Fleet cohesion cripples fleets, a lesson in giving people what they ask for

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Tophat1815
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RE: Fleet cohesion cripples fleets, a lesson in giving people what they ask for

Post by Tophat1815 »

ORIGINAL: EisenHammer

ORIGINAL: Das123
And having fuel as the same resource used for weapons just means you need to ensure your targets are thought through before-hand.
Something the AI needs to learn.
I watch an AI Fleet one-time attack another system with 20+ ships and they all ran out of fuel before they got there. After they got there they slowly, turn around and headed back were they came from, I guess to get more fuel. That was the last time I saw the AI use a fleet.[8|]



You saw this under the current patch? Have a save? Was it early,Mid or late game? What were the starting conditions you had set? Galaxy size? Pirates? Aggressiveness? Victory conditions?
Vanguard_DW
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RE: Fleet cohesion cripples fleets, a lesson in giving people what they ask for

Post by Vanguard_DW »

I like the fueling concept, no doubt the AI could use the help, but for me it's better than colonise a planet and automatically extend your ships range.
Perhaps state operated tankers that will fly out and top up your ships tanks.
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EisenHammer
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RE: Fleet cohesion cripples fleets, a lesson in giving people what they ask for

Post by EisenHammer »

ORIGINAL: Tophat1812

ORIGINAL: EisenHammer

ORIGINAL: Das123
And having fuel as the same resource used for weapons just means you need to ensure your targets are thought through before-hand.
Something the AI needs to learn.
I watch an AI Fleet one-time attack another system with 20+ ships and they all ran out of fuel before they got there. After they got there they slowly, turn around and headed back were they came from, I guess to get more fuel. That was the last time I saw the AI use a fleet.[8|]



You saw this under the current patch? Have a save? Was it early,Mid or late game? What were the starting conditions you had set? Galaxy size? Pirates? Aggressiveness? Victory conditions?

It's with the current patch. The rest I don't think really matters as it an AI fuel issue, it will happen with all settings.
taltamir
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RE: Fleet cohesion cripples fleets, a lesson in giving people what they ask for

Post by taltamir »

ORIGINAL: WoodMan

@Taltamir:  Elliot has taken onboard the suggestions regarding Attack Now and Move Together commands and says that they will be included in the next Beta of the current patch, check over in the beta patch thread [:)].  I think this is a good thing, it doesn't change the way these mechanics work, but it should give you and hopefully the AI Empires greater control and flexibility in terms of the speed at which you need to respond to a threat or launch an attack.

I agree actually. It is one of the better solutions. If you need to you can simply order them to attack immediately. Otherwise they assemble and attack in force. Both strategies have their place.
I am impressed as always by how quickly they respond and how hard they work.
I do not have a superman complex; for I am God, not Superman.
Tophat1815
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RE: Fleet cohesion cripples fleets, a lesson in giving people what they ask for

Post by Tophat1815 »

ORIGINAL: EisenHammer

ORIGINAL: Tophat1812

ORIGINAL: EisenHammer



Something the AI needs to learn.
I watch an AI Fleet one-time attack another system with 20+ ships and they all ran out of fuel before they got there. After they got there they slowly, turn around and headed back were they came from, I guess to get more fuel. That was the last time I saw the AI use a fleet.[8|]



You saw this under the current patch? Have a save? Was it early,Mid or late game? What were the starting conditions you had set? Galaxy size? Pirates? Aggressiveness? Victory conditions?

It's with the current patch. The rest I don't think really matters as it an AI fuel issue, it will happen with all settings.


I am certainly not seeing this early game,not at all.Now since the latest patch i don't have any late games going as of now.I'll put several hrs in on this tonight and I'll be specifically looking for this,I just wanted a clue as to where/at what point you were seeing this behavior.
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EisenHammer
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RE: Fleet cohesion cripples fleets, a lesson in giving people what they ask for

Post by EisenHammer »

I just got done playing for a few hours now, it was better than it was the other day. The AI is still doing strange things with its fleet. Like attacking a stupid ass mining station half way across the galaxy when the heart of it empire is getting rip out and smash to pieces. If you want to see, what the AI is really doing with its fleets just put some spies in deep cover and followed their fleets around for a while. Sometimes they attack a target way to far away and run out of fuel before they get there.
Habadacus
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RE: Fleet cohesion cripples fleets, a lesson in giving people what they ask for

Post by Habadacus »

In the future, any species capable of practical space flight will have mastered fusion power. There is probably no better way to convert matter (fuel) into energy. A tiny amount of matter will produce an enormous amount of energy. Our own Sun has been burning rather brightly for around 4.5 Billion years without the need to refuel. There will be no need for a race to move it's biggest and most valuable strategic assets out of the field to a particular point in space so that it can laboriously dock with a fixed location and slowly take on 'fuel' every time a crew member flushes the toilet. If there was such a need, any warfare would simply involve destroying those fixed points in space as without them the ships would be totally irrelevant.

Mr. Fusion would like to remind us that fuel is maybe a good idea in a game like Space Taxi, but not so great in a game that simulates entire galaxies and fleets.

Image
Above: 'Doc' proves refueling in the past, present, or future requires no dock.
These few dribbles of backwash will generate approximately 1.21 gigawatts of power.
Tophat1815
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RE: Fleet cohesion cripples fleets, a lesson in giving people what they ask for

Post by Tophat1815 »

ORIGINAL: Habadacus

In the future, any species capable of practical space flight will have mastered fusion power. There is probably no better way to convert matter (fuel) into energy. A tiny amount of matter will produce an enormous amount of energy. Our own Sun has been burning rather brightly for around 4.5 Billion years without the need to refuel. There will be no need for a race to move it's biggest and most valuable strategic assets out of the field to a particular point in space so that it can laboriously dock with a fixed location and slowly take on 'fuel' every time a crew member flushes the toilet. If there was such a need, any warfare would simply involve destroying those fixed points in space as without them the ships would be totally irrelevant.

Mr. Fusion would like to remind us that fuel is maybe a good idea in a game like Space Taxi, but not so great in a game that simulates entire galaxies and fleets.

Image
Above: 'Doc' proves refueling in the past, present, or future requires no dock.
These few dribbles of backwash will generate approximately 1.21 gigawatts of power.


Fuel as handled in this game gives a player a strategic constraint of "supply" to work with and around.I like it,if you don't that is fine and jim dandy but don't go around pontificating about what a "unrealistic/poor idea it was.The designer did it for a reason that i happen to agree with,then again i like WitP-AE.Now "IF" the ai is having demonstrable trouble with the fuel system that is another issue that requires a look and potential fix.So far I am hearing more opinion than demonstrable facts.Trust but verify people.
Wayston
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RE: Fleet cohesion cripples fleets, a lesson in giving people what they ask for

Post by Wayston »

it is a good feature, but what's missing is good supply ships who can carry fuel with them, the way it is now doesn't make much sense
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thiosk
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RE: Fleet cohesion cripples fleets, a lesson in giving people what they ask for

Post by thiosk »

I still support the idea of civilian tanker ships that will deliver fuel to thirsty fleets.
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WoodMan
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RE: Fleet cohesion cripples fleets, a lesson in giving people what they ask for

Post by WoodMan »

You do realise there is supply ships in the game that have Gas Extractors right?  You can move it to a Gas Cloud/Gas Giant near your enemy and have your ships refuel at it.
"My body may be confined to this chair, but my mind is free to explore the universe" - Stephen Hawking
Tophat1815
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RE: Fleet cohesion cripples fleets, a lesson in giving people what they ask for

Post by Tophat1815 »

ORIGINAL: WoodMan

You do realise there is supply ships in the game that have Gas Extractors right?  You can move it to a Gas Cloud/Gas Giant near your enemy and have your ships refuel at it.

YES YOU CAN! Or,you can choose not to have wide spanning Ops until you secure bases closer to the enemy.Or you can invest in technology for better fuel tanks.Or you can add fuel tanks to improve designs.There is a good deal you can do if you take the trouble.But sure,its easier to say just get rid of fuel restrictions.

Ad for all you: But the poor ai can't do these strategies! It's a gameplay issue,I want a challenge.....blah,blah,blah...blahblah.I have seen the ai send fleets,not run out of fuel and conduct some very effective hits.I have not observed ai fleets stranded all across space.
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thiosk
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RE: Fleet cohesion cripples fleets, a lesson in giving people what they ask for

Post by thiosk »

ORIGINAL: Tophat1812

ORIGINAL: WoodMan

You do realise there is supply ships in the game that have Gas Extractors right?  You can move it to a Gas Cloud/Gas Giant near your enemy and have your ships refuel at it.

YES YOU CAN! Or,you can choose not to have wide spanning Ops until you secure bases closer to the enemy.Or you can invest in technology for better fuel tanks.Or you can add fuel tanks to improve designs.There is a good deal you can do if you take the trouble.But sure,its easier to say just get rid of fuel restrictions.

Ad for all you: But the poor ai can't do these strategies! It's a gameplay issue,I want a challenge.....blah,blah,blah...blahblah.I have seen the ai send fleets,not run out of fuel and conduct some very effective hits.I have not observed ai fleets stranded all across space.

I'm in the planning stages of a mod that will spawn most of the opponents for the player in much the same way that giant kaltors sometimes spawn from special events.
taltamir
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RE: Fleet cohesion cripples fleets, a lesson in giving people what they ask for

Post by taltamir »

ships don't get stranded when they are out of fuel, they simply move at half speed and cannot fire their weapons.
I do not have a superman complex; for I am God, not Superman.
Tophat1815
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RE: Fleet cohesion cripples fleets, a lesson in giving people what they ask for

Post by Tophat1815 »

ORIGINAL: taltamir

ships don't get stranded when they are out of fuel, they simply move at half speed and cannot fire their weapons.

Good.......That is probably why i had never seen fleets stranded. And I keep seeing ai fleets fighting together bunched/in close proximity to each other and attacking as opposed to showing up dispersed and spreading their attacks out.When ai fleets arrived/warped in pre-1.0.5beta the ai ships straggled into combat and were defeated in detail more easily,now they show up and fight/target together more often than not. I think its a Major improvement and its totally undercut by the title of this thread.Far from a problem and detriment fleet cohesion in this new version has done nothing but enhance my game experience of DW.

Now this meandering thread has turned more to the old fuel tankage of ships starting out as too much of a limiting factor.And the ai being more sharply impacted and less able to adapt than a human player.I have never tried to form a fleet from across my empire with the ai controlling its formation.I specifically build or assign ships in close promimity to each other into fleets.I then always have them stage from a spaceport and give a repair-refuel order before assigning them to any ops.

Tweaking the various ai empires to prioritize fuel tank research and upgrades isn't a bad idea.What i object to and think is a poor idea is spreading the impression "fleet cohesion" adds nothing useful to ai performance.I am saying in my opinion and from what I have observed the more coordinated attacks by ai ships is a significant plus.
taltamir
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RE: Fleet cohesion cripples fleets, a lesson in giving people what they ask for

Post by taltamir »

Now this meandering thread has turned more to the old fuel tankage of ships starting out as too much of a limiting factor.And the ai being more sharply impacted and less able to adapt than a human player.I have never tried to form a fleet from across my empire with the ai controlling its formation.I specifically build or assign ships in close promimity to each other into fleets.I then always have them stage from a spaceport and give a repair-refuel order before assigning them to any ops.
I never did either, the AI did.

The original points of the thread all stand. Ships ordered to perform a simple task that they can handle now spend a lot of time twiddling their thumbs and waiting to "assemble".
Tweaking the various ai empires to prioritize fuel tank research and upgrades isn't a bad idea.What i object to and think is a poor idea is spreading the impression "fleet cohesion" adds nothing useful to ai performance.I am saying in my opinion and from what I have observed the more coordinated attacks by ai ships is a significant plus.

Before 1.5 I DID see massive fleets attack me all at once. Start a game with AI empires set to advanced, where they start out with 60 planets and lots of ships. then go to war with them... I had my home planet decimated under these conditions, with massive (30+ ships) fleets warping in at once and laying waste to my defenses. This was before 1.5 patch.

While there have certainly been improvements all around, there is more improvements to be made.

The biggest problem the AI has is the inability to steamroll... after capturing a planet (and they do on occasion), they should immediately pick up the troops from that planet and move on to the next one. (they can leave a few troops there).
Not go home, wait for the troop transports to pick up more troops around home, then assemble and go on to next planet. That takes far too long. I can literally capture 50 planets at the time it takes the AI to capture 1. (but they do capture them).

The AI should switch between 2 engagement modes:
1. We are stronger: Engage enemy fleets with your own, stronger fleets and decimate them. Then blow up the spaceports with your combat fleets (with no "rest" between fights), while transports capture the undefended planets.
2. We are weaker: Avoid enemy fleets while performing hit and ran at their important planets with your fleets of combat and transport ships. capturing planets, destroying spaceports, etc. Also, build more ships, sell what they can (such as tech) for money to build more ships, etc.

But I went on a tangent. There are advantages to fleet cohesion, but it shouldn't be absolute. My suggestions thus far:
1. Ships should travel to a fleet and THEN join it. Never have a ship join a fleet (automatically via the AI) unless it is in the same system. If a human gives the order to join, interpert it as an order to intercept THEN join (aka, say "traveling to join 3rd fleet" instead of "none" or "3rd fleet")... until the ship is actually there it is not part of the fleet.
2. Fleets should only be composed of same hyperspace speed ships.
3. Transport ships should not be intermixed with a fleet of combat ships, they should operate as a seperate "transport fleet" that each collects troops independently (without being in any fleet), then when full join up to form a transport fleet, then go together to target planets and invade them... afterwards immediately collect the troops from the conquered planet, leaving only a few troops to defend it (say, 3) and go refill on troops / attack next target.
4. Transport ships under AI control should not be attacking ships and bases with their 1 single laser and no targetting system.
5. damaged ships should immediately drop out of a fleet.
6. The above is mostly for AI created fleets. Have seperate player created fleets with different set of rules. Let the player automate a player fleet or deautomate an AI fleet (I don't mean target control, I mean ordering ships to join, leave, etc.)
7. Fleets should have "inactive" and "active" members, so if you manually created a fleet and ships dropped out of it to either gather troops, get repaired, get upgraded, etc... they should be marked as "inactive" and ignore fleet orders.
8. Fleet orders should NOT, EVER cancel a command to retrofit. (which wastes money btw!). If you order a command to retrofit that means that ship is effective "out of the fleet" (aka, inactive) and ignores all orders... this btw means that the rest of the fleet does perform work, such as attacking planets. Rather then waiting for each and every ship.
I do not have a superman complex; for I am God, not Superman.
Tophat1815
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RE: Fleet cohesion cripples fleets, a lesson in giving people what they ask for

Post by Tophat1815 »

For pity sake are you basing all this on an extreme starting scenario of 50-60 planets in a starting advanced ai empire? And the fact that these at start large empires take time to organize their starting fleets? All this adds is more questions on your premise:

1) Is this an at start organizing issue? Or is this delayed fleet activity/organization by "large empire ai"take place throughout the course of the game?

2) I was unaware of your caveat about large starting ai empires being the victims of this fleet behavior,which is why after so many games where i saw nothing at all similar to what you were saying had me thinking you were just plain wrong.

3) Your thread title is still misleading plain and simple.Maybe,maybe "Fleet cohesion in large "ai" empires can cripple its fleet operations"...might be accurate.But the title as it stands is misleading and turns players off by giving the impression of a bug with fleet cohesion.

4) Nice suggestions,wish you would have started off with them.
taltamir
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RE: Fleet cohesion cripples fleets, a lesson in giving people what they ask for

Post by taltamir »

For pity sake are you basing all this on an extreme starting scenario of 50-60 planets in a starting advanced ai empire? And the fact that these at start large empires take time to organize their starting fleets? All this adds is more questions on your premise:
I am NOT basing "this all" on such extreme conditions. It was merely a suggestion on how you could QUICKLY see a massive enemy fleet in action, acting cohesively and effectively, using v1.4
2) I was unaware of your caveat about large starting ai empires being the victims of this fleet behavior,which is why after so many games where i saw nothing at all similar to what you were saying had me thinking you were just plain wrong.
You were unaware of them because it isn't the case. I found it to be crippling on a game where I and the AI start out with 1 planet each.
3) Your thread title is still misleading plain and simple.Maybe,maybe "Fleet cohesion in large "ai" empires can cripple its fleet operations"...might be accurate.But the title as it stands is misleading and turns players off by giving the impression of a bug with fleet cohesion.
The only bug IS the fleet cohesion routines. And it is intentional, to cotow to the whinings of some... MY OWN fleets were NOT ineffective in 1.4 and before. yes, a few ships seperated, but it was manageable and worked well. And they actually ATTACKED when I ORDERED them to.
4) Nice suggestions,wish you would have started off with them.
I have. I have already made most of those suggestions, much earlier in this thread.
I do not have a superman complex; for I am God, not Superman.
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