Title basically says it all. I can either crawl my ships along the map, hex by hex, warry of new enemies (which takes FOREVER and a ton of clicking, when you have several ships with a dozen or higher movement, every turn)... or I can tell my ships to move, and then cry and rage when my probe or my colony ship suddenly sees an enemy monster/pirate and FLYS RIGHT UP NEXT TO IT. Boom, dead. Apparently my ships' commanders are all suicidally loyal to orders.How has this not been fixed??? It's ridiculous.Part of me wants to apologize for how much frustration is bleeding into this post... but then I remembered how annoying of an issue this is, and figured, let it be. I cannot be the only one who's tired of loosing ships because I don't take all day to baby the movement of each single ship.Tell me there is some setting I'm missing, please? Or that this feature is planed to be implemented soon?
This would be a nice feature. Though I imagine it might be hard to implement. Maybe the fleet would stop and you get a notification when it becomes in range of an enemy fleet? Then what, manual re-routing or turn around and flee? Perhaps a simpler modification would be to avoid enemy zones of influence, though in late game that would be near impossible.
I find it annoying as well but it is a risk of using a ship to scout.. is it not?
It is annoying to me as well. This is why I rely heavily on save / reload.
I agree with this post completely. There should be an option at least that automatically stops movement when an enemy comes into scanner range. Also, the AI should be smart enough to stop ships taking automatic actions when enemy is spotted like ships set on automatic survey not preceeding to get themselves killed by a group of space monsters. These little quality of life changes will make a big difference for the game experience.
I find it annoying as well except that I'm thinking adding this feature/functionality would add a lot of additional processing. Consider every time a ship/fleet moves anywhere, it needs to do a check each hex. Repeat for all your ships. Repeat for every ship in the universe. Maybe this is why it wasn't added in GC3. I personally do not do auto-survey/explore as I want to see where the goodies are
I disagree it would add a 'lot' of processing considering that it has to calculate the FOW reveal (including newly uncovered artifacts, anomalies, other ships, etc.) on each move. Most of the processing logic is already there.
Should have a couple options: 1) Stop movement on non-friendly encounter (with button to resume to original destination); 2) Evade/retreat/avoid on non-friendly encounter.
The feature exists in other games and it's not that much different from the Sentinel command which puts them to sleep until an enemy enters their FOV. Enemy enters FOV=wake up, changed to Enemy enters FOV=STOP.
I would also like to see the movement changed in general, to quit doing giant check marks. In previous GCs, the ships would do a more or less straight line wiggle from A to B when A and B were not exactly in the same hex side line(1 to 4 to 1 to 4 on the hexagon, for example, draw it out and you'll see what I mean if that doesn't make sense). Now they do this huge right-angled crap that frequently either moves them into places with enemy ships or otherwise does weird things when using ships for scouting. Makes trying to map out the edges of the clusters a little annoying.
It's not even just an issue with Auto Explore. Just click your ship move to the edge of its FOV and it will keep going to the end of that line even if the very first hex it moves reveals an enemy ship... right next to the end of the movement you clicked.
"Oh look! There's a pirate! And I'm an unarmed scout! Orders are orders, so I'll just keep moseying along right up to the port side of that deadly killer and wave HI to him. It'll be fine."
I don't think it would add a lot of additional processing. It already needs to draw the newly spotted ship/monster when it comes into range anyway with the correct symbol, so 90% of the processing is done at that point. All it needs to do is make an additional check as to whether it's dangerous then stop if that option is turned on.
I really like this idea. I have definitely done a lot of save/load in early games when my colony ships fly straight through a space monster den.
same, except it’s probes, not colony ships.
God I would really really LOVE this feature. I bet it’d be an absolute bitch to make though.
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