i have problem using fighters to capture planets |
i am not sure if this is a bug. when i load a carrier full of fighters and use it invade a planet. only half of the fighters have supplies and ammo. the others half have zero supplies and zero ammo, so they will flee right away and do nothing.
i've found this when i played a game where i have a ai planet right next to my in the same system. i tried to invade and find some fo the ight flee right away.
i've tried to fix this, just in case its my ship design. so i've designed a frigate with only one fighter bay, with enough ammo and supplies bay to supply 1500 ammo and 4000ish supplies. then i load up 2 fighter of which each uses 25 ammo (1 depelete uranium cannon) and 250ish supplies (4 small ion drive). when i invade the planet, one fighter have full supplies and ammo and the other have zero.
however when i tried to invade with troop, even if i put 50 troops on the ship, everything is ok and i've check all 50 of them and they all have full amount of supplies.
i've only got the game for 2 weeks and.... is this a bug or have i've done something wrong.

Re: i have problem using fighters to capture planets
I think the bug is that fighters strip a carrier of it's supplies/ordnance & don't return them when the fighters are retrieved. As far as I know, if the carrier has enough supplies/ordnance to supply all it's fighters, then everything should work fine. It has for me at least.
Suction feet are not to be trifled with!
Re: i have problem using fighters to capture planets
The work round I use is to put the fighters I want to use for ground assoult on the troop transport where they will be landed with full suplys.
Re: i have problem using fighters to capture planets
They vary a bit but they are all "troop transports" and mostly frieghters with heavy armour and shields and somtimes PD weapons given capture the planet orders

Re: i have problem using fighters to capture planets
If you do the math fighters hold a lot of supplies... a large carrier can hold way more fighters than it could possibly carry in supplies. It's a balancing issue. either carry only as many fighters as you have supplies for plus enough supplies for your carrier. otherwise your carrier will have only 1 movement point after the battle. This was happening to me in a fleet, it took a while to track down what was happening.
SEV, more than a feeling.
Re: i have problem using fighters to capture planets
It's a bug with both supplies and ordinance.
Each of my fighters carry 20 ordinance, each fighter is 20kt.
I have 1700kt cargo space on the carrier.
Carrier has 1750 ordinance.
Fighters still launch with very little ordinance.
This bug also is apparent if you launch fighters from a planet.

Re: i have problem using fighters to capture planets
If I´m not wrong, this bug is going to be fixed in the next patch... (or that´s what I hope). At least, it is a known bug.

Re: i have problem using fighters to capture planets
Is it a bug or just a matter of rebalancing the numbers?
I've modified Small Engines and Small Weapons to consume less from the Balance Mod. What's the point of packing 600 supplies and 200 ordnance on each fighter when the battle is being conducted in the same hex?
I've changed the small engine supply store such that each fighter takes away only 100 supplies and about 50 ordnance - that's really all you need for a same-hex battle. In longer battles, usually the fighters get toasted anyways.
If you're launching a fighter strike against a target several hexes away, I'd suggest you design different fighters. For example, in WWII Pacific theatre, there were long distances between bases. The solution to that problem: belly tanks (or in SEV terms, extra supply). Build carrier-based fighters for short hops and longer-ranged planetary fighters for longer hops. Make sense?
"Do not be too proud of this technological terror you've constructed." - DVader




Re: i have problem using fighters to capture planets
It's a known bug, one that has been plaguing this game for several versions.