Problems with fleet automation and attack queuing

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100thMonkey
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Problems with fleet automation and attack queuing

Post by 100thMonkey »

This is about 2 different (but related) problems with fleet automation and mission queuing:

1) some target attacks cant’t be queued (but should)
2) automated fleet does nothing even if there are queued missions it could / should do

The saved game (v1.0.3.4):
The Culture - Mortalen - 2797-11-09.zip
(6.81 MiB) Downloaded 29 times

1) some target attacks cant’t be queued (but should)

I have 3 fleets, all automated at this point (1 invasion, 1 attack/raid, 1 defensive). I have queued attacks on 2 of the 5 available enemy bases, but I can’t for the other 3 (screenshot below). The reason given as to why that is ("no fleet with adequate attack strength", also on the screenshot) doesn’t make sense to me:
  • I’m sure that 1st Fleet (in the selection panel in the screenshot) is powerful enough to face anything in the Indur system where the third target in the list is located (as well as the two already queued). I’m sure that it could also destroy or capture the 2 other targets that can't be queued either (spaceports with 329 strength each, versus 2,493 for 1st Fleet).
  • Also, as the screenshot clearly shows, 1st Fleet has enough range (fuel and jump) to get to the target’s system and attack it (AND to attack the other 2 mining stations in the same system that ARE queued).
Enemy Targets.png
Enemy Targets.png (778.5 KiB) Viewed 1158 times

So that’s the first problem. Now, to the second one...


2) Attack missions queued but automated fleet does nothing

Automated 1st Fleet is doing nothing, even though there are 2 queued enemy targets that it could easily capture or destroy. Not only that, but now the AI is suggesting another mission for 1st Fleet: investigate a threat in the Kadumae system (screenshot below).

So even though there are already 2 queued enemy targets, that the AI hasn’t assigned to any of my fleets, it suggests investigating a threat instead of fulfilling the assigned missions.

Not sure if that’s the intended behavior of fleet automation or not, but it seems to me that missions assigned by the player should be prioritized...

Threat location.png
Threat location.png (501.2 KiB) Viewed 1158 times

Here’s a screenshot of the Fleets tab in the control center:

Fleets.png
Fleets.png (111.01 KiB) Viewed 1158 times
- Imagine how confusing it is to a new player!
- Tedious is the opposite of fun
- "The welfare of the people…has always been the alibi of tyrants…giving the servants of tyranny a good conscience." – Albert Camus
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ChattyAnny
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Re: Problems with fleet automation and attack queuing

Post by ChattyAnny »

Thank you for your report. The dev team are working very hard to improve the game, so I appreciate you taking the time to give feedback :) I've logged this bug, but if you experience any other issues please use this form https://forms.gle/s42oXpmoiDFGFEah6 (you can always reach out directly via DM too!)
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Thineboot
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Re: Problems with fleet automation and attack queuing

Post by Thineboot »

ChattyAnny wrote: Thu Apr 21, 2022 3:40 pm Thank you for your report. The dev team are working very hard to improve the game, so I appreciate you taking the time to give feedback :) I've logged this bug, but if you experience any other issues please use this form https://forms.gle/s42oXpmoiDFGFEah6 (you can always reach out directly via DM too!)
I was going nuts when my capture orders, fleet and manual, just were ignored and set back to No mission. Just before I throw in the towel and stopped playing I took a look in the Game Editor. Turns out the stations had a Raid Countdown of 600.

You know how frustrating it is when you have set all on manual just to get all your manual orders being canceled as if the game wants to tell you, that its in charge, not you, no matter what you're doing :x
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100thMonkey
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Re: Problems with fleet automation and attack queuing

Post by 100thMonkey »

Thineboot wrote: Thu May 05, 2022 9:01 pm
You know how frustrating it is when you have set all on manual just to get all your manual orders being canceled as if the game wants to tell you, that its in charge, not you, no matter what you're doing :x
I absolutely know how frustrating it is! :evil: It happened again recently in my current game.

Thineboot wrote: Thu May 05, 2022 9:01 pm
I was going nuts when my capture orders, fleet and manual, just were ignored and set back to No mission. Just before I throw in the towel and stopped playing I took a look in the Game Editor. Turns out the stations had a Raid Countdown of 600.
So how do you interpret that "Raid Countdown"? Is it something that is set after a raid so that the station can't be attacked again until the countdown is finished? Does it stay at 600, or does it go down? And if it goes down, did your fleet attack at that point?
- Imagine how confusing it is to a new player!
- Tedious is the opposite of fun
- "The welfare of the people…has always been the alibi of tyrants…giving the servants of tyranny a good conscience." – Albert Camus
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Thineboot
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Location: Earth

Re: Problems with fleet automation and attack queuing

Post by Thineboot »

100thMonkey wrote: Thu May 05, 2022 9:17 pm
Thineboot wrote: Thu May 05, 2022 9:01 pm
You know how frustrating it is when you have set all on manual just to get all your manual orders being canceled as if the game wants to tell you, that its in charge, not you, no matter what you're doing :x
I absolutely know how frustrating it is! :evil: It happened again recently in my current game.

Thineboot wrote: Thu May 05, 2022 9:01 pm
I was going nuts when my capture orders, fleet and manual, just were ignored and set back to No mission. Just before I throw in the towel and stopped playing I took a look in the Game Editor. Turns out the stations had a Raid Countdown of 600.
So how do you interpret that "Raid Countdown"? Is it something that is set after a raid so that the station can't be attacked again until the countdown is finished? Does it stay at 600, or does it go down? And if it goes down, did your fleet attack at that point?
The stations can be attacked and probably destroyed. Since I wanted to capture them I used the Capture command. When the station was ready to be attacked by Assault Pods the ships just switched to something else like another nearby target or No mission at all. [...censored :x ...] :D

So far all stations that were affected and checked, once I realized, that the mission wasn't fulfilled, they all were set at 600. There are pirates in the region but all stuck at exactly 600 is very unlikely.

In general it makes sense to add something like a Raid Countdown. Somehow the game has to tell the pirates to look for another target.
Maybe the countdown is frozen because of a/the war. So there may be design reason to not count down during an ongoing war.
I highly doubt that it was in any way intended to make these station uncapturable - some may call this a bug ;)
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100thMonkey
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Re: Problems with fleet automation and attack queuing

Post by 100thMonkey »

Thineboot wrote: Fri May 06, 2022 12:28 am
In general it makes sense to add something like a Raid Countdown. Somehow the game has to tell the pirates to look for another target.
Maybe the countdown is frozen because of a/the war. So there may be design reason to not count down during an ongoing war.
I highly doubt that it was in any way intended to make these station uncapturable - some may call this a bug ;)

"Capture" seems to have been neglected as a mission from the start in DW2. I hope it will be corrected soon.

You can queue attack mission in the control center. You can automated some raiding fleets and they'll "probably" destroy some targets by themselves (as long as the fleets' tactical settings are set properly... which is a whole other can of worms :mrgreen: ). But if you want your fleets to capture stuff, you have to baby sit them and order them manually for each target... and even then, as we know too well, they might just sit there and do nothing! :evil:

I'd like to be able, when queuing a mission from the control center, to specify whether I want to attack the target or to capture it. For those, like me, who much prefer to capture stuff (usually) than to just destroy it, that would be much welcomed improvement.
- Imagine how confusing it is to a new player!
- Tedious is the opposite of fun
- "The welfare of the people…has always been the alibi of tyrants…giving the servants of tyranny a good conscience." – Albert Camus
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Thineboot
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Re: Problems with fleet automation and attack queuing

Post by Thineboot »

Followup on the Raid Countdown 600: New [1.0.4.1] game, mining station got successfully raided, Raid Countdown was set to 600 and never counted down...
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Thineboot
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Re: Problems with fleet automation and attack queuing

Post by Thineboot »

[1.0.4.3] Update: a new colony was raided and the countdown is ticking downward :)

I hope the sticky 600 is solved and it's not only one case I haven't checked before, that works.
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