeezed gameplay. Bots that have ships that can goto warp with colonies somewhat fix this problem but since Col Warping is disabled (why?), this is practically unacceptable.
Col warping has always really been disabled in normal games. This is well, to prevent quick colonizing. If you were able to colony very quickly without receving damage, the whole game will be based apon warpin/warpout and who has the biggest colonies rather then killing or anything like that. Does need a look into perhaps in the next version, seems wacky that they are stupid on long distance.
From what I recall in 1.2 coding theres something that states to drop anything before warp from what I remember.
If you allow Col warping, I'd think the game again would just be a warpfest, very easy to exploit the warp to warp past a planet, hit a button to get out of Q, and run off. Theres no skill really involved in it, and again, there is no point for ship battles if they end up at there destination in a couple seconds flat.