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fnordianslip

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  1. @Shrooblord Selecting the fleet ship and then right clicking on the destination or target does the trick for me. Also worked to get them to go through gates when I last tried that.
  2. I've had a similar issue with collateral damage caused by both fighters and autofiring chaingun/pulse turrets when trying to engage hostile fighters. I suspect that the only answer is to somehow provide the ability to specify rules of engagement, perhaps at some combination of turret, fighter squad, ship and fleet level. These should apply to all fighters, auto-firing weapons on manually operated ships, and all weapons on secondary craft being controlled by their own Captains, at the appropriate level. The rules of engagement could perhaps be selected from a list like this: 1) Engage hostiles, ignoring potential collateral damage. The current behaviour. Perhaps the new default. 2) Engage hostiles with a weapon if the weapon's boresight vector does not extend to non-hostile entities. Hold fire for a nominal interval then resume boresight checks. Some stray rounds fired whilst turrets are in motion might still be expected to cause collateral damage. Unlucky. War is hell. Perhaps option2) would be better if more computational effort was expended to avoid any collateral damage, but a simple check of the weapon's current bore-site vector before firing should prevent major reputation loss and facepalming. Thoughts?
  3. Sorry for the necroing, but this does seem like the place to ask this. I am playing in a long-lived single player galaxy, and I have factories that are blocked wanting Cink. I built a Zinc mine in a nearby system, but Zinc doesn't seem to satisfy the need for Cink. Can anyone suggest any hacks I can perform on my Galaxy to fix this lack of backwards compatibility?
  4. I would like to suggest that in the Strategic View (via F9), we should be able to direct our primary ship in terms of selecting a target to attack (includes moving to engage) or a location to move to, in the same way that we can with other ships in our fleet. As with other fleet ships, our primary ship should require a Captain on board in order for it to be controlled in this fashion. I would also like to be able to control the primary ship's weapon systems from this view. We can currently directly/manually control our primary ship's fighters from the Strategic View. I would like to retain this capability if my main suggestion is implemented, but it would also seem reasonable to allow for the primary ship's Captain to take control of his embarked fighter squadrons if he is tasked to engage the enemy (i.e. with manually designated targets) or is en-route to a manually designated location. Perhaps each squadron could have a setting to choose between manual or Captain controlled (auto) modes in a similar way to some weapons systems (those with autofire capabilities).
  5. Don’t forget to put your shield on before entering that warm hole!
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