Xmudder
Posts: 119
Joined: 2/15/2010 Status: offline
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ORIGINAL: Erik Rutins quote:
ORIGINAL: Xmudder I find dealing with pirates to require too much micro management. Any idea what I am doing wrong? What kind of micro-management are you experiencing? Pirates will occasionally communicate with you, they'll periodically attack as well if you don't have an alliance or truce with them. Automated escorts/frigates will typically respond to the attacks, as long as you have enough to go around. YOu are right, I was sending my main fleet all over the place instead of letting my escorts take care of it. quote:
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Second, my auto exploring explorers jump to wierd targets, not the closest unexplored system, and often ignore the special goodies in a system. When I kill the guardians of these abandoned items, the explorers won't come back and scout them, even when I tell them too. Haven't really seen this issue, I find that they get around to everything in time, generally expanding out from my starting systems. How many exploration ships do you have and how long have you given them to explore the local area? In time yes, but I'm not sure jumping out to the furthest reaches and working back in is the best scouting algorithm. And putting space monsters to low minimizes the number of objects the explorers are chased away from. [edit] Actually, the first scout stays close to home, it's the next 3 I build that go flying off to distant stars. quote:
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edit: When I automate building colony ships, they queue them up at my colony worlds and not my homeworlds, so they take forever to build. I find it will generally choose the closest world with a compatible species for the target system to build the colony ship, though it does spread things out a bit. You can also queue ships yourself at your homeworld system and then assign them targets through the expansion planner once they are complete. I had 4 colony ships queues up at 1 colony planet, and none at my most heavily populated one. Despite that my homeworld had 5x the build capacity. It seems to choose based on proximity, not speed to produce.
< Message edited by Xmudder -- 3/26/2010 3:21:23 AM >
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