Vedric -> RE: automated fleets with bases not returning to their bases after combat (7/16/2013 7:29:29 PM)
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ORIGINAL: dostillevi I posted about this in the general forum but I now believe it is a bug. Ships that are assigned a base do not always revert to a "move to base" or "patrol base" mission after engaging in combat. This happens mostly when the ships end combat in relatively close proximity to the planet, and usually when combat starts and stops in a brief period of time. The result being that ships will engage an attacker at the planet they are defending, but will stop and stay motionless in space while the planet continues orbiting once combat has ended. They will resume appropriate defensive behavior if a new threat enters their engagement range, but at this time they are usually so far out of position as to be useless. This happens regardless of automation, engagement range, and whether set to attack or defend. These fleets will always return to their planet if they are drawn far from it.. the bug only happens if they remain near the planet throughout combat. Essentially if they are close enough to not need their hyperdrives they will not go back to patrolling or return to orbit. I will attempt to recreate this in a non-modded game and upload it to your servers if that will help. They need to repeat the last player order after any automated action. I have mentioned this several times and I wish they would fix it. There is no need to recreate it because it happens anytime they are sitting at base with a "move to" order and engage in combat. After the combat they will just drift in space until they are far enough away from home base that they need to jump. Needless to say, if you are attacked while the fleet is drifting aimlessly in space away from it's base, chances are you will lose the base they are supposed to be protecting. I'm unsure if this behavior is the same when using the "patrol" order instead of "move to". I never use patrol because it comes with it's own issues (not enough ships respond to a threat to kill it). EDIT: This is the number one problem with Distant Worlds right now! The needless repetitive fleet babysitting necessary because of this flawed behavior.
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