Changes for page Combat And Weapons

Last modified by Daniel Turner on 2024/01/11 14:32

From version 80.1
edited by Daniel Turner
on 2021/12/10 01:07
Change comment: There is no comment for this version
To version 93.2
edited by Ketraar
on 2023/08/15 16:52
Change comment: Updated the relative links.

Summary

Details

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1 +X4 Foundations Wiki (OLD).X4\: Foundations Manual.WebHome
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1 -xwiki:XWiki.Daniel
1 +xwiki:XWiki.Ketraar
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1 +flotta
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1 -{{sv-translation language="en"}}
2 2  {{info}}
3 -Updated for version 4.20
2 +Updated for version 5.10
4 4  {{/info}}
5 5  
6 6  
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9 9  
10 10  == Fight ==
11 11  
12 -History has always been written by the victor and great treasures await those willing to take them by force. Whether it is defending player owned traders from marauding pirates or galactic conquest there will always be plenty of reasons to be armed and dangerous. Some fights end in destruction, others lead to [[capturing ships or conquering sectors>>doc:Capturing Ships And Sectors]].
11 +History has always been written by the victor and great treasures await those willing to take them by force. Whether it is defending player owned traders from marauding pirates or galactic conquest there will always be plenty of reasons to be armed and dangerous. Some fights end in destruction, others lead to [[capturing ships or conquering sectors>>doc:X4 Foundations Wiki (OLD).X4\: Foundations Manual.Combat And Weapons.Capturing Ships And Sectors]].
13 13  
14 14  == Combat ==
15 15  
16 -[[Ships armed>>doc:Purchasing And Upgrading Ships]] with frontal weapons, turrets and Defense Drones can attack other ships to deal damage to them. Shields will absorb damage taken until they are depleted, but will start to recharge after not having taken damage for a period of time. Some shields protect ship hulls, whilst others can protect nearby ship systems on larger ships.
15 +[[Ships armed>>doc:X4 Foundations Wiki (OLD).X4\: Foundations Manual.Combat And Weapons.Purchasing And Upgrading Ships]] with frontal weapons, turrets and Defense Drones can attack other ships to deal damage to them. Shields will absorb damage taken until they are depleted, but will start to recharge after not having taken damage for a period of time. Some shields protect ship hulls, whilst others can protect nearby ship systems on larger ships.
17 17  
18 -Individual surface elements on[[ Large and Extra Large ships>>doc:Ships And The Player Ship]] can be targeted to disable them, however these may also have their own independent shielding. Once shields are depleted the ship or surface element will start taking hull damage from landed hits. If the hull 'hitpoints' of a surface element reaches 0 it is disabled until repaired; if the ship's hull HP reaches 0 it will blow up, destroying the ship (and if the player was on-board it will result in a Game Over).
17 +Individual surface elements on[[ Large and Extra Large ships>>doc:X4 Foundations Wiki (OLD).X4\: Foundations Manual.Combat And Weapons.Ships And The Player Ship]] can be targeted to disable them, however these may also have their own independent shielding. Once shields are depleted the ship or surface element will start taking hull damage from landed hits. If the hull 'hitpoints' of a surface element reaches 0 it is disabled until repaired; if the ship's hull HP reaches 0 it will blow up, destroying the ship (and if the player was on-board it will result in a Game Over).
19 19  
20 -The player is free to customise the turret loadouts of all ships, and the main weapons of Small and Medium Ships (see the Weapon Configuration part of the [[Ship Interactions Menu>>doc:Purchasing And Upgrading Ships]]). This allows the player to tailor the roles of ships, or sub-sections of ships, for specific roles (e.g. high damage and long range, or accurate short range weapons). Most ships have blind spots from which they can not attack making ideal spots for their enemies to manoeuvre into. Although an individual ship can be good at (% style="color: rgb(51,51,51);font-family: Arial , sans-serif;font-size: 10.5pt;" %)duelling (%%)opponents, superior numbers are another way to win battles.
19 +The player is free to customise the turret loadouts of all ships, and the main weapons of Small and Medium Ships (see the Weapon Configuration part of the [[Ship Interactions Menu>>doc:X4 Foundations Wiki (OLD).X4\: Foundations Manual.Combat And Weapons.Purchasing And Upgrading Ships]]). This allows the player to tailor the roles of ships, or sub-sections of ships, for specific roles (e.g. high damage and long range, or accurate short range weapons). Most ships have blind spots from which they can not attack making ideal spots for their enemies to manoeuvre into. Although an individual ship can be good at (% style="color: rgb(51,51,51);font-family: Arial , sans-serif;font-size: 10.5pt;" %)duelling (%%)opponents, superior numbers are another way to win battles.
21 21  
22 22  == Weapon Types ==
23 23  
24 -(% style="color: rgb(51,51,51);" %)categories[[Weapons fall into 5 general >>doc:Purchasing And Upgrading Ships]](%%):
23 +(% style="color: rgb(51,51,51);" %)categories[[Weapons fall into 5 general >>doc:X4 Foundations Wiki (OLD).X4\: Foundations Manual.Combat And Weapons.Purchasing And Upgrading Ships]](%%):
25 25  
26 26  * **Main **weapons**:**
27 -** **Primary Guns** (forward-facing weapons on (% class="confluence-link" %)S, M,L [[ships>>doc:Ships]] and some battleships(%%))
26 +** **Primary Guns** (forward-facing weapons on (% class="confluence-link" %)S, M,L [[ships>>doc:X4 Foundations Wiki (OLD).X4\: Foundations Manual.Combat And Weapons.Ships]] and some battleships(%%))
28 28  ** **Secondary Launchers** (forward-facing weapons on S and M ships)
29 29  * **Gun Turrets** (available on M, L and XL ships)
30 30  * **Missile Turrets** (available on L and XL ships)
31 -* **[[Defence Drones>>doc:Drones]]** (deployable from some M, L and XL ships)
30 +* **[[Defence Drones>>doc:X4 Foundations Wiki (OLD).X4\: Foundations Manual.Combat And Weapons.Drones]]** (deployable from some M, L and XL ships)
32 32  
33 33  **Main weapons **are controlled by the player when captaining their ship, and Defence Drones will deploy automatically to protect their mothership if piloted by an NPC.
34 34  
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55 55  
56 56  When primary guns are fired they generate heat, which the ship must dissipate in order maintain combat efficiency. When multiple weapons are fitted and used simultaneously, larger amounts of heat are accumulated and it takes the ship longer to dissipate it. The impact of firing multiple guns is visualised by the heat bar to the right of each weapon icon on the HUD (see images below).
57 57  
58 -When shooting for short periods of time, heat build-up usually isn't an issue, and primary guns DPS is the "Burst Weapon Output" listed in the [[ship purchase/upgrade menus>>doc:Purchasing And Upgrading Ships]]. When fired for longer, especially when several are fired together, heat can force primary guns to shutdown temporarily. When firing over long periods leading to overheating (and weapon shutdowns), primary guns DPS is reduced to the "Sustained Weapon Output" (//please note that at this time, the [[ship purchase/upgrade menus>>doc:Purchasing And Upgrading Ships]] lists incorrect sustained MW values//).
57 +When shooting for short periods of time, heat build-up usually isn't an issue, and primary guns DPS is the "Burst Weapon Output" listed in the [[ship purchase/upgrade menus>>doc:X4 Foundations Wiki (OLD).X4\: Foundations Manual.Combat And Weapons.Purchasing And Upgrading Ships]]. When fired for longer, especially when several are fired together, heat can force primary guns to shutdown temporarily. When firing over long periods leading to overheating (and weapon shutdowns), primary guns DPS is reduced to the "Sustained Weapon Output" (//please note that at this time, the [[ship purchase/upgrade menus>>doc:X4 Foundations Wiki (OLD).X4\: Foundations Manual.Combat And Weapons.Purchasing And Upgrading Ships]] lists incorrect sustained MW values//).
59 59  
60 60  **Minor heat buildup** (bar the on right is short)
61 61  
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79 79  ** Target Target  [[image:attach:Turret_hold_fire.JPG]]: Will only attack the selected target if it is hostile
80 80  ** Defend Ship  [[image:attach:Turret_defned.JPG]]: Returns fire on things that attacks the ship (not missiles)
81 81  ** Missile Defence [[image:attach:Turret_missiles.JPG]]: Will only try to intercept incoming missiles (not ships) - [(% class="confluence-link confluence-link" %)X3 'Missiles Only' mode(% class="confluence-link" %)]
82 -** Break Asteroids  [[image:attach:Turret_mining.JPG]]: Supports [[mining solid materials>>doc:Trading And Mining]]
81 +** Break Asteroids  [[image:attach:Turret_mining.JPG]]: Supports [[mining solid materials>>doc:X4 Foundations Wiki (OLD).X4\: Foundations Manual.Combat And Weapons.Trading And Mining]]
83 83  
84 84  ==== HUD Controls for Turrets on Medium ships: ====
85 85  
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260 260  ==== X-shape (2 stars) ====
261 261  
262 262  [[image:attach:X-shape-ABOVE.PNG]][[image:attach:X-shape-PERSPECTIVE.PNG]]
263 -{{/sv-translation}}
262 +~{~{/sv-translation}}
264 264  
265 265  {{sv-translation language="de"}}
266 266  
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Confluence.Code.ConfluencePageClass[0]
id
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1 -110396029
space
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1 -X4WIKI
url
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1 -https://www.egosoft.com:8444/confluence/wiki/spaces/X4WIKI/pages/110396029/Combat And Weapons
XWiki.XWikiComments[0]
Comment
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1 +>Break Asteroids
2 +
3 +Could you please explain how this mode works? I have enabled this mode but the turrets seem to be doing nothing. There are all kinds of threads on the internet about them but it seems like nobody has made the break asteroids mode work so far, so some explanation on how to break asteroids with turrets would be super helpful.
Date
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1 +2018-12-23 00:34:57.0
XWiki.XWikiComments[1]
Author
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1 +XWiki.DrSuperEvil
Comment
... ... @@ -1,0 +1,1 @@
1 +Turrets get bugged coming out of travel mode so you need to change their settings and then cycle back to the desired one.
Date
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1 +2018-12-23 00:37:46.0
Reply To
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1 +0
XWiki.XWikiComments[2]
Comment
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1 +What do the four boxes for each gun in the ship information tab control?
Date
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1 +2018-12-31 01:18:27.0
XWiki.XWikiComments[3]
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1 +XWiki.Sparks
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1 +I've added 3 additional images to the page. If you mean the drop-down options for each gun that you can see in the new image below the "**All owned ships**: **Ship Info Menu**" bullet, they let you set Rules Of Engagement on a per turret basis.
2 +
3 +See "**HUD Controls for Turrets on Medium ships**" section for short descriptions of the Rules Of Engagement options.
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1 +2018-12-31 10:16:42.0
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1 +2
XWiki.XWikiComments[4]
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1 +What are the keys on the keyboard to fire the Primary weapons?
2 +
3 +I was using space but then somehow on my Cerberus Vanguard space was not firing the guns anymore and I can't figure out how to get that back again.
4 +
5 +Where in the menus can you change the primary weapons firing buttons?
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1 +2018-12-31 22:51:37.0
XWiki.XWikiComments[5]
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1 +XWiki.Sparks
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1 +Space is the key. Please report any problems [[via the forum>>url:https://forum.egosoft.com/viewtopic.php?f=180&t=402324||shape="rect"]] where Devs are likely to see it.
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1 +2019-01-01 09:10:09.0
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1 +4
XWiki.XWikiComments[6]
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1 +Under Ship Information, "Weapon Configuration", Weapon (ie S Pulse Laser Mk1), there are 2 sets of 4 boxes. Labeled Primary and Secondary.
2 +
3 +Those four boxes are where you setup the weapons Primary and Secondary Firegroup.
4 +
5 +You can put the weapon into all 8 firegroups.
6 +
7 +The firegroups are toggled using the numbers: 
8 +
9 +Change Primary Firegroup: 1/2/3/4
10 +Change Secondary Firegroup 5/6/7/8
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1 +2019-01-04 05:35:36.0
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1 +2
XWiki.XWikiComments[7]
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1 +XWiki.Sparks
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1 +Thanks for replying with this missing info. I've added that to the page above.
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1 +2019-01-04 10:36:24.0
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1 +6
XWiki.XWikiComments[8]
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1 +How do i command a fleet to get ammo or repairs ?
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1 +2019-01-11 15:00:45.0
XWiki.XWikiComments[9]
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1 +XWiki.Sparks
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1 +You'll need to use either an Equipment Dock, or a Wharf/Shipyard (depending on ship class):
2 +
3 +[[doc:X4 Foundations Wiki.X4\: Foundations Manual.Purchasing And Upgrading Ships.WebHome]]
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1 +2019-01-11 23:59:14.0
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1 +8
XWiki.XWikiComments[10]
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1 +Yeah I know how to do it for 1 ship at a time but how to i order a group of ships to repair or ammo so I dont have to go through all 50 ships in the fleet 1 at a time ?
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1 +2019-01-12 05:32:31.0
XWiki.XWikiComments[11]
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1 +How do you name a fleet or is that not possible
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1 +2019-01-25 03:09:39.0
XWiki.XWikiComments[12]
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1 +XWiki.eliseeff
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1 +* Available on two places via drop-down menus:
2 +** **Piloted ship**: **Ship Menu** (click on the chevron in top-centre of screen):
3 +[[image:attach:Turret_info.JPG]]
4 +** **All owned ships**: **Ship Info Menu** (locate Turret Behaviour settings are near the bottom):
5 +[[image:attach:Turret_info_3.JPG]]
6 +
7 +(% style="color: rgb(255,0,0);" %)**These two pictures are confused with each other.**
8 +
9 +
10 +
11 +~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~**
12 +
13 +== Attacking specific station modules ==
14 +
15 +.....
16 +
17 +* Expand the station's info so that you can see specific modules (see image below)
18 +
19 +(% style="color: rgb(255,0,0);" %)**Need to add the "image below". (% class="tlid-translation translation" lang="en" title="" %)It is currently missing.(%%)**
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1 +2019-05-26 17:42:00.0
XWiki.XWikiComments[13]
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1 +What's the difference between Defend, Attack, Intercept?
2 +
3 +
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1 +2020-04-06 01:16:01.0
XWiki.XWikiComments[14]
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1 +Subordinate group modes:
2 + Attack - Ships will attack their commander's target.
3 + Intercept - Ships will attack any hostile non-capital ships that come into their operational range*.
4 + Defend - Prior escort behavior before new modes were implemented. Think of this as automatic mode. Subordinate behavior depends a lot on what their commander is doing at the time.
5 +
6 +Docked - Orders all subordinates in the specified group to dock and ignore all targets (% class="text-italics" %)//including their commanders' attackers//(%%). Does not affect ships that are unable to dock at their commander.
7 + Launched - Orders all subordinates in the specified group to act on their specified behavior. (Note that for fighters subordinate to a carrier, this may mean that they stay docked at their commander.)
8 + On those last two, please note the bug acknowledged in the post right above this one. You should get the fix for that bug in a future update.
9 +
10 +~* Operational range is always their commander's radar range. This was implemented this way for clarity since this is what you see as what your ship is aware of.
11 +
12 +
13 +
14 +Taken from here: [[https:~~/~~/forum.egosoft.com/viewtopic.php?f=192&t=421644&start=15#p4908844>>url:https://forum.egosoft.com/viewtopic.php?f=192&t=421644&start=15#p4908844||shape="rect"]]
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1 +2020-04-09 12:15:04.0
XWiki.XWikiComments[15]
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1 +Also relevant in the context of fleet management: [[doc:X4 Foundations Wiki (OLD).Objects in the Game Universe.Ship Orders And Behaviours.WebHome]] and [[doc:X4 Foundations Wiki.X4\: Foundations Manual.NPC Behaviours.WebHome]].
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1 +2020-05-15 13:26:10.0
XWiki.XWikiComments[16]
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1 +hello, somehow I accidentally disabled player-assist 'target target' mode, where I find this setting to activate it again?, I searched in game settings but I didn't find it
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1 +2020-05-29 20:41:32.0
XWiki.XWikiComments[17]
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1 +Okay there are 32 boxes in the 'Weapons Configuration' panel. The instructions of 'These control the weapons' is obvious given the NAME of the panel...
2 +\\
3 +
4 +**'Those four boxes are where you setup the weapons Primary and Secondary Firegroup.**
5 +
6 +**You can put the weapon into all 8 firegroups.'**
7 +
8 +
9 +\\Great, super, but not good enough to explain to the user how to configure them USING the boxes. The above instruction are basically saying 'weapons are configured using these boxes'. That's great, well done... absolute genius... now continue on this ... HOW are these boxes linked to setting up weapons using the 1234 and 5678 keys? To be honest the fact I have to ask this on a forum of sorts pretty much tells me that I bought the wrong game.  At this stage I will settle for randomly firing one missile into the abyss!
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1 +2021-04-14 03:32:41.0
XWiki.XWikiComments[18]
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1 +Is 'Aim assist' (in the settings) the same as 'target target' mode?
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1 +2022-02-21 12:34:13.0
XWiki.XWikiComments[19]
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1 +Can someone explain to me why, when ordering your Commander to attack a station (specifically Xenon), they, plus ALL other L and XL class ships subbed to them, decide that the best way to attack is to go into less than 5km range... thus being hit by the Xenon weapons? All the Destroyers have a main gun range greater than the Xenon station defence range... why don't they keep their distance? Can there be a choice to "approach to 7km and attack" so that, when manoeuvring to get a better shot, the Commander and all Subs CIRCLE around that range?
2 +\\I know this won't help with, say, Paranid as those head-cases have station defences as great as main guns for most other races, but it would make OOS Xenon station mopping up a little easier. Why easier? Oh, simple. Xenon LOVE to place their stations WAY above or WAY below the flat plane of a system. If they are ON the plane, I can micro manage each ship to get to a certain point and then fire. Usually that works well with no or very little hits. Still a pain in the butt when you're ALSO keeping your eyes open for rampaging Is or a fleet of Ks. But it's doable.
3 +\\But when UP or DOWN, it becomes a blazing headache. There is no easy way to move up and down the Y axis. You put your fleet where you want them... then change camera angle to change the Y for each... and by the time they GET where you THINK is right... dead. Too close. Or too far, and when you get them to "Fly too", they are SO far away... they engage Travel Drive and end up... 4 km away. Dead. You can't simply move them a bit closer, step by step, for as soon as you click "travel here", back to the normal plane of the system they go.
4 +\\I don't care if the AI wants to charge in like lunatics for all other factions - hell, it means my Terran Station Turrets get a chance (another bug-bear... too short a range on all Terran Turrets for stations). Have that remain as is.
5 +
6 +\\
7 +
8 +But for the love of heaven (and my sanity) can you implement EITHER:
9 +
10 +\\
11 +
12 +1) a "ship slave system" where if you are piloting the Lead Destroyer/Battleship, your sub Destroyers, etc, match you (as in, remove the AI situation WHEN in formation - the subs are fixed in their formation position and are, by default, part of YOUR ship. If you move left, they will. If you move right, they will. Not just sit there with their thumb up their unmentionable. I'd be happy with them at LEAST following behind me and when I stop they reform. They don't even do that. If I'm in command of the Commander ship of a fleet, I have to micromanage every single frigging sub I have - more than irritating. Slave System would be nice! (With the obvious exceptions of - if something blocks the way of the Sub, AI moves them out of formation (and Slave) and then moves back in to "reattach" to the formation you control)):
13 +
14 +
15 +Or 2) a section of the "Fly to", "Attack Target", etc, commands where you specify "x range or greater" so they stop at a certain point and stay at that point from the centre of the target. Maybe a specific command JUST for stations, if it would be a mess when fighting other ships - but at least getting your forces to do what you want them to do without barrelling into kill range needlessly would be a great help. I know it wouldn't help for most other race stations, but the Xenon are currently decimating the Split in my universe. I'm doing my best with my limited fleet and funds to push them back (bagged an I just now - small ship to destroy most of the hardpoints, sent my 11 destroyers at it, nearly lost one, but phew! Made it with all ships... and a big repair bill). But stations are a pain, especially when so far up or down the Y axis.
16 +\\Sorry if that sounds snarky. It's been a long hard fight to pacify the North-West of my universe today. Cleared three systems, blocked off the two furthest North West with about 500 Mk2 deployable Turrets (watched them shred a K - glorious!)... but had to reload a few saves because of station attack craziness when two of my Paranid ships went "Oh! I wanna move HERE and sit over the thing hurting me so I can fire at it!" Those ships have 10km range main gun, for pete's sakes!
17 +
18 +\\
19 +
20 +Anyhoo... having fun: tho I wish the Xenon in my run were less angry at everything - only 4 days in game have passed. Managed to fix (somewhat) Haviktah's Choice, so the Argon can rebuild... but the Split? Thought they were a warrior race. The Free Families managed to kill the Xenon to their absolute East, and are holding out against those who have destroyed most of the Patriarchy. Only two of those systems remains. TWO. Well, technically four, but those two (above Heretics End) are down to three stations a piece, and no Defence Stations. Grey Sectors. No ships moving. Just six terrified stations hoping my defences hold for a bit. Cut off from the other two Patriarch sectors as well! And don't mention the two sectors of Paranid God Realm to the North... they died before I even discovered them. I said a prayer... then left those systems in Xenon hands and blocked off the gates.
21 +\\And the Teladi are now getting it in the north! They are about as useful in a fight as a wet tissue... but they have some guts, at least. No issues down south with the Paranid, or Antigone, or Teladi at the south. Those Xenon must be on recharge, or something! But in the North?
22 +\\So much for a nice quiet game of building stations and trading my way to riches. I never intended to prep for war so early. Only got 7 stations! Taking me forever to do anything.
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1 +2022-09-07 02:17:08.0