Uspace Bugs version 11.1 (obsolete)
- GrandpaTrout
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- King of Space
17 years 10 months ago #15945
by GrandpaTrout
Replied by GrandpaTrout on topic Uspace Bugs version 11.1 (obsolete)
Yeah, breaking out the transports into seperate groups is how I normally do it. The orders default to "follow you" when any other order completes, so you almost never need to give all your transports an order together. For that reason, it is easiest to have them seperated out. If you are needing to give multiple transports the same order (and not "follow me") I would like to hear about why so I can take it into account.
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17 years 10 months ago #15947
by cambragol
Replied by cambragol on topic Uspace Bugs version 11.1 (obsolete)
That is a good call on the docking clearence. I noticed a similar issue recently. It can get annoying when you can never get the jump on the NPC ships for docking priority. I think we once discussed having docking priority depend on faction standing? However, that might not be such a good idea, because most of the time the player would have a low faction standing with most factions and thus would have low docking priority. A request to the station that pre-empts the NPC ships sounds cool.
I also group my ships similar to Jon. Meaning I keep my transport ships in seperate groups, then usually have all my wingmen in one group. I still wonder whether it wouldn't be better to limit each group to a single ship. And provide a special command menu that issues orders to all ships at once, like all formate to me, all flee, all attack...something like that. Then special orders like collect cargo, mine, scan could be done at the individual ship level. Still, I can work with the system now. I wonder how JT is finding the new order system?
I also group my ships similar to Jon. Meaning I keep my transport ships in seperate groups, then usually have all my wingmen in one group. I still wonder whether it wouldn't be better to limit each group to a single ship. And provide a special command menu that issues orders to all ships at once, like all formate to me, all flee, all attack...something like that. Then special orders like collect cargo, mine, scan could be done at the individual ship level. Still, I can work with the system now. I wonder how JT is finding the new order system?
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17 years 10 months ago #15950
by Shingen
Replied by Shingen on topic Uspace Bugs version 11.1 (obsolete)
Having 1 ship per group limits you to 9 single-grouped ships in a fleet, which is prolly enough, but as you said, you can still group escort craft in a single group where they all follow the same orders ( attack, defend, follow, ect)...so you can actually have more then 9 ships altogether.
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17 years 10 months ago #15952
by JT
_______________
Surgeon-General's Warning: Early test cases of Torn Stars have resulted in fatalities. The errors in the software should be gone by now. Hopefully.
Replied by JT on topic Uspace Bugs version 11.1 (obsolete)
JT is finding the new order system pretty much exactly as he envisioned. Thanks for asking!
Although I do think it's kinda unintuitive that a "follow me" order is turned back at me as "Can't form up -- docked." "Undock then! Why do you need me to tell you how to fly your ship?"
I too keep my transports independent from one another. My wingmen get assigned as follows:
1) If only two escorts, they protect the fuel tanker, if any. Better to lose some valuable cargo than to get stranded permanently.
2) If three escorts, two ships are assigned to the tanker and one is assigned to the biggest transport I have.
3) If more than three escorts, squads of two are assigned to each transport after the fuel tanker has been escorted. Odd ships out are assigned to the fuel tanker.
_______________
This is a public service announcement: Please look through all six degrees of freedom before crossing the L-point.
Although I do think it's kinda unintuitive that a "follow me" order is turned back at me as "Can't form up -- docked." "Undock then! Why do you need me to tell you how to fly your ship?"
I too keep my transports independent from one another. My wingmen get assigned as follows:
1) If only two escorts, they protect the fuel tanker, if any. Better to lose some valuable cargo than to get stranded permanently.
2) If three escorts, two ships are assigned to the tanker and one is assigned to the biggest transport I have.
3) If more than three escorts, squads of two are assigned to each transport after the fuel tanker has been escorted. Odd ships out are assigned to the fuel tanker.
_______________
This is a public service announcement: Please look through all six degrees of freedom before crossing the L-point.
_______________
Surgeon-General's Warning: Early test cases of Torn Stars have resulted in fatalities. The errors in the software should be gone by now. Hopefully.
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- GrandpaTrout
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- King of Space
17 years 10 months ago #15958
by GrandpaTrout
Replied by GrandpaTrout on topic Uspace Bugs version 11.1 (obsolete)
Glad it is working out well (mostly anyway). If any issues are persistantly annoying after a few days of play, please post back with how and why and we can work on them. It takes some time to sort out the "this is new and I don't like it" from the "this is broken and I don't like it". We want to fix the latter.
The current order system supports the idea of unlimited wingmen. I am not in favor of the idea, and there is a limit at 9 wingmen. For those who really want more, I will put in an option that disables the limit, but I don't promise to do any game balance in that state. I think we should actually work on improving the single ship game a little more. More single pod runs and that kind of thing. Jumps that are too risky with freighters in tow.
The current order system supports the idea of unlimited wingmen. I am not in favor of the idea, and there is a limit at 9 wingmen. For those who really want more, I will put in an option that disables the limit, but I don't promise to do any game balance in that state. I think we should actually work on improving the single ship game a little more. More single pod runs and that kind of thing. Jumps that are too risky with freighters in tow.
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17 years 10 months ago #15997
by Shingen
Replied by Shingen on topic Uspace Bugs version 11.1 (obsolete)
OK, let's try this.
I have two possible bugs. Two seperate save-files
One, I've got a ghost contact of a dead freighter in the contact list, showing out of system. The freighter was destroyed by pirates before saving, after reloading the ghost contact appeared.
Second, I've got a 8 pod NPC freighter stuck on a spewer for at least 45 mins. ( went to the store, came back and the ship was still docked). No pods moving in, no pods moving out. My wingman waiting to dock.
Screenies and save-games available.
Also, how do I embed screenies and URLs in the forum text. The forum code doesn't seem to be working for me.
(EDIT)
OK, now the game is starting to CTD with a windoze error message, so it's definintly a bad save-game file.
Only way to restore is to go back to a save before the freighter was destroyed. All saves after that event are showing a ghost contact of the dead freighter, on the contacts list.
I have two possible bugs. Two seperate save-files
One, I've got a ghost contact of a dead freighter in the contact list, showing out of system. The freighter was destroyed by pirates before saving, after reloading the ghost contact appeared.
Second, I've got a 8 pod NPC freighter stuck on a spewer for at least 45 mins. ( went to the store, came back and the ship was still docked). No pods moving in, no pods moving out. My wingman waiting to dock.
Screenies and save-games available.
Also, how do I embed screenies and URLs in the forum text. The forum code doesn't seem to be working for me.
(EDIT)
OK, now the game is starting to CTD with a windoze error message, so it's definintly a bad save-game file.
Only way to restore is to go back to a save before the freighter was destroyed. All saves after that event are showing a ghost contact of the dead freighter, on the contacts list.
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