Mmm.. Found In-Game problem?

Is it possible, if you want to delay an invasion force for just 1 or 2 turn (in order for reinforcements to arrive) to simply remove your Orbital Strategic Manager? That way, the attacking AI would have to use at least 5-6 movements to take care of your whole fleet, when it would simply take 1 usually.

That way, if you put all your transport in the same square, but don't fleet them, you would never loose more than 3-4 per round, while you would lose them all if you had made a fleet out of them
5,967 views 7 replies
Reply #1 Top
I'm not sure what you are saying, and for that matter what the in game problem is. Are you asking for a feature in which you can turn off the orbital fleet manager?

It you are wanting to turn it off, that seems to me to be an exploit. It would be the same as deciding fleets away from planets can defend either as a fleet or individually. If you don't want ships to defend as a fleet over a planet, don't build the orbital manager or dismantle it if you do have one.

We have to be careful to not make so many exceptions to the rules that the AI can't keep up.

Whose transports are you talking about, the defender's or the attacker's?

Tony
Reply #2 Top
That's not a problem, that's just part of the game.

It's also legitimate tactics in warfare - delay the enemy with pointless skirmishes.
Reply #3 Top
Why the heck would you ever use an orbital fleet manager? It's perhaps one of the most useless wastes of tiles there is. It is always better to attack then defend, I'd rather get one ship smoked, delay, and then counter with others in orbit or just hit them before they arrive.
Reply #4 Top
yeah, I usually end up decomissioning my orbital fleet managers, especially with the AI so slow.

While I use some sort of defender class for preventing my planet from getting "transported", the real fight happens out in space, where I usually assign a squadron to patrol/guard a star system or planet cluster. Currently the AI's pre-made warships are horribly slow, so I'm usually able to shift my forces around to meet them en-route.
Reply #5 Top
I agree that the fleet manager is useless. I rarely have ships in orbit anyway. I just make defense fleets and station them close enough to planets to intercept attackers before they get to my planets.
Reply #6 Top
Sorry if I confused some poeple. I was think of 2 different situation where the same (glitch?) apply. But as I saw
That's not a problem, that's just part of the game.

It's also legitimate tactics in warfare - delay the enemy with pointless skirmishes.


I think he may be right..

and now think: The AI 1.1 will give more priority to fast attack ships. so better not expect to see the attacking ships from far away. Maybe (maybe) Orbital Fleet Manager won't be so useless after all. And since now the AI cant make ship that moves 14 squares/rounds, I don't think the problem I pointed out is still a problem. The AI will be able to wipe a pile of individual ships in 1 round. (before, when the attacking ships were 3 parsec/round, it was so easy to delay them)
Reply #7 Top
At least you can get rid of captured orbital fleet managers... don't you hate it when you capture a planet from the computer and can't get rid of it's plantery defense thingy. God I hate that thing.