- hostile planet issue.jpg (163.26 KiB) Viewed 2009 times
I included a zip of the save game.
Build 2017-08-02
Moderator: Oberlus
Yes, there is. Planets don't initiate combat, only aggressive fleets do, and only if they can see an enemy target.UrshMost wrote:Is there a reason why the planet hasn't attacked the AI fleet on previous turns?
So the AI must have set the green Entirety fleet to passive before it entered the system?Dilvish wrote:Yes, there is. Planets don't initiate combat, only aggressive fleets do, and only if they can see an enemy target.
Eh? "and only if they can see an enemy target.". Do you have some reason to believe that Entirety can see the stealthed planet? (You can check their detection strength in their pedia listing). From what you described, it sounded very much like they cannot see the planet.UrshMost wrote:So the AI must have set the green Entirety fleet to passive before it entered the system?Dilvish wrote:Yes, there is. Planets don't initiate combat, only aggressive fleets do, and only if they can see an enemy target.
I don't recall for sure, but in general you can expect that if the AI ship is armed then it is Aggressive.Is there any way to see the passive / aggressive setting for AI fleets?
Are you trying to say that combat was initiated when it should not have been, that it was only your fleet and the stealthed planet present but that combat started anyways? If the enemy fleet was also present and one of you was visible to the other then that's what triggered combat. If you are only asking about the stealthed planet's free shot, well that's how stealthed combat is supposed to work.Also, when my fleet (set to aggressive) does enter the system, the planet (stealth 65) attacks my fleet (detection strength 10) on the first turn and only then does my fleet detect it and the fleet won't attack the planet until the second turn.
That's the part that I didn't realise; that combat between two fleets would 'wake up' planetary defences that neither fleet could otherwise detect. Thanks.Dilvish wrote:If the enemy fleet was also present and one of you was visible to the other then that's what triggered combat.
You can do it, it's a pain and generally not worth it unless bug hunting (which in this case you sort of are even though there's no bug).Dilvish wrote:UrshMost wrote:I don't recall for sure, but in general you can expect that if the AI ship is armed then it is Aggressive.Is there any way to see the passive / aggressive setting for AI fleets?
Cool! Thanks, I was close but was trying to find it in ships, not fleets, and I didn't know about the debug data dump feature.Objects/Filters, make it show fleets (not ships) and then select owner empire as this AI, go through them till you get to the right fleet, then right click on it in the Objects list and the option of a debug data dump is there. One of the things this will show is its aggression status (in the messwages window, turn that back on if it's off).
Ah, in a similar vein I will send in a Mosquito class ship (small hull with a flak cannon) to keep large enemy fleets from repairing.Aside: send in a cheap ship (an old scout will do) set to aggressive and combat will be initiated, the Lembala will likely take out one, possibly both, fleets. You can even do this if your ship is stealthed enough that neither of them can see it, that's a known issue that will get squashed at some point.
We actually lowered the repair rate at the same time and, barring a few tweaks for the techs and the introduction or damage control parts, I'm currently relatively happy with it.ovarwa wrote:I think that repairs should occur every turn, regardless of whether combat occurred.
Thereby, we prevent silly exploits of this kind. We prevent the need for AI to deal with special cases. We eliminate code for the special case, because there is no special case.
Given that a turn represents a very long time, months or even years, and not the two minutes (or even the half hour) it takes to play, any arguments along the lines of "but it's not realistic" don't hold. Arguments along the lines of "but that makes repairs too good" also don't gain my sympathy: If it really makes that much of a difference, just raise the price or lower the repair rate.
Agreed, that is a very strong reason to fix this issue.ovarwa wrote:OTOH, although I have far less FO experience than you, I found that the main outcome of this rule is more MM, as I continually went through fleet lists to move wounded ships back one system to repair, and then forward again.
Of course, agreed. What I've been referring to is if you have to go through all that "damaged ship management" always and everywhere, because an enemy can disrupt your ships getting repaired just by sending a measly cannon fodder ship each turn. That's not fun anymore, but just plain annoying.MatGB wrote:In any game or simulation where you're in strategic control of forces, withdrawing damaged/wounded forces for heal/repair is part of strategy, taking out dealing with damaged ships is taking out a strategic element...