SagePourpre

SagePourpre

Joined Member # 3257434
3 Posts 5 Replies 160 Reputation

I'm done with analogies. [e digicons]:D[/e] At least for now... For pirates, I suppose it could be left as is, but even if their goal is to collect bounty, they should be reacting to a threat before anything else... I mean, if in a pirate mind, Bounty is the most important thing in all universe, because bounty is credit to spend on pirates flag, pirates ships, pirates parrots/monkeys and rhum.

193 Replies 503,752 Views

[quote who="TheRezonator" reply="9" id="2243976"] Currently, those unarmed "not a threat at all" ships are more important to A.I. than the real threat. it does sort of make sense, though in the case you are describing, it should be fixed... [/quote] Thanks ! I'm glad to see that we finally agree at some point of this matter. I'd say... same things for pirates or computer fleet. &n

193 Replies 503,752 Views

I wrote a post about that, but I think it's worth mentionning it here. 2 bugs TEC starbases When you queue ships, the "ship population remaining box" won't decrease until the ship is actually built... Ex : if you have 20 ships population to be built and queue a scout frigate (5 pop i think) it stays, to 20 when doing it from a starbase and decrease only when ship is built. <

193 Replies 503,752 Views

[quote who="TheRezonator" reply="1" id="2243244"]there is a hint at the loading screen that says pirates and militia focus on civilian and colony ships, so keep them safe/protected dont see why the normal AI of your fleet shouldnt do the same... however, if you want to fix it, you could always set the fleet engagement range to local area instead of GW[/quote] Restricting engagement ring would work on strike craft ? ... I'll have to t

3 Replies 6,298 Views

Hi. I don't know if it have been spoken before but I got 2 bugs with my Soase (1.15/1.02) - Tec starbase doesn't update correctly the population cap when ships are queued. If I got 20 ship unit remaining and I queue some, let's say Scout frigate, the box will briefly flash to 16 then return to 20. I can queue as mush ships I want without this number decreasing until the ship is actually built. <p

3 Replies 6,298 Views

Also... A.i. is doing the same with refinery/trade ship by retargeting lots of units to a refinery ship while ennemy is still destroying everything around. (and enemy ships often retarget those too)

1 Replies 1,394 Views

I was wondering why my trade route doesn't extend to the fourth planet (down right) I've got one trade port on each of those planets... The fourth planet have a 33% reduced gravity well. [URL=http://www.UploadScreenshot.com/image/39977/4275606][IMG]http://img1.UploadScreenshot.com/images/main/5/14503044885.jpg[/IMG][/URL]

5 Replies 8,457 Views

Hi. I noticed a strange behavior with A.I in sins. When having a big fleet that come upon me, my fleet + starbase start retaliating. But if ever a "scout" come in my gravity well while fighting, my mobile starbase (using vasari) and some cap. ship (any race) will aim the new comer instead of continuing the most important fight. How to say... when fighting back some big fleet, the last thing i care about is some individual ship that come into my</

1 Replies 1,394 Views