Bizarre Fleet Managment (Full Version)

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geosch -> Bizarre Fleet Managment (12/2/2011 1:30:16 PM)

I set Fleet Management to Fully Automate with Fleet sizes set at 10 in 1.7.0.3. I do confess to building my own fleets though, but still leaving FM on. I like to let the computer build ships/fleets as it wants to manage local issues, while I build a few special fleets for foreign affairs (like bombardment).

In any case, all at once w/o any notice, several of my fleets disappeared - where? The Fleet Manager apparently decided to show me who was boss by combining these fleets into one large fleet of 23 ships! Of course, the actions and courses of the original fleets were lost. [&:]

Bug?





Bingeling -> RE: Bizarre Fleet Managment (12/2/2011 1:57:13 PM)

Are you sure the ships were moved to existing fleets and not retired? I don't allow the AI to control fleets, so I have no experience with this myself.




Erik Rutins -> RE: Bizarre Fleet Managment (12/2/2011 2:09:07 PM)

If you have the fleets set to automated the fleet formation automation will feel free to "reorganize" them. Set them to manual control and use the fleet postures and stances to set their reactions if you don't want your fleet organization changed.

Regards,

- Erik




Cauldyth -> RE: Bizarre Fleet Managment (12/2/2011 2:58:32 PM)

It would be nice if ships not on automation themselves would be excluded from the automated fleet management.




geosch -> RE: Bizarre Fleet Managment (12/2/2011 3:32:01 PM)

1. Bingeling, I'm sure they went to existing fleets becasue my largest fleet size was 10 ships, therefore a 23 ship fleet would stand out.

2. Erik, I can understand the manager re-organizing my fleets (I guess) but why would it create a 23 ship fleet when I specified fleet size at 10??? And I don't even know whether I want to accept it re-organizing my fleets anyway.

3. Cauldyth, totally agree




Bingeling -> RE: Bizarre Fleet Managment (12/2/2011 4:00:08 PM)

This is similar to the AI previously dispanding troops on manual troop transports.

The good thing about keeping the AI away from fleets under manual control: It opens up a nice way for newbies to play.

The bad thing about keeping the AI away from fleets under manual control: The manual control could be accidental, and keep fleets out of action if a new user is confused.




geosch -> RE: Bizarre Fleet Managment (12/2/2011 10:27:28 PM)

OK, a new development.

I decided to try to keep my 2 fleets patrolling the enemy HW by continously monitoring them, and forcing them back to the task when necessary.

But once again the computer demonstrated who is boss - first the 4th fleet defected because of the inhumane way that we were treating the enemy. I rewound to the last autosave and it happened again, but this time with the 10th Fleet.

This is crazy, when does a whole freet defect in the middle of a war? If there is war weariness, I would expect to see it on the planets first - but they were all [:)]. And I hadn't done anything out-of-the-ordinary. Not even bombardment.

It's as if DW was designed for the anti-war crowd, it is soooo difficult to get a military campaign going. I like the game, but these kind of problems negate the hours of preparatory work put into building an empire in each game.

I'm going to quit this particular game, it is too frustrating, and try again on a smaller (normal) sized map. Maybe things will run better with less galactic activity.




HectorOfTroy -> RE: Bizarre Fleet Managment (12/2/2011 11:49:19 PM)

I keep my fleets on manual, that way there is no problems, they always do what I tell them to do.

Where is the fun in letting the AI do everything for you?




Fideach -> RE: Bizarre Fleet Managment (12/3/2011 1:02:46 AM)


quote:

ORIGINAL: HectorOfTroy

I keep my fleets on manual, that way there is no problems, they always do what I tell them to do.

Where is the fun in letting the AI do everything for you?



That is the problem though, even on manual.. they still run off doing things with out orders, or ignore our orders.




ASHBERY76 -> RE: Bizarre Fleet Managment (12/3/2011 2:18:33 AM)


quote:

ORIGINAL: Fideach


quote:

ORIGINAL: HectorOfTroy

I keep my fleets on manual, that way there is no problems, they always do what I tell them to do.

Where is the fun in letting the AI do everything for you?



That is the problem though, even on manual.. they still run off doing things with out orders, or ignore our orders.


I do not know what you are talking about to be honest.They refuel when empty and that is about it.Other choices like attacking enemys in your sector,system is your choice.




2ndACR -> RE: Bizarre Fleet Managment (12/3/2011 3:13:41 AM)

Nope, they will still take off on their own. I had a fleet guarding a debris field and they saw fit to take off to the other side of my empire to attack a sand slug, that was killed by the other 26 destroyers that are under computer control. By the time I saw it, the computer AI empire I really did not want to go to war with just yet, had placed a constructor over 1/2 the fleet. And these were really powerful ships too.

My fleet was manual control all the way, but you better baby sit them.




HectorOfTroy -> RE: Bizarre Fleet Managment (12/3/2011 4:08:12 AM)


quote:

ORIGINAL: Fideach


quote:

ORIGINAL: HectorOfTroy

I keep my fleets on manual, that way there is no problems, they always do what I tell them to do.

Where is the fun in letting the AI do everything for you?



That is the problem though, even on manual.. they still run off doing things with out orders, or ignore our orders.



I set my fleets on defensive posture (shiled icon) and 'system targets' and they never go away on their own.





apbarog -> RE: Bizarre Fleet Managment (12/3/2011 4:40:20 AM)

I was having similar issues with fleets taking off on their own. However, once I learned (in another thread) that I could set default engagement stances for types of missions, I changed most of the stances. They defaulted to engaging system targets. I changed most to engage nearby targets.

Before I made these changes, just about anything I did to fleets, like telling it to move, changed the fleet's engagement stance to engaging system targets. Now I have better control.




Bingeling -> RE: Bizarre Fleet Managment (12/3/2011 10:34:25 AM)

Fleets are created in "attack" stance of unknown range. Somehow they may end up with very long range, especially if you try to get this to work.

I don't like fleets showing initiative outside the current system, so I change them to defense posture and range of current system only. And let them "engage system targets". But if I forget one fleet, I think fun things may happen, though I have not specifically verified this by watching it happen (just by cleaning up the results). So the below is mostly a guess at what happens.

On the far right end of the galaxy you have a mining station attacked by a lowly pirate escort. Some AI automation thinks "We should look for a fleet to respond to this!". So it starts looking through the nearby fleets and is all disappointed. Defense stance, not range this far. But finally it gets around to that main battle fleet sitting at the homeworld 8 sectors away. Attack stance! Unlimited range!. And sends it to kill that escort. Now, some automated whip may kill that escort, and where the main battle fleet would end up is a good question. Either back home (eventually), at the gas mine, or somewhere in between sitting idly in deep space.

So if you like me want to stop this from happening, and set your fleets at short range defense. You better not forget some.




geosch -> RE: Bizarre Fleet Managment (12/3/2011 1:54:40 PM)


quote:

ORIGINAL: geosch



But once again the computer demonstrated who is boss - first the 4th fleet defected because of the inhumane way that we were treating the enemy. I rewound to the last autosave and it happened again, but this time with the 10th Fleet.




Full Disclosure: I have now learned (when checking my relationships) that everybody in the galaxy hates me and my reputation is Diabolical. Everybody in my own empire totally resents my reputation (abt a -20 hit on happiness) and explains the defecting ships and an actual civil war.

Why, I ask. Only to discover/remember that when I attacked the Teekan that no formal state of war existed. I thought that it would be automatic after fighting broke out and I captured a few of his planets.

Just a word to the wise - declare war if you want to go to battle.




Bingeling -> RE: Bizarre Fleet Managment (12/3/2011 3:08:03 PM)

Time to go searching all over the galaxy for pirate bases to kill [:D]




geosch -> RE: Bizarre Fleet Managment (12/5/2011 6:09:00 PM)


quote:

ORIGINAL: HectorOfTroy


quote:

ORIGINAL: Fideach


quote:

ORIGINAL: HectorOfTroy

I keep my fleets on manual, that way there is no problems, they always do what I tell them to do.

Where is the fun in letting the AI do everything for you?



That is the problem though, even on manual.. they still run off doing things with out orders, or ignore our orders.



I set my fleets on defensive posture (shiled icon) and 'system targets' and they never go away on their own.





Sorry, still doesn't solve the problem completlely.

I have my fleet on defensive stance with range set to system, but am using the fleet to attack the HW system of the enemy. What I would like my fleet to do is stay away from the HW with 3 DBs and just destroy the mines, etc in the system. Even though I tell the fleet to patrol an uninhabited moon , the ships fly off to certain destruction at the HW. If I change the stance to attack and range to target, then it works better until the target is destroyed - and then the ships also fly off to destruction.

I have nothing on automatic, since the start of the game.

Perhaps an easy solution (!) would be to allow the fleets to have the defense stance in combination with a target (moon, planet). As it stands now, the smallest range while being in defense mode is system. I want to be able to rtegroup and recharge shields before attacking the HW complex.




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