Capture enemy targets - question (Full Version)

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dejagore -> Capture enemy targets - question (5/24/2013 9:36:38 PM)

Do I have something wrong with game/automation settings or there's a bug with capture ships and bases.
Every time, when I move my fleet and Shift+RMB, my ships are starting to attack and when they down the shield they start to sent board pods... and then they continue to attack. I've tried to capture like 3 stations but all were destroyed instead of being captured because of this behaviour.

Any suggestions ? How do You guys capture enemy targets ?




StarLab -> RE: Capture enemy targets - question (5/24/2013 10:03:41 PM)

If you're using mixed fleets (containing ships without boarding pods) make sure you don't issue the "Attack" order first then CTRL-RMB->>Capture.

What happens is ships without boarding pods don't get the new "Capture" order so they continue with the original "Attack" order they were previously given. So your pod ships board, but your other ships continue the attack.

I make a specialized "Capture" Fleets with ships that only contain Boarding Pods & Maxos (or Pulse) blasters. This way, the blasters hit the shields first (because you have to weaken them before boarding) and they stop firing after pods are launched. These ships never contain shield-skipping weapons like Long Range or Rail Guns (and gravity weapons) as you want as little damage on the captured ship/base as possible.

Hope this helps...





dejagore -> RE: Capture enemy targets - question (5/24/2013 10:24:12 PM)

Thanks for the fast reply mate. I've checked my fleet. All ships have boarding pods. As for the weapons it's 3*Maxos Blaster and 7*Concussion Missile.
Just tried to board capital ship of enemy pirates. All i did was just click CTRL-RMB->>Capture. My ships started to attack. When the shield was downed they started to approach capital ship and launched pods... and then they attacked with maxos blasters and destroyed capital ship :-(

Maybe it's caused by the default engagement stances set in empire settings ? When I choose to board that ship I saw in bottom left corner info 'Capture X (Engage nearby targets)'.




StarLab -> RE: Capture enemy targets - question (5/24/2013 10:32:17 PM)

Hmm... I'm just not having the problem with continued attacks. (Used to until I started using my abovementioned strategy) Just tried it in my current game and it worked as I expected.

Mind you, I don't play with any automation... maybe that's why I'm not seeing the problem...

Hopefully someone else will have some ideas.





joeyeti -> RE: Capture enemy targets - question (5/24/2013 11:14:49 PM)

There is a setting in the Policies somewhere that tells the game to destroy (or whatever it is named in there) captured ships.

Maybe check that...




Mansen -> RE: Capture enemy targets - question (5/24/2013 11:25:13 PM)

Yeah it's probably the capture policy that's messing it up for you - Das had huge problems with that in his beta LP.




dejagore -> RE: Capture enemy targets - question (5/25/2013 12:02:12 AM)

Just changed 'Capture targeted ships' policy to 'always capture' and it seems that this solved the problem.

Thanks for the tip.




Shark7 -> RE: Capture enemy targets - question (5/25/2013 12:42:10 AM)


quote:

ORIGINAL: StarLab

If you're using mixed fleets (containing ships without boarding pods) make sure you don't issue the "Attack" order first then CTRL-RMB->>Capture.

What happens is ships without boarding pods don't get the new "Capture" order so they continue with the original "Attack" order they were previously given. So your pod ships board, but your other ships continue the attack.

I make a specialized "Capture" Fleets with ships that only contain Boarding Pods & Maxos (or Pulse) blasters. This way, the blasters hit the shields first (because you have to weaken them before boarding) and they stop firing after pods are launched. These ships never contain shield-skipping weapons like Long Range or Rail Guns (and gravity weapons) as you want as little damage on the captured ship/base as possible.

Hope this helps...





Add to this you can set capture policies in your empire policy screens. A good pirate setting would of course be to capture enemy civilian ships, etc.




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