New Patch Issue with Command > Guard (no Longer works for Stacking)

I noticed today that when I'm building a fleet of constructors or other ships that I can no longer select Guard on the first ship and have the rest of the ships auto guard. I have to click guard for each new ship even though they are automatically joining the existing fleet that is on guard.

 

Is this working as intended or did someone break something?

 

Thank you for such a great game.

11,750 views 17 replies
Reply #3 Top

I saw this yesterday after the unannounced update, but figured it was because I was playing a game that started before the update. Maybe something in that download did it?

Reply #6 Top

i see this in lattest patch on a new game, no mods, no cus fact

Reply #7 Top

Sorry, I wanted to make sure I spent some time testing this, but the intended design is that commands do not apply to stacked ships. The commands should apply to fleeted ships though. :)

Reply #8 Top

I think that's what the OP means. When your producing stuff out of a shipyard with no rally point set they will auto form a fleet, but every time a new ship joins the fleet iot breaks the guard command which creates massive extra micro hell on every turn.

Reply #9 Top

Yes, I've noticed this as well.  It's actually why I am on the forum tonight...to either post about it or read a post about it.  Fleets that are set to guard will stop guarding when a new ship joins the fleet.

Reply #10 Top

Yes, I prefer that old way of having the guard status remain in tact when a new ship is created. If there is already a fleet and a new ship lands in it once created, it should go into the fleet without needing any further input, just like it did from the beginning. Much easier on us.

Reply #11 Top

Thank you for clarifying, I see what you mean. I will check this out.

Reply #12 Top

I talked it over with Paul and we really want to make that a system that is more pleasurable to use. It has been added to the list. Thanks! :)

Reply #13 Top

Most propably you have noticed that "Sentry" - command doesn't work also (same symptoms than "Guard").

Reply #14 Top

Quoting WenlaM, reply 13

Most propably you have noticed that "Sentry" - command doesn't work also (same symptoms than "Guard").
End of WenlaM's quote

I haven't figured out "Sentry" yet.  Guard (hotkey "q") works to let me end the turn unless I add a ship to the fleet, so that's all I need.

Maybe Sentry is only for armed ships? 

 

Reply #15 Top

I just played a game with 6 shipyards and UGHHH it sucked having to click guard everytime a ship was built just to add it to a fleet that I was building up. 

 

Anyways I'm very happy to see it will be fixed.

 

Thank you very much. 

Reply #16 Top

Quoting 3vilTwin, reply 14


Maybe Sentry is only for armed ships? 

 
End of 3vilTwin's quote

 

May be, I have used it only with armed ships.

Reply #17 Top

we really want to make that a system that is more pleasurable to use. It has been added to the list.
End of quote

If you are fixing the "join fleet preserves fleet attributes" could you look at the fleet names, too? They suffer from a similar symptom: When you add a ship to a fleet the fleet name resets to a new random name.