1.13 repeat battle work around |
Hi All
This approach has been working for me - I think it's worked every time but I'm not 100% sure about that - certainly works most of the time anyway.
In 1.13 always make your attacks from the 12 o'clock or 6 o'clock hex and never attack from the side hexes. That's it.
Tom
I guess it's all related to the new circle battlefield...
I believe that we could fix the bug if we could turn it back into a square...
or
the common work around (that i think everyone is using) is to go into the files and set the ring to be larger. it needs to change from i believe 1000 to atleast 1200, mine is set on 1500.

Combat Radius, AI slowdown
The bug was that ships were not clearing their attack order - which was remedied in 1.14...
The retreat boundary works ok, but it will/should be increased to allow for ships with a few km/s speed advantage to catch fleeing ships. In brief testing, 2000km seemed to work ok... but more testing at different tech levels might suggest another value.
-----
Kwok
This version 1.14, are you testing it? I'm guessing that the combat attack order bug is something involved with the hard code and not something that can be tweaked with the .txt files?
While I haven't had the processing problem (to be honest I am only slightly playing the game until 1.14 is released) it would be nice if a mid-patch would come out (like 1.13.1) that simply dealt with the repeat combat error.
Baelthazar

I agree 1000 %
I agree 1000 % 

Ring Setting
What file is the ring setting in? And what is the varable name?
Settings.txt
I believe that the Combat Radius is in settings.txt and is called Space Combat Map Radius. If you use Kwok's balance mod, the number should be 1500 (otherwise I believe it is 1000). I use 2000 (per Kwok's advice). Kwok also said that it might be helpful to decrease the Space Combat time by half, but I have yet to test this. Note: this does not always work, but it can't hurt to try.
Baelthazar
It doesn't really fix the problem, it just allow ...
the one fleet to catch the other that try to retreat. Unfortunatly, if neither try to catch the other (both are crippled), then the round can takes forever...




I should add...
Obviously this attack strategy only prevents the player from causing a repeat attack situation. The computer can still attack from the side hexes and cause the repeat attack to occur against the player or other computer players.