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

Possible fleet bug

Submitted by nbartusi on Fri, 2007-08-03 09:08. Space Empires V General

I just bought the full version, patched to 1.44 with no mods yet. This is my first game and I tried to delete a fleet after removing all ships from it but the game immediately crashes. I searched in the bug list but didn't see anything about this. Also is it possible to retrofit a ship while its in a fleet?

‹ new Bug with fleets? How many licks does it take to get to the center of a tootsie pop? 'rant thread, enter at your own risk!' ›
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BlueTemplar's picture

Re: Possible fleet bug

Submitted by BlueTemplar on Fri, 2007-08-03 09:47.

- Yep. This is a new bug.
- I think you can, I can't see why you couldn't do that...

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Captain Kwok's picture
Mod Designer

Re: Possible fleet bug

Submitted by Captain Kwok on Fri, 2007-08-03 09:59.

You can't retrofit a ship in a fleet.

The removing all ships from a fleet crash is a recently reported bug.

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Space Empires Depot | SE:V Balance Mod

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Re: Possible fleet bug

Submitted by nbartusi on Fri, 2007-08-03 11:58.

Ok, so its not just deleting a fleet, its removing all ships. I'll just have to be carefull. Thanks.

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Re: Possible fleet bug

Submitted by Qcontinuum on Fri, 2007-08-03 13:12.

What happens if the fleet is destroyed completely in combat?

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Re: Another Possible fleet bug

Submitted by Grelvis on Fri, 2007-08-03 20:19.

I've noticed that when the AI creates a fleet, the Task Force Attack and Defence Strategies is always set to Optimal Firing Range, and Attack and Defence Formation is set to Arrowhead, No matter what is setup in the script file.. Does anyone know a way around this..

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Captain Kwok's picture
Mod Designer

Re: Possible fleet bug

Submitted by Captain Kwok on Fri, 2007-08-03 21:51.

I think I reported that one some time ago. It gets completely ignored for some reason. But other settings work ok. Anyway, it's almost always better for ships to break formation and follow their design type strategy instead.

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Space Empires Depot | SE:V Balance Mod

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BlueTemplar's picture

Re: Possible fleet bug

Submitted by BlueTemplar on Mon, 2007-08-06 05:01.

Which is sad when you think of it. Well made fleets and task forces should most of the time be more effective than masses of independent ships.

But we'll have time to fully experiment with fleets and task forces when 1.46 gets released...

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Unole's picture

Fleet and Task Force Formations not following scripts

Submitted by Unole on Tue, 2007-08-07 14:41.

And here I was thinking I was being a little slow. I can't remember all the pertubations I've done in an attempt to get my fleets to form with my requirements. I have managed to spread out the ships into different task forces but I never could get the formations and strategies I wanted unless I go to each fleet and set them the way I did in the script. Which is just double work for me and irritating as heck.

Directive 721: Cover your own a$$ first. Solo

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Re: Possible fleet bug

Submitted by Grelvis on Thu, 2007-08-09 15:53.

how do you set it up so a fleet automatically breaks formation and follow its design strategies

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BlueTemplar's picture

Re: Possible fleet bug

Submitted by BlueTemplar on Thu, 2007-08-09 22:13.

Look at the different strategies available...

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Re: Possible fleet bug

Submitted by Dvoongar on Thu, 2007-08-16 19:59.

Setting "Break formation immediately" to "TRUE" will do the trick.

Formations use the ship strats with the same corrusponding name to determine movement behavior.

My opinion is that formations are too loosely grouped at present, and don't provide sufficient PD and weapon overlap. They need to be tighter.

In spite of this, the battles are just too sloppy when formations aren't used at all. I can't take it.

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