In game bugs

2 buggy things (A.I. (with all races) and T.E.C. starbases

Hi.

 

I don't know if it have been spoken before but I got 2 bugs with

my Soase (1.15/1.02)

 

- Tec starbase doesn't update correctly the population cap when ships are queued.

If I got 20 ship unit remaining and I queue some, let's say Scout frigate, the box will briefly

flash to 16 then return to 20. I can queue as mush ships I want without this number decreasing until

the ship is actually built.

 

 

Also, I mentionned it in the technical forum (but maybe it was not the place to), A.I. is buggy when fighting.

 

Whenever a enemy civilian ship (trade ship, refinery ship) or a scout/seeker/(third exploration ship name here)  come into

a gravity well while i'm having an intense fight with another empire, my fleet (strike craft, moving starbase and all ships) will

prefer to aim for those "no threat" ship instead of continuing fighting the enemy fleet. (Because, you know, it happens, there is

some times where I really have more important matters than crushing that little ship all alone at the side of my gravity well.)

 

 

I'll be updating my game to get the most recent version but since I didn't see those 2 points mentionned in

update logs, I think it's was worth mentionning.  :)

 

 

6,220 views 3 replies
Reply #1 Top

there is a hint at the loading screen that says pirates and militia focus on civilian and colony ships, so keep them safe/protected

dont see why the normal AI of your fleet shouldnt do the same...

however, if you want to fix it, you could always set the fleet engagement range to local area instead of GW

Reply #2 Top

Quoting TheRezonator, reply 1
there is a hint at the loading screen that says pirates and militia focus on civilian and colony ships, so keep them safe/protected

dont see why the normal AI of your fleet shouldnt do the same...

however, if you want to fix it, you could always set the fleet engagement range to local area instead of GW

 

 

Restricting engagement ring would work on strike craft ? ... I'll have to try it out.

 

Focusing on trade ship while I have nothing else to do is right... But, as a person, I would consider killing the fleet directly in front of me (You know, the one who is currently destroying your ships/planet instead of turning back and leaving the fight, therefore making you more vulnerable (since enemy continue to attack you while you "flee" the current threat to destroy a single trade ship far away in the current gravity well))

 

That's just not logic, don't you think ?

 

Ex :

I got 20 ships, enemy got 20. 

We're about the same force (same upgrade, same ships)

 

An enemy trade ship or navigator/seeker/scout pop in the gravity well, my whole 20 ships + strike crafts crew reaction

should be continuing fighting the biggest thread or turn back the enemy fleet (taking damage but not doing anymore to the

enemy fleet, therefore giving the advantage to your nemesis) to crush that single trade ship bastard that is doing

business on your gravity well...

 

Does anybody micro-managing his fleet agains the enemy is doing that ? ... I don't think so.

A.I. should have that same priority, dictated by logic, instead of that illogic behavior.

 

After you managed to kill the enemy fleet, if trade ship comes into the same gravity well, I have nothing to argue agains the

fact my fleet react to it... but in the middle of an epic battle, it's a bit disappointing, no ?

 

 

Reply #3 Top

yeah, i agree, you are preaching to the converted (though ive never had it happen to me)

i was actually saying it isnt a bug, just an oversight on the part of the devs

perhaps they could put in a line of code that states after a certain number of enemy vessels in the same GW as you, civvie ships become less of a priority target

setting the ships engagement range wont affect strikecraft, but you can set the engagement range on the SC themselves, just make sure to select all of them when you do it, otherwise you will still have some that fly off to neverland when a civvie ship comes in