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Home » news » forums » Space Empires V » Space Empires V General

keep my carrier from running away

Rilo57's picture
Submitted by Rilo57 on Mon, 2007-01-15 12:14. Space Empires V General

How do I keep my carrier from trying to retreat (it still has fighters to launch!)

‹ Before Ringworlds, make planets from Hyper-dense Cables/Gravitonic Plating? WTF! second time account failed ›
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put a gun on it and set the

Submitted by malefic on Mon, 2007-01-15 17:25.

put a gun on it and set the design type to "Attack Ship"

Not sure if you need the gun so experiment with and w/o but still call it an attack ship

or you may be able to set its strategy to something.

just gave me a thought... since there are design options for satellites / bases (i think??) could you tell a carrier that its design type is a satellite or a base and will it stand still on the tactical screen since satellites/bases can't move?

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Strategy doesn't matter

Submitted by TheThirdEye on Mon, 2007-01-15 18:47.

The strategy doesn't matter, if it has no weapons then it wants to retreat automatically reguardless of strategy.
PD weapons don't count as weapons.
Normally a carrier would keep launching while retreating; if it is not doing that then you have a different problem.

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Mod Designer

Ship running

Submitted by Phoenix-D on Mon, 2007-01-15 19:46.

There's actually a setting that's supposed to prevent the running away without weapons thing, but it doesn't work.

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ya, i made ships that are

Submitted by kanaric on Mon, 2007-01-15 22:23.

ya, i made ships that are PD-ONLY escorts for transports to invade planets and they ALWAYS run even though the planet shoots missiles and shit. I want the ships not to run and guard that transport, yet they refuse.

I wonder how to make shit not run as well, its annoying.

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Don't Use Don't Get Hurt

Submitted by Omnius on Tue, 2007-01-16 10:28.

I've found the best way to keep ships like carriers or repair ships or minesweepers from retreating from a battle is to make sure not to give them the "don't get hurt" strategy. I also arm each of those types of ships with one anti-ship weapon and give them the maximum range strategy. Now my support ships hang and bang in battle and do not retreat out of the hex thus splitting my fleet. PD's are worthless for this so build an anti-ship weapon like meson blaster or electric discharge.
Omnius

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Rilo57's picture

Ideally what I would like is

Submitted by Rilo57 on Tue, 2007-01-16 18:56.

Ideally what I would like is for my carriers to stay out of the fray, but just outside of it and continue launching fighters until there done. Then they can retreat or stay and watch I don't care. Actually I do care, when they retreat they end up after the battle in a different square.

I need to look at the targeting priorities and design a carrier that falls at the end of the list (but still have a weapon), so they could stay in the battle, but not right at the edge of retreating... Anyone know what bumps you up as a favorite target for the AI?

SEV, more than a feeling.

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Rilo57's picture

An Idea just occured to

Submitted by Rilo57 on Tue, 2007-01-16 19:01.

An Idea just occured to me... In a mod, making a weapon that takes up no space, does no damage and has moderate to long range, then set the ship to stay at max range and alway put this weapon on carriers.
I don't like wasting space on my ships for a weapon 20-50 kt could be better used as a resuply pod or a storage of some kind.

I wonder if this "psudeo" weapon could be put on the carrier automatically like in the deffinition of the body type?

SEV, more than a feeling.

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use csms

Submitted by evilginger on Tue, 2007-01-16 22:05.

use Misile on your suport ships and the maximum range stratergy and they will also provide fire suport to the fleet.

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Rilo57's picture

The Capital missile worked

Submitted by Rilo57 on Thu, 2007-01-18 10:31.

The Capital missile worked like a charm, thanks everyone for you input.

SEV, more than a feeling.

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