Fleet coordination

Distant Worlds is a vast, pausable real-time, 4X space strategy game which models a "living galaxy" with incredible options for replayability and customizability. Experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game. Now greatly enhanced with the new Universe release, which includes all four previous releases as well as the new Universe expansion!

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Marvin Pontiac
Posts: 54
Joined: Tue Jan 22, 2013 8:49 am

Fleet coordination

Post by Marvin Pontiac »

Hi,

I've been giving this game a go again (sort of to see if I want to buy shadows) and as before I keep getting turned off it by the ship control seeming like a mess to me. One situatation that comes up pretty quickly is coordinating a fleet: individual ships in a fleet keep wandering off. Example: I move my fleet a little outside an enemy system. Automation is off on the fleet and I checked it was off on all ships in the fleet. The fleet has come to a full stop. It shows 'No mission [engage when attacked]' or something like that. All ships in the fleet show the same. The posture of the fleet is set to defensive and engage when attacked (that's the most passive you can pick). Still after coming back to the fleet after a couple of minutes I find some ships have wandered off and now have their posture set to 'Engage system targets' and are moving toward some point a bit away from the fleet (their fuel is all ok & automation is off). This is very annoying because if I now order the fleet to attack a specific base they all arrive at different times and of course get destroyed one by one. Is there anything I overlooked here? If not I sure wish they'de fix this instead of all that pirate stuff. Things like this really turn me off the game.

Marv.
Bingeling
Posts: 5186
Joined: Thu Aug 12, 2010 11:42 am

RE: Fleet coordination

Post by Bingeling »

I don't recognize exactly that problem.

The one that is similar is that

1: Fleet sits around. It has engage system targets.
2: Something attacks, and ships shoot at ships. The fleet leader is dragged away chasing a ship.
3: When battle is over, fleet members go to the fleet leader. Who was dragged outside the system.
4: Fleet sit outside the system you intended it to protect.

If the fleet is dispersed, it should gather at leader, but of they are "a little distance off" in a system, they may be satisfied with their positions.

Edit: Oh, and if you want them to sit at a planet, make sure to have them caught in the gravity well of that planet. "Move to planet" usually does that. If not they will be left behind as the planet moves.
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Marvin Pontiac
Posts: 54
Joined: Tue Jan 22, 2013 8:49 am

RE: Fleet coordination

Post by Marvin Pontiac »

That sounds pretty annoying as well. I triple checked my scenario again:

1. fleet on: no mission, engage when attacked, defend, no attack target assigned, automation off, fleet formation etc. on manual
2. All ships in fleet: no mission, engage when attacked, automation off, fuel > 80%, automation off.

They sat still for a while in outer-space (like 3 minutes) then after a while the fleet just decided to go to a far off system somewhere to 'wait' there????
[:@]
Bingeling
Posts: 5186
Joined: Thu Aug 12, 2010 11:42 am

RE: Fleet coordination

Post by Bingeling »

What version is that?

The new attack and defense stances can make fleets have a mind of their own. I set them defensive and minimum range, and they behave reasonably well apart from heading to base after repair or retrofit orders.
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Marvin Pontiac
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Joined: Tue Jan 22, 2013 8:49 am

RE: Fleet coordination

Post by Marvin Pontiac »

Hi [:)] it's legends up-to-date version (according to updater) I just turned the game off I think in the bottom left corner it's something like 1.70 or something.

I had some better luck coordinating fleets though instead of giving them the 'defend' posture I gave them the 'attack' posture with no attack target and range 'target'. They seem to be willing to wait outside a system them until I tell them to strike. Had some good runs now picking off mining stations from my arch-enemy [:D]
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Osito
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Joined: Thu May 09, 2013 8:55 am

RE: Fleet coordination

Post by Osito »

I have a similar question:

I have everything set to manual (as far as I know!). I want to get an explorer to expore a particular system. I set it to go to that system. It has more than enough fuel. But within 5 seconds of instructing it, it always resets itself to go and refuel. I REALLY want to like this game, but things like this are sooo frustrating.
Osito
Numdydar
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Joined: Fri Feb 13, 2004 9:56 pm

RE: Fleet coordination

Post by Numdydar »

It may have enough fuel to get there, but not enough to get back to the nearest refueling point afterwards. So it wants to top off before it goes 'Where no species has gone before' lol. Captains wanting to prevent their crews from dying in space can be so anoying sometimes. [:D]
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Osito
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Joined: Thu May 09, 2013 8:55 am

RE: Fleet coordination

Post by Osito »

Hehe, yeh I can see that, Numdydar, although in the particular case I was discussing there was enough fuel to get there and back. I think the captain was clearly just a wuss who wasn't prepared to do his job!
Osito
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Plant
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Joined: Tue Apr 23, 2013 11:57 am

RE: Fleet coordination

Post by Plant »

If there is enough fuel to get there and back, it could be that the ships has reached the fuel percentage limit to refuel. Since it is under whatever the limit is (I think it is 33%), it will automatically try to refuel.
I am not sure though, I thought the limit only applies to fleets.
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