Yet more ship movement stupidity

Program aborts? Network configuration? Graphic errors? Bugs? Post your question here.
posted on November 1st, 2010, 2:04 am
Error Ive been noticing more and more latley, ships seem to LOVE to, when given a simple 'go here' command, often but not always while they're being chased and or shot at, they'll ignore the move command and turn arround to re-engage.

Quite annoying, and makes any attempt at controlling ships seem pointless if they ignore commands and re-enter weapons range to die.
posted on November 1st, 2010, 12:35 pm
Are you sure you're not just seeing Red Alert in action? Considering that mode is basicly 'Destroy every enemy in sight, no exceptions'.
posted on November 1st, 2010, 12:55 pm
No Tyler he is right. Devs are well aware of that issue. They wil improve/fix that but I don't know when.
posted on November 1st, 2010, 1:51 pm
maybe its realistic that some ship captains ignore orders? :whistling:
posted on November 1st, 2010, 1:51 pm
Adm. Zaxxon wrote:maybe its realistic that some ship captains ignore orders? :whistling:


a fleet full of janeways, violating the prime directive at a whim, shudder
posted on November 1st, 2010, 7:00 pm
Tyler wrote:Are you sure you're not just seeing Red Alert in action? Considering that mode is basicly 'Destroy every enemy in sight, no exceptions'.


No, it doesnt. Red alert means FIRE at will, it has nothing to do with movement, unless fleet ops has managed to break one of the few things that Vanilla got right.

Furthermore, this is ships being clicked on and given a command, then 5-10 secs later looping around to attack. Admitedly, it could be something like special weapons coming into play, however I've started checking, movement and special weapon autonomy are at minimal settings.
posted on November 1st, 2010, 7:12 pm
Last edited by Tyler on November 1st, 2010, 7:17 pm, edited 1 time in total.
Red Alert attacks anything that enters sensor range, the ship cannot do that without moving to the range the weapons can fire from. Yellow does the same if attacked first. It will only not move at all in in Green Alert.

Alerts will always effect movement by making them move to get into range to fire.
posted on November 1st, 2010, 8:04 pm
Last edited by John1337 on November 1st, 2010, 8:38 pm, edited 1 time in total.
Adm. Zaxxon wrote:maybe its realistic that some ship captains ignore orders? :whistling:


haha :D "please get me as soonest as possible a firing squad for these traitors" :p

btw: I guessed this issue too ... the movement autonomies wont work well at this stage ... sorry to say ;)
posted on November 1st, 2010, 8:18 pm
Tyler is absolutely correct Tok'ra, and it has always meant that, in Stock as well :). FO ships seem to suffer more due to replaceweapons, and the way that target priority is assigned (for instance, construction ships ignored over miners, ignored over combat ships).
posted on November 1st, 2010, 9:45 pm
No, I've not had this issue in vanilla, unless I put special weapon autonomy up sometimes the ship will move/follow to use the special weapon.

In normal A2/mods no movement autonomy means just that, the ship basicly sits there, it'll point at the target, but wont move and hold fire until it's in range.

VERY rarley it hapens otherwise in stock A2/mods, but usualy a special weapon autonomy setting is involved.

My guess is the settings were chagned up for FO.
posted on November 1st, 2010, 9:57 pm
That's lucky for you then :). Just tested it out on my installed Stock version, and yup, I get problems.
posted on November 1st, 2010, 11:38 pm
What ships ?

Also, what do you have special weapons autonomy set to, as that can also throw it off.
posted on November 1st, 2010, 11:41 pm
Since movement autonomy hasn't been changed, any problems relating to it in FO also existed in stock.

Tok`ra wrote:I think they did some heavy editing in the movement autonomy settings, and didnt think to edit the tooltips to reflect that.

Optec wrote:They didn't ^-^
posted on November 2nd, 2010, 9:19 pm
This was never a problem with stock. My ships always moved before but with FO 1 out of ten fleets won't move.
posted on November 3rd, 2010, 1:11 am
// Do we default to formation move, or non-formation group move
int cfgDEFAULT_TO_FORMATION_MOVE = 0;

Changing the 0 to 1 SEEMS to help, I'm still testing it however, but it appears that that WAS changed becasue in every other install I have, the value is 1 not 0.

And I only have this problem in FO.
Reply

Who is online

Users browsing this forum: Bing [Bot], Majestic-12 [Bot] and 12 guests