Fighters on bases

Distant Worlds is a vast, pausable real-time, 4X space strategy game which models a "living galaxy" with incredible options for replayability and customizability. Experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game. Now greatly enhanced with the new Universe release, which includes all four previous releases as well as the new Universe expansion!

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gigan
Posts: 3
Joined: Sat Jan 11, 2014 11:28 pm

Fighters on bases

Post by gigan »

I love fighters like mad. Gets my imagination goin' you know.

Problem is I can't seem to launch them all at once from mines like you can at bases...

They launch when the station is directly attacked but will not launch to help other system targets.

When they are launched they help defend the whole system.

Any Ideas?
Sex in space is not just a good idea, it's survival.
Canute0
Posts: 616
Joined: Fri Apr 30, 2010 10:43 am
Location: Germany

RE: Fighters on bases

Post by Canute0 »

The probleme are mining stations are owned by the private sector not by you.
But when you don't got tons of fighter on a station, you can select the fighter straight and give him the launch comand, but you need to do this for each fighter.
Stupidly the station only launch their fighter when they attacked directly.
Deathball
Posts: 117
Joined: Tue Apr 03, 2012 3:31 am

RE: Fighters on bases

Post by Deathball »

The private sector targeting is kinda broken anyway. I've had mining bases get attacked by space monsters wait right until that giant kaltor munched on their command center before firing their missiles. If an enemy is directly attacking a civilian station they should retaliate right away.
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Darkspire
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RE: Fighters on bases

Post by Darkspire »

ORIGINAL: Deathball

The private sector targeting is kinda broken anyway. I've had mining bases get attacked by space monsters wait right until that giant kaltor munched on their command center before firing their missiles. If an enemy is directly attacking a civilian station they should retaliate right away.

+1

Darkspire
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CyclopsSlayer
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RE: Fighters on bases

Post by CyclopsSlayer »

ORIGINAL: Darkspire

ORIGINAL: Deathball

The private sector targeting is kinda broken anyway. I've had mining bases get attacked by space monsters wait right until that giant kaltor munched on their command center before firing their missiles. If an enemy is directly attacking a civilian station they should retaliate right away.

+1

Darkspire
Allow me to agree 100%

+1
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ASHBERY76
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RE: Fighters on bases

Post by ASHBERY76 »

ORIGINAL: Deathball

The private sector targeting is kinda broken anyway. I've had mining bases get attacked by space monsters wait right until that giant kaltor munched on their command center before firing their missiles. If an enemy is directly attacking a civilian station they should retaliate right away.

To be fair you can get the jump on space monsters too.They sometimes do not react very well to being attacked either.
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elanaagain
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RE: Fighters on bases

Post by elanaagain »

one thing that I have found helps my private (and state) sector bases defense is changing the weapons range in the design screen. For bases I always change the range to 'all weapons' for both ranges. The default is 'point blank,' which means the base sits there and watches the enemy / monster close in before firing, even when the base has longer range weapons. I have also discovered that you can access the design window for an already in use design, and change these same two settings, acknowledge the dialog window that says you cant change a currently in use design, and then change the weapons range, save it, and all those designs will adopt the 'new' policy. I have now idea if that would affect when fighters are launched from private base.
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Canute0
Posts: 616
Joined: Fri Apr 30, 2010 10:43 am
Location: Germany

RE: Fighters on bases

Post by Canute0 »

I did try that allready, but that has no influcence on the fighter launch problem.
gigan
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Joined: Sat Jan 11, 2014 11:28 pm

RE: Fighters on bases

Post by gigan »

I hope they fix this. They should launch Fighters as soon as enemy get into the system.
Sex in space is not just a good idea, it's survival.
JCVocke
Posts: 40
Joined: Mon Nov 07, 2011 6:43 pm

RE: Fighters on bases

Post by JCVocke »

I would add that not only should fighters launch as soon as a hostile target is spotted, but that fighters should periodically launch even in peace time, do a small patrol, and then return to base.
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CyclopsSlayer
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RE: Fighters on bases

Post by CyclopsSlayer »

ORIGINAL: JCVocke

I would add that not only should fighters launch as soon as a hostile target is spotted, but that fighters should periodically launch even in peace time, do a small patrol, and then return to base.
Once the bases fighter bays are built just manually pre-launch all Fighters. They will stay swarming around from then on until you either upgrade the bays or Fighters.
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Icemania
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RE: Fighters on bases

Post by Icemania »

ORIGINAL: CyclopsSlayer

ORIGINAL: Darkspire

ORIGINAL: Deathball

The private sector targeting is kinda broken anyway. I've had mining bases get attacked by space monsters wait right until that giant kaltor munched on their command center before firing their missiles. If an enemy is directly attacking a civilian station they should retaliate right away.

+1

Darkspire
Allow me to agree 100%

+1
+3
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Darkspire
Posts: 1986
Joined: Thu Jun 12, 2003 8:07 pm
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RE: Fighters on bases

Post by Darkspire »

I was playing with the Design Templates and in a light bulb moment thought putting assault pods on mines would help the defense, all well and good till I end up with pirate raider fleets all being captured before they can land a pod, now I have to chase the dam things about making sure there retiring and not doing something they shouldn't.

Back to the drawing board on that one and change the AP's for Fighter Bays and see what havoc that causes, Fighters seem to be immune to AOE weapons, not so sure about Anti Gravity ones but we shall see what happens.

Darkspire
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CyclopsSlayer
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RE: Fighters on bases

Post by CyclopsSlayer »

ORIGINAL: Darkspire

I was playing with the Design Templates and in a light bulb moment thought putting assault pods on mines would help the defense, all well and good till I end up with pirate raider fleets all being captured before they can land a pod, now I have to chase the dam things about making sure there retiring and not doing something they shouldn't.

Back to the drawing board on that one and change the AP's for Fighter Bays and see what havoc that causes, Fighters seem to be immune to AOE weapons, not so sure about Anti Gravity ones but we shall see what happens.

Darkspire
I just go to the Unit Menu, select Military for example, sort by Role, and then scroll down quickly doing a quick visual check for icons that aren't like the others. You can then glance over and see if it is on Retire or not and if not retire from that menu, and continue scrolling.
Deathball
Posts: 117
Joined: Tue Apr 03, 2012 3:31 am

RE: Fighters on bases

Post by Deathball »

ORIGINAL: CyclopsSlayer

ORIGINAL: Darkspire

I was playing with the Design Templates and in a light bulb moment thought putting assault pods on mines would help the defense, all well and good till I end up with pirate raider fleets all being captured before they can land a pod, now I have to chase the dam things about making sure there retiring and not doing something they shouldn't.

Back to the drawing board on that one and change the AP's for Fighter Bays and see what havoc that causes, Fighters seem to be immune to AOE weapons, not so sure about Anti Gravity ones but we shall see what happens.

Darkspire
I just go to the Unit Menu, select Military for example, sort by Role, and then scroll down quickly doing a quick visual check for icons that aren't like the others. You can then glance over and see if it is on Retire or not and if not retire from that menu, and continue scrolling.

Better yet, sort by firepower. That way all the pirate ships will be grouped together.
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Darkspire
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RE: Fighters on bases

Post by Darkspire »

I just go to the Unit Menu, select Military for example, sort by Role, and then scroll down quickly doing a quick visual check for icons that aren't like the others.

Faster way is Military and sort by firepower, all the pirates end up in more or less the same place then, top or bottom after a few tech levels. Sometimes they don't retire as per Policy settings and end up patrolling somewhere and I much prefer the research bonuses then a refit. Fighter bays on the mines is next, a few tests this afternoon look promising [:)]

Darkspire
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