I can't get a smiley in the subject line, so please imagine one there.
Anyway, I had a transport and a colony ship in orbit. I selected them one at a time and clicked "Eject" to get them in orbit. I then found that they had automatically formed a fleet. Since I wanted to send them in opposite directions, I selected the stack, left clicked on the colony ship, and clicked on Eject. The ship selector in the lower left corner still showed the colony ship, so I right clicked on the planet where I wanted it to go, and guess what? The constructor took off towards the planet. WTF? The colony ship was the one that appeared to be selected.
So now I left click on the colony ship and send it to the planet. It ends up on the same tile as the constructor. So now I select the constructor (again, it's shown in the lower left hand corner) to re-route it to the space station where I want it with a right click. Since it had already moved its max, nothing happens. On the next turn, which ship heads to the space station? The colony ship! While the constructor proceeds on its merry useless way to the planet.
This is either broken or the UI is extremely counter-intuitive.
I'm happy to be reporting UI issues since I played for 6 hours yesterday without a single crash.
Yeah the stacking needs work.
smal workaround. after eject move em 1 tile so you know wich one you are controlling
are you sure they formed a fleet automatically? On mine they never do that....
I've had it where they did form a fleet automatically... and then I separated the fleet, but couldn't move the ships individually, but then used the idle ship button to move them separately.
I've also had it where I fly ships on top of each other and they do not form a fleet auto-magically. Right now I would call the fleet functionality at the moment...in need of tender care by Stardock.
The problem also occurs sometimes, (And under what circumstances, I'm still not sure) when you simply have two ships that enter the same hex together. But it only seems to occur with the first two ships. Additional ships that enter the hex don't have the autostack problem.It is a fairly easy work around to just ensure that you remove any auto fleets before moving them, but just becomes an annoyance after the first few times. [e digicons](\(\[/e]
They ALWAYS form a fleet on their own for the first 2 ships ejected from orbit. Atleast in my experience.
That's what I've seen. In the case of my original post, they formed a fleet after ejection from orbit, but not after ending up on the same tile when sent on their way.
Yeah I find this really annoying too but GCII also had a similar ship selection problem at times so nothing new really but would be good if Stardock resolve it once and for all.
Similarly, I can't seem to get more than two ships to form a fleet even when I want them to. :/ Cutters seem to only use 2 logistical slots; with 10 logistical slots available to assemble a fleet, I should be able to put 5 cutters in a fleet ... but only two will auto-merge to form a fleet, and I can't seem to find a way to do it manually; Fleet 'Manage' is entirely unpopulated (doesn't even seem to list the two ships that are in the fleet, and I can't see how to get more ships to join in the fleet :/).
To op and others, currently in the Alpha it appears that the little ship icons in the the Fleet/stack selection panel DO NOT allow you to select the units. Intuitively you would think that it works that way but it does not. I know because I had the same problem as OP with what I though was the wrong ship moving. It seems that currently those icons only serve for grouping purpose. I actually reported that in my List of annoyances A way to go around it is to double click on the units in the main map. It switches between them.
https://forums.galciv3.com/452792/page/1/
... upon further testing, saving and reloading enables auto-fleet merging past 2 ships.
This is further indication that there is a memory leak: commands and controls stop working, but work again after save/reload.
Yes, they don't work intuitively as you would expect. They seem to work (or try to work) as a toggle, which isn't expected -- click on one ship or fleet in a stack, and it will toggle between selected or not selected; usually (in GC2 and a lot of other games, even non-Stardock) you click on a ship or fleet in a stack and it just selects that ship. This results in very unexpected behavior when you first click on a stack from the strategic screen, which has everything in the stack selected ... if you go to click on one ship or fleet in the stack, you would expect it to select that one ship/fleet and nothing else, but the effect is actually reversed because the selection which had encompassed everything in the stack (including the ship or fleet you want) then loses the selection on the ship/fleet you clicked on (which you likely intended to select -just that ship/fleet- and nothing else) instead toggled the ship/fleet-you-wanted's selection status to off, so you then have everything except that one ship/fleet selected -- exactly the reverse of what you expect.
A weird thing I've noticed is when the fleet has a fleet within it...
You might be confusing a fleet with stacked ships/fleets.
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