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Home » projects & downloads » Core Products » Space Empires V » issues

Fighter groups not sharing supply equally

Submitted by RBcrusher on Sat, 2006-12-02 00:08.
Project:Space Empires V
Version:1.17
Component:Code
Category:bug
Priority:normal
Assigned:Unassigned
Status:active

Description

When a fighter group has less than full supply, what you see in combat or sector view is that some fighters have full supply and some have 0. Of course the ones with 0 move at severly reduced speed. It seems very likely that the even distribution of supplies, like for ships in fleets, within unit groups is broken. I haven't yet checked if this applies to ordinace too. I think I've noticed this with troops as well. I am currently playing with the latest balance mod but I am pretty sure I saw this in a standard game as well.

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Captain Kwok's picture
Mod Designer

It is intentional

Submitted by Captain Kwok on Sat, 2006-12-02 00:14.

I have asked Aaron about this and he said it was because it was better to have some fighters at full supply rather than a group of fighters at 50% supply etc. I disagreed, saying that the partially fueled fighters could deliver more initial weapons damage and that was of greater asset...

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Space Empires Depot | SE:V Balance Mod

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Rilbur's picture

I disagree...

Submitted by Rilbur on Sat, 2006-12-02 00:49.

IMO, what happens is the PD hits the fighters with full supply first, "wasting" a large amount of that supply before it can be used. So it should be split evently.
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re: it is intentional

Submitted by RBcrusher on Sat, 2006-12-02 04:42.

Seems really strange to me. You launch a fighter group into space for a jaunt across the solar system and while they travel in the system view, they all effectively have the same supplies (unlike a newly formed fleet) which is logical. And even if some are damaged to the point of no combat movement, nevertheless the group has the full movement of the undamaged members.. not so logical.

But somehow, just before combat, they dock in space with each other and trade fuel to maximize it for as many as poaaible. That's effectively what the behavior amounts to in this play universe. So the empty ones are then helpless and useless.

So there really seems an inconsistency here, that could be resolved by allowing F. groups to be treated like mini-single-task-force fleets. Possibly allow group members to be added or removed ( major change, but no sub- task forces ) but for now, at least keep the fuel ( supplies ) shared equally within a group between battles. Logically, even in this play universe, 'Just before a battle' is not a time for fighters already deployed to be transferring fuel, but can be done 'after a battle' as needed to make sure everyone has enough fuel to get home.

From what I've noticed, some people have posted to the forum because of confusion about lack of unit movement and such, and a lot of that is likely due to the current unit group supply sharing rules.

addition:
Having said all that, I should also note, hopefully not pedantically, that the small weapons I've seen so far use no supply at all, while some use 1 ordinance, at least in the balance mod game which I'm currently playing. So during combat, especially if fighters use no supply it makes no sense at all to starve some while max'ing others.

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Re: intentional?

Submitted by swordsbane on Sat, 2006-12-02 07:43.

That sounds like the same trouble I have with drones, and it causes the drones to resist being targeted on ships if they have no supply. I haven't used fighters yet, so I can't tell if it's better for them, but it's stupid when half my drones don't work unless my tanks are topped off.

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Captain Kwok's picture
Mod Designer

Zero Supply Small Weapons

Submitted by Captain Kwok on Sat, 2006-12-02 16:47.

For small weapons that use 1 supply, the supply conservation racial trait causes this to be truncated to 0.

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Space Empires Depot | SE:V Balance Mod

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