Jorgen_CAB wrote: Sat Oct 15, 2022 12:33 am
How would you have designed it then?!?
Keep in mind this is under AI automation. It also have to work under full automation as well...
Also remember that if you want to fill fleets in perfect fit of the template you will have to build them yourself. The AI build ships in according to a ratio overall... this is why there can be a mismatch between template that a player create and what ships the AI will produce if left on automation.
If the AI is left on full automation the AI use a pre made template that is general... so it have to fill the fleets with something.
I think my later posts in this topic make it clear how I think it should have been designed. You are welcome to read them.
So according to you, the options are binary - you either play Full Auto (in which case "Where is the game?") or Full Manual, with no middle expanse of Partial Automation, where the automation is used as a tool by the player.
arvcran2 wrote: Sat Oct 15, 2022 2:35 am I agree in principle with some of what you are conveying.
However, in the early stages of the game, based on what the policies defined by the player, or defaulted by the game, affecting game logic that, wither correct or not, is of the decision to build some kind of military presence with less resources that is available. It is not that the game AI is necessarily being a bully, or disregarding player policy, in fact it is the opposite, and the AI is attempting to work within the policy constraints and the reality of a situation that exists, and based on the games engine, it acts accordingly. If this is happening in other more advanced times in the game, it may also be related to similar conditions, where assets are on important assignment, but there is a need to address other issues.
The ship assignment issue is particularly irritating because it undermines the ship component design system. A ship designed for interstellar fleet operations has a different fuel requirement for one not designed for this. Likewise, if having multiple designs per role is ever implemented (by which I mean Command-Cruiser, Combat-Cruiser, etc) then this design philosophy of override player's decisions in favour of whatever the AI deems to be appropriate means that the AI will just reshuffle your fleets without rhyme or reason. In your cruiser fleet, whose template stipulates 1 command cruiser and 10 combat cruisers, expect to see 11 command cruisers.
Some good observations, though you are suggesting problems will not be addressed by future game implementations, I hope you are wrong on the later.
Fleet Templates are a DW2 new concept added on to a previous system which has somewhat remained the same. I would have thought the level 0 hulls would be defaulted to solo duty while the other hull levels were referenced in the defaulted Fleet Templates. Removing the crystal ball hail Mary guestimates of ship build and commissioned, role weights. Presumably, pressure to go to market and provide something workable won over having the time to properly implement any use of all the hulls.
The main issue, as I hope to understand your interesting rant

, is that the player is attempting to create designs and automation policies based on what they believe the AI is implemented to accomplish, *absurd notion* while the AI is not able to ask what the reasons for the player's designs and configurations are it in turn is also not convey to the player why it is either asking the player for permission to effectuate action, nor divulge plans as to why actions are being done. Sorry for the long-winded sentence. Add to this mix, that they player can alter policy, at any time. These things add up to the probable frustration, based on the player's expectations, of the difficulty of mixing automated decisions in with human decisions (Elon Musk, I feel your pain).
I think, also that the AI only works with the latest Fleet Template of a role. This also might need some clarification and also a UIX for the player to assign which of the multiple definitions is 'the one and only one' the AI will utilize. The remedy, I think, is to remove ambiguity, to make clear what the AI, or game, expects of the player and also, what the player can expect from the AI.
Having said all the above, in the real world, policy implementation and plans do not always materialize as intended. Having the game simulate this some of the time is not terrible, especially if the game's story, documentation, or event engine explains and sets expectations and context.
This is not just applicable in the earlier stages of the game. I have destroyer tech. I'm not talking about a situation where destroyers are not available and frigates are being substituted then.
What should happen is that ships in the non-fleet pool are unassigned to fleets demanding destroyers (because they are not destroyers).
The UI does not say "This template wants a total of 10 ships in this fleet". It says "this template wants 10 destroyers in this fleet". If the UI means the former, then it should say the former. The UI should be explicitly clear about what you are telling the program to do.
The automation is being a bully. The automation is overriding my decisions. Furthermore, the automation is stupid. It, fundamentally, does not have the ability to understand the environment in which it operates or to strategise and plan for the future.
I just don't understand your comment that the automation is doing the opposite of disregarding player policy. The player policy is zero frigates in the fleet. Putting any frigate in the fleet contravenes that policy.
Regarding future improvements, I hope so too. However, I am pessimistic about the likelihood of this happening. Command-Cruiser being treated as equivalent to Combat-Cruiser is one example. Another example is CloseEscort-Frigate being treated as equivalent to Core-Destroyer. Both of those examples are the same, just one has been implemented in-game, and the other is yet to be implemented. The fundamental problem is that a ship design is being assigned to a role it either cannot perform or will not effectively perform, because the automation takes precedence over the player it is overriding.
This situation is completely irrational. No real-world military would have a system in place where a patrol ship without the capability to deploy aircraft would replace an aircraft carrier. To some extent, DW2 even recognises this - I have not ever noticed any class of hull replacing the fuel-tanker ships in the templates.
DW2 is not the only game in the world. There are other games that have similar fleet templates features. Fleet templates in DW2 aren't innovative in that sense. Those other games generally have a clear user-friendly UI, and the game works as expected - it does what it says on the tin without doing the unnecessary solution to optimisation problem stuff.
I am not adjusting policies on the fly. I am keeping them constant.
In the real world, inanimate objects used as tools do not try and outsmart their users. We're not talking about a simulation of policy resistance. That function would be more appropriately represented by characters. It is bad UX design.
zebanovich wrote: Sat Oct 15, 2022 5:53 am
StormingKiwi wrote: Fri Oct 14, 2022 7:35 pm
This is still an issue in the 1.0.7.9 version of the game, unaddressed in patch notes for 1.0.8.0
I don't have this issue because I always create a new fleet template consisting only of classes that I already researched.
In my current game (1.0.8.0), there are 0 escorts in fleet templates.
Nonetheless, I noticed there were escorts in a fleet. So I manually removed them and unpaused the game.
A couple of seconds later, the automation put them back into fleets and they disappeared off the ships not in fleets list.
In this case, I have not researched anything higher than destroyers, and I have not removed the cruisers and higher from the template. Maybe if I did that this would not happen. I will find out what ship in the template is being replaced by escorts. Now I'm pretty sure it is an attack fleet template (2 fuel tankers, 2 capitals, 6 cruisers, 8 destroyers, 12 frigates), with 22 ships actually deployed, including the escorts, and no cruisers or capitals researched, so I am confident saying the escort is replacing a ship that could have been built.
Of course, I could be wrong, and perhaps the game is saying "These escorts are equivalent to Cruisers and Capital ships". Best case scenario, it would respect the value of 0. Worst case scenario, it would replace the Cruiser/Capital ship by using a more appropriate ship than the most basic ship in the game.
(Note that Capitals are Battleships and Carriers)