Ok goodHairless-Ape wrote: ↑Tue, 12. Mar 24, 13:46
[*]Reputation loss should just reduce your reputation, not set it to -3000.
Well, i guess you wouldnt need to have a homebase for fleet members ... I forgot why i wanted thisHairless-Ape wrote: ↑Tue, 12. Mar 24, 13:46[*]I'm unsure why you want to set a home-base for a fleet. What is the end goal here? Do you want each fleet member to have a home-base set for some reason, or perhaps you want the entire fleet to "go home" ?
EDIT: Ah yes, i remember. This is related to the issue bellow. I was ordering my fleets to return to homebase thinking it would reset their orders ... read bellow to understand what was happening
There been a few cases where the fleet wont engage enemy ships in my sectors. Also, if you issue another command to a fleet, sometimes they dont resume their patrol once they finished the previous command.Hairless-Ape wrote: ↑Tue, 12. Mar 24, 13:46[*]Not sure about refreshing fleet orders. I generally set my patrol fleets to monitor all sectors of faction "Player" in the fleet settings and then tell the fleet leader to attack all enemies and it seems to always respond quickly. On rare occasions after a big brawl I may have to go to the fleet settings and tell the followers to regroup, but that is perhaps not necessary.
A particularly hair pulling issue has been with the "Fleet priority attack target" command found in the fleet settings.
The terrans declared war on me and a random Tyr entered my sector. At that point i only had 4 fleets set to patrol sectors (some had a few extra unknown sectors added by me) so my only choice in dealing with this Tyr was to somehow tell all my patrol fleets to attack that Tyr. However, since most of my fleets are set to avoid ships larger than M7s they would not attack that Tyr. I thought that by issuing the "fleet priority attack target" command, they would go and attack that Tyr and once thats been dealt with they would resume their patrol duties.
So here i went, ordered my fleets to attack that tyr. Some ships came, others didnt, idk why but after some time the Tyr left back to terran space. I then issues an all stop command to all my fleets so they dont go chase that Tyr followed by followers join with commander command.
I thought that was it. But apparently, my ships still tried to attack that tyr. I sent them to homebase, reset their patrol orders by removing/adding sectors to patrol. No joy, all ships always tried to go attack that Tyr which by this time was deep in terran space.
I even disbanded the fleets. Send them to homebase. Reformed the fleets and set them to patrol. Even so, some ships continued to try and go after that Tyr.
A command to force them to return to patrol duties which would cancel all other orders would have been good here.
I also think there is something wrong with that Priority attack target. Once i chose the target, the command in fleet settings would not reflect the change. It would still say "none" as the target even tho ships did go and attack that ship.
There also needs to be a command/setting to clear the priority attack command so ships stop going after the target all the time even when its no longer necessary. As it stands, once you give the priorty attack command you cant really clear it, there is no button to do it.
Ah so building followers for fleets with carriers do in fact assign those ships to that carrier? Thats aweosme. I dont care if there are some extra fighters in the fleet if it means carriers would be able to replenish fighter losses. This ofc until you do your magic and make carrier replenishment work wellHairless-Ape wrote: ↑Tue, 12. Mar 24, 13:46[*]Near the bottom of the fleet settings is a "Build Followers" section where you can set a specific base, and ship type for replacements. This is currently NOT well suited for replacement Fighters for a fleet having a carrier though and this is on my todo list. If you set it for 5 replacement fighters and there's a carrier in your group, it will build 5 at a time until the carrier is full and then build 5 more so that there are 5 that are not-owned by the carrier (and thus 5 actual fleet members) and then it will stop. I will be working on having the auto-replacement feature in the fleet settings so it also counts carrier "owned/support" fighters when determining how many fighters to build, but for now it doesn't and you should just manually build a batch of fighters and direct them to that fleet so that it doesn't keep building more than you want. For any other scenario, other than fighter replacements for a carrier fleet, the auto-replacement feature of the fleet settings works well.
Yeah i saw that after posting my message.Hairless-Ape wrote: ↑Tue, 12. Mar 24, 13:46[*]M1's come with Carrier Repair modules automatically. Just show-info on your carrier and scroll down to it's equipment and you should see it. If you use the cheat menu to make the carrier, I am not sure it will provide one, but if you build it yourself, it should.