Urgent things still not/bad working

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Schatten
Posts: 203
Joined: Sat Oct 03, 2009 8:38 am

Re: Urgent things still not/bad working

Post by Schatten »

Jorgen_CAB wrote: Sat Oct 15, 2022 11:36 pm
Schatten wrote: Sat Oct 15, 2022 9:48 am
Jorgen_CAB wrote: Fri Oct 14, 2022 7:12 pm

I'm not wrong... you simply specify which design of each class you want the fleet template to use and they all update to the correct ship version you designed.
Thats the Point you cannot. Lets say you want have a Bombardment Destroyer Design and a Flak Destroyer Design for a Invasion Fleet...You can only have one Destroyer Design in your Template and all will refit to this one at next Refit and it will be always the last one you designed

Same for Designs like Heavy, Fleet or Fast Destroyer....you still can set only the Number of *Destroyers* in your Fleet Template and no matter what for Destroyers you put in, as soon they refit they refit to the latest made design no matter what they were before.
Sure... you can only have one of each role in a single fleet... but to be frank that is quite enough for now. We know they will make it possible to have multiple of the same eventually. But you can have different destroyers in different fleets, that was what I was trying to say.

So far I have never needed to have two different destroyer hulls in a fleet... the different roles can do that for you quite easily as is. I usually have two or three different ship types in a fleet, sometimes four (excluding tankers and transports). But some people probably want to have it... I would probably use it myself when we have it, from time to time.

Thats exactly the Point, why you have introduced all the different subhulls if they usless? You could go all the way with 1 Frig, 1 Destroyer, 1 Cruiser Hull, nothing were different as its now where you have *on paper* Patrol, Heavy and Fleet Destroyer (also Cruiser) for what exactly? you can anyway use only 1.
That why i said you did the devloping and testing with 1 Planet and 10 Ships? Since than you can manually design all the Hulls, put them in 1 Fleet and manually upgrade them. Do it with 50 Planets and 500 Ships in 40+ Fleets....

That why you need to change it, either you need to split the Options in Fleet Format not only for Destroyer but into the 3 Subhulls so you can have Fleet and Heavy Destroyer (cruiser etc) in one Fleet that update than only into their sub division.
Jorgen_CAB
Posts: 903
Joined: Wed Mar 17, 2010 7:53 pm

Re: Urgent things still not/bad working

Post by Jorgen_CAB »

Schatten wrote: Sun Oct 16, 2022 10:22 am
Jorgen_CAB wrote: Sat Oct 15, 2022 11:36 pm
Schatten wrote: Sat Oct 15, 2022 9:48 am
Thats the Point you cannot. Lets say you want have a Bombardment Destroyer Design and a Flak Destroyer Design for a Invasion Fleet...You can only have one Destroyer Design in your Template and all will refit to this one at next Refit and it will be always the last one you designed

Same for Designs like Heavy, Fleet or Fast Destroyer....you still can set only the Number of *Destroyers* in your Fleet Template and no matter what for Destroyers you put in, as soon they refit they refit to the latest made design no matter what they were before.
Sure... you can only have one of each role in a single fleet... but to be frank that is quite enough for now. We know they will make it possible to have multiple of the same eventually. But you can have different destroyers in different fleets, that was what I was trying to say.

So far I have never needed to have two different destroyer hulls in a fleet... the different roles can do that for you quite easily as is. I usually have two or three different ship types in a fleet, sometimes four (excluding tankers and transports). But some people probably want to have it... I would probably use it myself when we have it, from time to time.

Thats exactly the Point, why you have introduced all the different subhulls if they usless? You could go all the way with 1 Frig, 1 Destroyer, 1 Cruiser Hull, nothing were different as its now where you have *on paper* Patrol, Heavy and Fleet Destroyer (also Cruiser) for what exactly? you can anyway use only 1.
That why i said you did the devloping and testing with 1 Planet and 10 Ships? Since than you can manually design all the Hulls, put them in 1 Fleet and manually upgrade them. Do it with 50 Planets and 500 Ships in 40+ Fleets....

That why you need to change it, either you need to split the Options in Fleet Format not only for Destroyer but into the 3 Subhulls so you can have Fleet and Heavy Destroyer (cruiser etc) in one Fleet that update than only into their sub division.
As other and I have told you... it is NOT USELESS!!

You can have different escort designs in different fleets, so it is NOT USELESS!!!

They have also said they will expand on the fleet template mechanic, this was a feature they had no time to refine beyond this state before release.

But again... it is not useless. Just because you can't have two destroyer types in one fleet does not make it useless to have two different destroyer types in the game as you can still have two different destroyers in two different template designs.

I use multiple designs of ship roles all the time, so it works even if it is not perfect.
Schatten
Posts: 203
Joined: Sat Oct 03, 2009 8:38 am

Re: Urgent things still not/bad working

Post by Schatten »

Jorgen_CAB wrote: Mon Oct 17, 2022 12:12 am
Schatten wrote: Sun Oct 16, 2022 10:22 am
Jorgen_CAB wrote: Sat Oct 15, 2022 11:36 pm

Sure... you can only have one of each role in a single fleet... but to be frank that is quite enough for now. We know they will make it possible to have multiple of the same eventually. But you can have different destroyers in different fleets, that was what I was trying to say.

So far I have never needed to have two different destroyer hulls in a fleet... the different roles can do that for you quite easily as is. I usually have two or three different ship types in a fleet, sometimes four (excluding tankers and transports). But some people probably want to have it... I would probably use it myself when we have it, from time to time.

Thats exactly the Point, why you have introduced all the different subhulls if they usless? You could go all the way with 1 Frig, 1 Destroyer, 1 Cruiser Hull, nothing were different as its now where you have *on paper* Patrol, Heavy and Fleet Destroyer (also Cruiser) for what exactly? you can anyway use only 1.
That why i said you did the devloping and testing with 1 Planet and 10 Ships? Since than you can manually design all the Hulls, put them in 1 Fleet and manually upgrade them. Do it with 50 Planets and 500 Ships in 40+ Fleets....

That why you need to change it, either you need to split the Options in Fleet Format not only for Destroyer but into the 3 Subhulls so you can have Fleet and Heavy Destroyer (cruiser etc) in one Fleet that update than only into their sub division.
As other and I have told you... it is NOT USELESS!!

You can have different escort designs in different fleets, so it is NOT USELESS!!!

They have also said they will expand on the fleet template mechanic, this was a feature they had no time to refine beyond this state before release.

But again... it is not useless. Just because you can't have two destroyer types in one fleet does not make it useless to have two different destroyer types in the game as you can still have two different destroyers in two different template designs.

I use multiple designs of ship roles all the time, so it works even if it is not perfect.
Well congratulations, you devloped a whole new Idea of Fleets here, i wonder why no one came up with it till today not to mix Shiptypes in Fleet but rather to send 10 Fleets to the same Target with all the Ships you need one of a typ in one Fleet^^
Not to mention the glorious Idea that you get 3 different Hulls (for Destroyer as example) but that absolutly dont matter as all 3 refit always to the last one no matter what their Task was.
And why, if you come up with that you dont split the Hulls in Fleet Template into their different subversions but make only one and so make sure that all upgrade into any?
Well anyway i think we dont need to argue that right now its a bad and notworking System.

Next Point. Troop Manage System, if needs not only Disband/Garrion/ etc but also Garrison/Ungarrison all Buttons.
Also why is Colony Automation automate Troop Recruitment and Garrions always at Automated even if you set Troops in Policy Setting at Manual? (since as said at start right now its the next bad working System without none-option for Attack/Defensive Troop recruitment. As soon you dare to set it at Automated it kills your economy in few years).

Also if we already on it: The Stars in Overview needs a Option: Forbidden (or something like that) that prevents any Fleet or Ship on Automatic to fly into this System, only manual Commands can override it. That way Fleets/Ships stops take *shortcuts* through Nebulas and crawl than with low speed or fly(at early game) diretly into System with strong Space Monsters or Hive Ships
arvcran2
Posts: 2941
Joined: Fri Dec 11, 2020 3:17 pm

Re: Urgent things still not/bad working

Post by arvcran2 »

One thing for certain that is in fact broken, is not being able to control which kind of solo ships are assigned without causing potential unnecessary retrofits.
This is because in order to designate a design to be the latest you must update it's in game design creation date stamp.

I assume that the implementation of AI logic for the extra hulls, will for example, allow patrol escorts the solo role of patrolling while the heavy escorts are assigned solo guard duties.
Players will want to make designs for fleet ship inclusion that do not interfere with the solo roles.

In Essence DW2 has policy and template settings for solo roles and fleet roles; it just needs to fill in the required settings to allow proper assignments.
Jorgen_CAB
Posts: 903
Joined: Wed Mar 17, 2010 7:53 pm

Re: Urgent things still not/bad working

Post by Jorgen_CAB »

Schatten wrote: Mon Oct 17, 2022 6:39 pm Well congratulations, you devloped a whole new Idea of Fleets here, i wonder why no one came up with it till today not to mix Shiptypes in Fleet but rather to send 10 Fleets to the same Target with all the Ships you need one of a typ in one Fleet^^
Not to mention the glorious Idea that you get 3 different Hulls (for Destroyer as example) but that absolutly dont matter as all 3 refit always to the last one no matter what their Task was.
And why, if you come up with that you dont split the Hulls in Fleet Template into their different subversions but make only one and so make sure that all upgrade into any?
Well anyway i think we dont need to argue that right now its a bad and notworking System.

Next Point. Troop Manage System, if needs not only Disband/Garrion/ etc but also Garrison/Ungarrison all Buttons.
Also why is Colony Automation automate Troop Recruitment and Garrions always at Automated even if you set Troops in Policy Setting at Manual? (since as said at start right now its the next bad working System without none-option for Attack/Defensive Troop recruitment. As soon you dare to set it at Automated it kills your economy in few years).

Also if we already on it: The Stars in Overview needs a Option: Forbidden (or something like that) that prevents any Fleet or Ship on Automatic to fly into this System, only manual Commands can override it. That way Fleets/Ships stops take *shortcuts* through Nebulas and crawl than with low speed or fly(at early game) diretly into System with strong Space Monsters or Hive Ships
How many ship designs of different types do you really need?!? to me it feels you want it just because to some extent. In most respect you can get what you want using the current system just different roles in the fleet.

I have every fleet be rather specialised and yes I use multiple fleets but not that many... but having the fleets be more specialised make them much more efficient. So... one for long range one carrier, close range and perhaps one fast one. And so on... each can have different version of different ship roles.

As we have repeatedly said... they do intend to add the possibility to use multiple version of ship roles in fleets... so just learn to use the system we do have in the mean time.

We can use multiple types of each role... you can even upgrade them automatically by abusing the Obsolete/Active and Manual/Automatic update functionality of the ship designer. Not super convenient but it is possible.
arvcran2
Posts: 2941
Joined: Fri Dec 11, 2020 3:17 pm

Re: Urgent things still not/bad working

Post by arvcran2 »

Jorgen_CAB wrote: Mon Oct 17, 2022 9:36 pm
We can use multiple types of each role... you can even upgrade them automatically by abusing the Obsolete/Active and Manual/Automatic update functionality of the ship designer. Not super convenient but it is possible.
That may be a bit tricky ... if you obsolete a ship referenced in a fleet template, the AI will not be retrofitting to it ... so it is a good suggestion and will be quirky at best. It's not an ideal solution to be honest. Like you suggest, you would be fighting the AI rather than working with it, in a way. But it is technically possible, just don't know how fun it will be ;).

There are only 7 roles for the player to work with until the improved hull features are made available. This will increase to the amount of 20+ Hulls available for the AI and the player to work with. So, I can see your point about why one would need to have multiple designs per hull. Having said that, you must think about the times when you may only have the Escorts and Frigates available at their base hulls.

I am enjoying what is available now and I look forward to seeing the full hull support system for sure!
Schatten
Posts: 203
Joined: Sat Oct 03, 2009 8:38 am

Re: Urgent things still not/bad working

Post by Schatten »

Next One:
Characters from other Races in a Slaver Empire

As far i see it as soon you have other Races in your Empire you get a Chance that a Character (Leader,Admiral,Spy etc) from this race appers as your Hero.
While it makes perfect sense for lets say Democratic Empire of Humans to have also Chars from all other Races in their Empire it makes zero sense for lets say Boskara.

You conquer the Planets and have the Population as Slaves yet those Slaves come with more and more Heros in your Empire? While you can somehow justify it for Spys or Admirals (well not really but anyway...) as a Leader?
My Boskara hold some Acadarians Worlds with them as Slaves and now, after my Leader died a Acadarian Character keeps appearing as Leader!? From a Slave Race in a Boskara Hive Mind Empire? How makes this any sense?

Please remove the option that a Hero Character can appear from a enslaved Race.
Speaking of Characters...they have Age however they immortal as long not killed or dismissed....please make them actual die at high age from age however with a routine that lets a new Character of same profession appear to replace him as the normal spawn is too random.

Also back to the Drunk Trait....all Generals and most Admirals end always Drunk, you cannot avoid it....so either remove this Trait completly or make it so that they lost it as soon they get any action.

Last Point for now....there are way to few Options for other Populations in your Empire...either they equal. slaves or exterminated.
While it makes perfect sense for Humans Democraties with equals or Boskara with Slaves there many Races and even Empire inbetween...like Hakonisch, Mortalem and so on...while they not really exterminating other races or hold them as slaves they for sure dont allow them be equal in their empires....we need here something for Citizens Second/third etc class with less and less rights to fill in the Gap between pure equals and pure slaves.
Schatten
Posts: 203
Joined: Sat Oct 03, 2009 8:38 am

Re: Urgent things still not/bad working

Post by Schatten »

Some things more:

Tankers: They definietly not working as part of Fleet. Point. Most times you see them fly in other corners of Galaxy doing whatever they do.
Change their AI, if they assigned to a Fleet they stick with the Flagship of the Fleet (there is always one even without admiral) no matter what. They act and interact only with the Fleetships, no matter what. They stay always in same System as the Flagship. If they refuel than as long as there is any fuel left in cargo.
Only if they completly empty they look to refuel but only in same System as the Fleet/Flagship is. If there is a Station they use it preferably if no Station they look for a Gasplanet and mine their Fuel but only as long as long the Fleet is in same System or they jump out with the Fleet no matter what.
If there is no Station with fuel to buy or no Gasplanet to mine they stay empty with the Fleet and wait until they in a System with a Station/Gasplanet with Caslon. They totally ignore anything outside the Fleet.

Cargo Ships: often seen Cargoships flying 3 Systors to a Mine only to take 100 Units of whatever and fly than back....make them take always as much as they can...until they back more of the ressources will be used and if not...well they can stay in Ship and be delivered to next Planet/Station in need.

Now to Miningstations, at first glance it looks all nice with all the ships flying around station minig etc but its a mess.
I guess its mostly responsible for late game lags and also there too much resources, too much stations too much ships for any sort of economic warfare...no matter how much you destroy it has zero effect at the Empire as a whole except you can spam warpoints with it.
Mayby overwork the System. First give a range for building Miningstations similar to Colony Range so you cannot spam your Stations over the whole Galaxy.
Second there should be a Tradestation and a Miningstations. The Tradestations act as a Hub, they have a range around (Systems,Kilometers, whatever) from where they collect stuff from all Miningstations and all the buy/sale is done only at those Tradestations. Also movement of ressources in your Empire or between Empire should always flow only from Tradestation to Tradestation, there should be only one allowed in given Space.
That way economic warfare would make sense as if you lose such Station you basically lose access to all the resources from all the Miningstations connected to this Station AND the Cargoships move the resources only from Tradestation to Tradestation and from here to Planets, significantly reducing the traffic.

Sorry for all the typos and wrong words, its on a Cellphone :D
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