Scout Ship AI

I am curious if anyone else has this issue and if there is a suggested solution.  Early on in the game, I grind out half a dozen or more scout ships to explore my local area.  Mainly, i send them to the four corners of the map and then let them "Auto Explore".  However, invariably, 20 turns or so along, I find clumps of them all searching the same area of space.

Is there a way to make the scout ships actually search different areas without micro-managing them? 

Now, I know that I can switch them over to survey once I get the survey modules researched, but that is a lower priority to my gaming strategy.  And it doesn't give me a full view of the local terrain as it were.  I end up with huge gaps in the map because there weren't any anomalies to salvage.

Anyway, thanks for reading.

15,709 views 9 replies
Reply #1 Top

The scout autopilot is very dumb and I don't know if a mod could fix it. There's no option in a standard game other than manually scouting until you have enough explored that you don't mind turning on Addled Wanderer Mode.

I mostly break down and micro them. If you have one of the larger maps and a large ship range, you can set them on courses that don't need tending for tens of turns. 

p.s. Folks have asked for better scout automation for years, but it has never made it onto a to-do list for an update. Maybe they'll be smarter in GC3.

Reply #2 Top

Great.  Good to know I am not the only one who sees this problem.  Maybe with GS3.

Reply #3 Top

I have same problem too.

I always trade for scouts and then have them start exploring where they are but they have to make it back to your area and now you see were your Opponents are and they fly as straight as a crow flies back to your area too.

If I get too many scout I upgrading them to tiny or small constructors and build star bases to improve my range to that Planet Quality 32 I want. :dur:

We are looking for players to join to be aggressive Admirals to lead my fleets across the Galaxy.

Saint Mina of Ophelia VII of Order of the Bloody Rose of Orders Militant of Adepta Sororitas



Reply #4 Top

  I never build scout ships;  survey ships on auto-survey do a lot of exploration.  When one goes into "standby",  I take it off auto-survey and send it manually somewhere I want explored.  Later I give them a +1 weapon so that they can take out undefended enemy transports and starbases (these are few since I started playing "crippling" difficulty).

  Survey ships also go into wormholes,  with a good chance that they will discover a new race which is far out of range,  as my ship auto-pilots back to within their life-support range.  These new races can't do much about attacking me early in the game if I mess up on relations with them;  it is (fairly:S ) safe to sell technology to them.

Reply #5 Top

I never build or acquire scouts.

Better, I think, to build colony ships and/or constructors and let them be able to do something with what they discover.

One thing to be alert for are minor race constructors, especially early in the game.  The minor races send 1-speed constructors straight for the resource points as soon as they can be rush built.  That is, they "know" where they all are.

So, if you build a faster constructor/explorer and come across one of them, just plot their course and rush ahead to claim it.

Also, if you build a survey ship or scout, be sure to use a hull big enough for a colony module and some ectra life support.  That is so, if you find a bootylicious unclaimed planet, you can convert the ship right there to be a colony ship.  It will start the colony with 1 (million) population.  You can also convert it to a constructor, if you encounter a green or otherwise coveted resource anomaly.

Reply #6 Top

Quoting LTjim, reply 5
... Also, if you build a survey ship or scout, be sure to use a hull big enough for a colony module and some ectra life support. That is so, if you find a bootylicious unclaimed planet, you can convert the ship right there to be a colony ship. It will start the colony with 1 (million) population. You can also convert it to a constructor, if you encounter a green or otherwise coveted resource anomaly.
End of LTjim's quote


There really should be a tech pre-req for moves like those. I've done that a few times, but it always feels like cheating. 

Reply #7 Top

Quoting GW, reply 6



Quoting LTjim,
reply 5
... Also, if you build a survey ship or scout, be sure to use a hull big enough for a colony module and some ectra life support. That is so, if you find a bootylicious unclaimed planet, you can convert the ship right there to be a colony ship. It will start the colony with 1 (million) population. You can also convert it to a constructor, if you encounter a green or otherwise coveted resource anomaly.


There really should be a tech pre-req for moves like those. I've done that a few times, but it always feels like cheating. 
End of GW's quote

The upgrade cost (see rush buying mechanics-anywhere from 7x to 12x "normal" build cost if not leased, sometimes even more-although with enough similar components the cost is reduced somewhat) and the fact that upgrade time is dependent on being within your current planetary range (some players feel the range is too large, which may be true, but it's adequate for this purpose, at least) serve to reduce the efficiency of the strategy, if not the usage of it.

Furthermore, if you commonly use tiny or small hulls for your survey/scout ships (for instance, to save costs/pump them out faster), you'll need some extra miniaturization-there's your technology prerequisite.

TA tries to separate hulls more along tech lines, but it could have done it a lot better.

Finally, do note that the planet in question will only have 1M pop-it will grow due to the additional "spored" growth mechanic added with DA, but it will still grow VERY slowly.  In the meantime, it is quite vulnerable to potential enemy invasions, and it doesn't make you very much money-particularly given that colonies cost maintenance.  If that weren't enough, if you do intend to ferry population to it (and other planets, if you're using this as an overall strategy), you're going to need more ships than you would have originally used-and they're going to be quite costly behemoths, even if you build them rather than buy them.

I personally don't think it's that big of a deal, but there are other aspects that could be used in tandem with it that are themselves somewhat "overpowered".

Reply #8 Top

Quoting Sole, reply 7
... I personally don't think it's that big of a deal, but there are other aspects that could be used in tandem with it that are themselves somewhat "overpowered".
End of Sole's quote


No, it's not that big of a deal.

But it's always been very easy when I bothered to do it, most often to snag a planet that was about to go to an AI when I had no colony ships anywhere nearby. The slow-start population thing is also no big deal, at least when you have a habit of building 'civilian' transports and/or using troop ships as space buses. Miniaturization as a 'pre-req' doesn't really work on account of its overall importance and versatility. 

Anywho, I was just commenting as a non-competitive player. I meant no offense with the word "cheating." It was a taste thing, not a scoring thing.

Reply #9 Top

That gives a new ship class for cargo. I will call it (ASCTS) colony transport scout with 3 or 4 or even 6 engines, 1 survey and 2 sensors and 3 or 4 life support and 1 colony pod for 100 pop. just in chase I have to change it in to a constructor. I will edit my numbers later. It would be for early or during planet colony phase of the game so the tech level have to be low or middle.

We are looking for players to join to be aggressive Admirals to lead my fleets across the Galaxy.

Saint Mina of Ophelia VII of Order of the Bloody Rose of Orders Militant of Adepta Sororitas