Stupid and Cowardly AI |
Okie this is kinda annoying. The AI seems to constantly RUN from battle. I've seen the AI attack my planets SEVERAL times now and every time it does their fleet just turns and runs far far away, Then just sit over my planet when my fleet shows up to kill them they are SO far out in this NEVER ENDING combat map >( that my ships have lil to NO HOPE of EVER catching them.
This is not the only problem I see the AI launch DRONES at me and they RUN away too!?! So I scanned them and found they are building drones with NO WEAPONS!?!? What kinda dumb AI builds drones with no weapons?
Also it's not just my planets I have colony ships enter through warp points and find a small fleet of enemies ships gaurding the other side but they RUN away from my colony ship!?!?
It'd be nice if the ship positions would get reset or something after each battle if they are FAR FAR AWAY cause it's like 10 turns later and I go there and their ships are still so far away I can't even seen the white box making my VIEW of the battle!! Now that's to big of an area.
Nomad MOD would be impossible to kill since the only way around this is you just wipe out their planets and say screw the ships.
When you move into combat
When you move into combat and it ends because you can't catch them. You're ships will be in the same sector. Before you re-initialise combat, use the ship sector placement feature to move your ships right next to the AI ships. Next time you re-initialise combat you will be in firing range then.
Your lord and master (below Foamy) LordHavoc
No Ord
I've seen a very similar thing happen to me. It was because the AI kept attacking me even though the ships were out of ordinance.

I have had similar problems
I have had similar problems with AI ships "running away", and the way the game deals with protracted combats. This becomes insanely stupid when the AI happens to have faster ships than you do.
I currently have 7 AI ships in my home system that are "buzzing" my planets, they have no ordanace so intelligently will run away from me, but they won't leave the system if I leave the warp points ungaurded. This is causing me serious unhappiness problems (I this system has issues where as the rest of my empire is OK).
How about making it that if a ship runs X distance out of its square in the combat map it actually moves a square (hexagon) in that direction on the system map, or make it so that if a new ship(s) (Player) enters a square with a Player ship(s) and a Hostile AI ship(s), that the AI ship(s) are pincered between them. Another sugestion is that if hostile ships start a new turn in the same square that they automaticaly fight and start at say 8 squares apart facing each other.

Location in a sector
I don't think that ships should be able to retain massive distances in sectors after a fight. They should all be reset to within the standard starting grid size, or something similar. I also like the idea of moving ships into the next hex if they have moved far enough away and combat ends.
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With all these people, you would expect one of them to carry an iguana around...




same thing with a mine layer
Sent a mine layer through a warp point, and he was jumped by a small frigate fleet (about six ships). He deployed mines while running -- killed one, and slowed another, before going down. That's the spirit, Bucky!
But next turn, I still had four mines and the five frigates stayed parked on the warp point, engaging every turn, but running away every turn.
It's now about twenty turns later, and I can basically send anyone through their warp point defense, because they are way out there, and not planning to turn around (or leave).
Stuck on stupid.