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Fighters & bombers - 8/20/2013 9:07:39 AM   
MedievalNerd

 

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Hey all,

Not sure if I'm doing something wrong. But it seems my fighters and bombers will remain docked, regardless of whether there are enemies that are attacking. Isn't there a way to automate the process of them undocking when a threat arrives?

Worse case I wouldn't mind leaving them always out, but do they refuel/repair automatically if i do that?

Still sounds like a huge waste of fuel if one would do that.

What am I missing?

Thanks!
Post #: 1
RE: Fighters & bombers - 8/21/2013 12:08:14 AM   
mSterian

 

Posts: 155
Joined: 7/25/2013
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They undock just fine in my games. They dock back in when the carrier is trying to hyperjump.
Maybe it's something to do with the "posture".

(in reply to MedievalNerd)
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RE: Fighters & bombers - 8/21/2013 6:32:38 PM   
MedievalNerd

 

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Cool thanks,

Although what is the best 'stance' to pick for a base to launch it's fighters at the longuest distance?

All Weapons or Stand Off?

I'm assuming it's not point blank. :)

Thanks,


(in reply to mSterian)
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RE: Fighters & bombers - 8/22/2013 6:33:51 AM   
Canute0

 

Posts: 616
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From: Germany
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Doesn't matter.
Bases don't attack by their own, they just defend when they got weapon fire incoming. :-(

You can launch the fighter's manualy, when you select a fighter you got the launch icon. And when they fighters are launched they are doing their patrol work and attack enemys at range.

(in reply to MedievalNerd)
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RE: Fighters & bombers - 8/22/2013 9:46:52 AM   
Stormy Fairweather

 

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I find that having bases on 'point blank' seems to delay them opening fire, often long enough for raiders or transports to make landfall. Since I set them to 'all weapons' they seem to shoot a lot earlier. I could be mistaken, but anecdotally I think 'all weapons' is much better than 'point blank'.

(in reply to Canute0)
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RE: Fighters & bombers - 8/22/2013 4:18:18 PM   
Anthropoid


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Few questions about these things that I'm not seeing clear answers to in the Galactopedia:

1. Fighters vs. bombers: I'm guessing bombers are to attack ships or bases. Fighters are to attack fighters or bombers? So ideally, a base should have at least one box of fighters and one box of bombers?

2. Torpedo bombers are just a higher damage/closer range variant of the missile bombers?

Of course in real life, aircraft carriers have come to dominate, and as long as they have their escort fleets are effectively the 'most powerful' vessel in modern water navies.

Is this the basic intent of game too?

I don't even think fighters (much less assult pods and a lot of other weapons) were in the vanilla game when I played a bit back in the day.

_____________________________

The x-ray is her siren song. My ship cannot resist her long. Nearer to my deadly goal. Until the black hole. Gains control...
http://www.youtube.com/watch?v=IkIIlkyZ328&feature=autoplay&list=AL94UKMTqg-9CocLGbd6tpbuQRxyF4FGNr&playnext=3

(in reply to Stormy Fairweather)
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RE: Fighters & bombers - 8/22/2013 6:03:09 PM   
Canute0

 

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From: Germany
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1. right, but fighter do good damage to ships/bases too. But shorter range then bomber.

2. It's the same with Torpedos vs Missiles at Ships system, but i am not sure if Missile bomber got the 50% vs armor too. But mosttimes i try to avoid to research Missile bombers. I don't like Missile's much except for designs they are primary to capture other ships.


Yes, Carrier even without support fleet are a good choise. They don't need to be very fast, since their fighters are these. Beside some point defence weapons they don't need weapons at this way you can add some extra shield/armor.
Fighter got the biggerst attack range then all weapons, Carrier are superb to destroy well defended bases.
The only bad thing are, you can't control the attack target of the fighters after they destroyed their 1. Target (the target you order to attack the ship).

Yes Fighter was added at Shakturi expansion.

(in reply to Anthropoid)
Post #: 7
RE: Fighters & bombers - 8/22/2013 6:32:54 PM   
Anthropoid


Posts: 3107
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From: Secret Underground Lair
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Thanks Canute!

_____________________________

The x-ray is her siren song. My ship cannot resist her long. Nearer to my deadly goal. Until the black hole. Gains control...
http://www.youtube.com/watch?v=IkIIlkyZ328&feature=autoplay&list=AL94UKMTqg-9CocLGbd6tpbuQRxyF4FGNr&playnext=3

(in reply to Canute0)
Post #: 8
RE: Fighters & bombers - 9/9/2013 9:36:40 PM   
Solarius Scorch


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From: Cracow, Poland
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My problem is that I cannot recall fighters that are based on a star base. I mean I can recall them just fine, but they take off again immediately and resume patrolling. It's all good, but sometimes I just want them on board, for example to upgrade them.

Of course bases don't hyperjump, so I can't recall the fighters this way.

_____________________________

Forever Future 1.7 for Call to Power - the biggest mod for the best Civilization-like game ever!

(in reply to Anthropoid)
Post #: 9
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