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not sure if this is a bug or a design flaw.

By on December 16, 2009 10:17:30 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

danielost

Join Date 07/2003
+37

but i made a scout the command ship of a fleet.  added five frigates to the fleet.  ordered them to jump at the same time.  but the scout is always half a jump ahead of the rest of the fleet.

 

 

i also made a colony frigate the command of another fleet.  also add five frigates to that fleet.  in this case the frigates were always 1/2 a jump ahead of the colony frigate.

 

 

i did this to give both ships escorts.   but excorts don't do a lot of good when their not with the ship they are escorting.

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December 16, 2009 12:23:09 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

presumably you had jump grouping set to "all grouped"?

also setting the fleet cohesion to "tight" helps the ships stay together within gravity wells

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December 16, 2009 1:44:15 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

yes to all grouped and no i didn't have tight ordered. thought about it.  but fleet ships shouldn't be jumping until everyone is ready to jump.   that is what happens when you have a capital at the head of the fleet.

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December 16, 2009 3:49:40 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

i just tried it with tight formation.  no effect.

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December 16, 2009 4:53:21 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I *think* you're running into something that I believe was implemented to avoid AI traffic jams.  Sometimes it takes quite awhile to line up ships for a grouped jump and the AI isn't always smart enough to make room for all the ships in an ideal pattern.  In those circumstances, you'll often find one or two ships jumping a little early (not minutes ahead, but maybe five seconds or so).  You may also find a straggler or two coming in late.  You'll almost never see everyone jumping precisely at the same time.

I tend to view it as "human error" with the ship captains.

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December 16, 2009 5:39:53 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

no that is not what i am talking about.

 

this is 6 ships and one or five of them depending on which group are jumping when the rest of the fleet is half way across the system.

 

i have also had full combat fleets sit and wait for ships to arrive from another grav well before jumping.

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December 18, 2009 10:45:34 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

sorry i wasn't part of the last testing or this one cant' afford it.  or i would have brought it up then.

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December 21, 2009 3:32:27 PM from Stardock Forums Stardock Forums

Different sized ships have different phase times (what would you call it?). say, a capital ship takes a lot longer to phase out than a scout does. MAYBE a scout phases faster than frigates, and a colonizer slower than frigates, but it may just be a bug. If I´m right though, the ships would get the glowing blue hole started up at the same time, but they would jump at different times. Is that what was happening?

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December 21, 2009 7:54:53 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

no,  like i said we will use the scout.  the scout will scoot over to the jump point and jump before the rest of the ships even get there.

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December 23, 2009 4:46:03 PM from Stardock Forums Stardock Forums

o, that might be a bug then. sorry, cant help you

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December 24, 2009 5:28:01 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ,

but i made a scout the command ship of a fleet.  added five frigates to the fleet.  ordered them to jump at the same time.  but the scout is always half a jump ahead of the rest of the fleet.

i also made a colony frigate the command of another fleet.  also add five frigates to that fleet.  in this case the frigates were always 1/2 a jump ahead of the colony frigate.

i did this to give both ships escorts.   but excorts don't do a lot of good when their not with the ship they are escorting.

When setting the commander of a ship fleet, you select everyone, and if you notice on the sidebar, there will be a ship with brighter highlighting, that is the 'focus' of the fleet.  And I think you can reselect a new commander by selecting a different ship on the sidebar

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December 24, 2009 7:53:17 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Zulukas,




quoting post

but i made a scout the command ship of a fleet.  added five frigates to the fleet.  ordered them to jump at the same time.  but the scout is always half a jump ahead of the rest of the fleet.

i also made a colony frigate the command of another fleet.  also add five frigates to that fleet.  in this case the frigates were always 1/2 a jump ahead of the colony frigate.

i did this to give both ships escorts.   but excorts don't do a lot of good when their not with the ship they are escorting.




When setting the commander of a ship fleet, you select everyone, and if you notice on the sidebar, there will be a ship with brighter highlighting, that is the 'focus' of the fleet.  And I think you can reselect a new commander by selecting a different ship on the sidebar

 

this may be true but i assign the fleet commander with the first ship built and then add the rest of the fleet.  set rally point from the ship docks.  this works with the caps.  it should work with any ship.

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