[quote who="bajsapatutte" reply="15" id="3200965"] Find what, where? There's two types, Ironclad online which is like playing over LAN, seems i have to add players manually and LAN Multiplayer which is what it says. Wish there were something like blizzards bnet. Even Diablo 1 have better multiplayer capabilities and it's 15 years old!!! [/quote] Ironclad Online works, but its a bit confusing at first it may look like there is no players the
lifewaster
Actually, maybe dont write off flak yet, Just completed a game vs advent without building any strikecraft(no exhaust port achievement) I went with a build of akkan+kol+flak+lrms My flak actually performed well in this setup, I think because the akkan/lrm fleet setup suits Flak use a lot more then using HC/LFs Reason is with the previous hc/lf/flak build, your hc/lf are speeding ahead outside of flak cover. But with flak/lrms, and the akkan range bonus, you can
I find the best ratio is 1:1 of hangers : repair platforms , with turrets for the odd tac slots, and abviously place them all beside each other. So with 35 tac slots, I'll put 4 hangers + 4 repair platforms all close together, then 1-3 turrets beside them. This easily defeats pirate raids without loss and delays Ai fleets considerably. Often you can defeat a sizable AI raid just by spamming frigates at the local factory when the fight begins and rebuilding the hangers/platform
As my game progress its getting harder with bigger fleet sizes. In my current game I have stand off between 2 systems with the AI fleet having 4 caps+40carriers+40lflrm+40hc/support My fleet is about 3 caps+120lf+40hc/support At this stage the attrition to my LFs is huge compared to the speed they kill the carriers, if I target carriers first I kill about 5 by the time I've lost 30 LFs. So now the DPS ratio moves in the AI favor and I have to jump out with the 90
Hmm I've actually only noticed it when playing TEC which is all I've played recently. I'll try an advent game and see if it arises.
Perhaps the auto attack settings are also buggy and causing this. I notice that even when I select a fleet(or manually select each ship type) and change then to all auto attacking, the support craft dont always seem to behave with auto attack. So it could be the support craft are constantly resetting to default non-auto attack mode, and while in this mode, they dont react to attack orders, thus continue on old movement orders?
I wasnt using shift queue or anything, so I think its definitely a bugged behaviour It did take me a while to spot, because what happens is the support ships go off to their original destination, then start doing reform fleet thus come back into the fight, so it depends how far away the original destination was for whether its a noticable problem.
I dont know where/how to upload saves yet :( But its easy to replicate. Just have a fleet in a G-well that contains an enemy ship(s). Give them a movement order to the opposite side Then give the fleet an attack order back towards the enemy ship. Watch as your fleet seperates into 2 , with the Cielos/Flak/Hoshikos/Light carriers all continuing to the opposite side while only the remaining fleet engages the enemy. The support ships will not try to come
While a fleet has an exisisting movement order, and you give it a new attack order, the support-type ships(flak/command cruisers/etc) will ignore the attack and continue to the old movement destination while the attack-type ships are moving to encounter the enemy. Only after they have reached the old destination(which may even have been a different planet) will they attempt to move where their fleet is fighting. This results in much of the fleet not engaging the new e
I'm using the light frigates now and its working definately better then when I tried flak. I'm finding that 20-30 LFs can defeat 10-15 advent carriers, the problem is that their SC destroys my caps meantime (even after their carriers are down the SC still takes time to decay), so I think the best strat may be to have some flak to help defend the caps while the LFs hunt the carriers. The best ratio maybe is 4 LF + 1 flak vs each carrier.
I think, vs the AI we need to lure their SC onto our flak...in this regard having SC of your own in the air prevents this cos the SC will fight each other all over the place. Perhaps making a seperate fleet with a Cap(kol or akkan?)+flak and see if it can lure their SC onto it. Perhaps its possible also to use a carrier in your flak fleet, and keep doing a launch->dock routine of your bombers to attract their SC onto them.(in this regard an Akkan with 1 bomber wing might work)
[quote] What would be more useful IMO would be to have an 'auto-join me' option which can be applied to an existing fleet.Then, if there are two or more fleets in the same gravity well, you'd simply turn 'auto-join' on for the fleet you wish new/arriving ships to be added to.(edit)Just thought of a potential problem with this approach too, which might be to attract ships which aren't already in a fleet to the 'join me' one.[/quote] Maybe if you implemented your idea
Is this normal? Every now and then my camera decides to slide about as if its following a random ship or strikecraft, and I'm constantly forced to strafe it back to where I wanted it. It usually requires 2-3 strafe-pushes in the opposite direction to make it stop moving. I cant seem to find the setting to disable this behaviour. Anyone experienced this or have advice?
I'm finding late game fights have just way too many strikecraft, that you can hardly even see the ships anymore, the entire screen is full of strikecraft. Trying to have large fleet battles of 100 ship vs 100 when theres 200-300 fighter/bombers stomping all across the screen just isnt fun. I cant even see the ships fighting cos the screen is full of strikecraft icons. I'll try setting the game options to small fleet sizes for now. But I hope the carriers will get adjusted.
You can also adjust the max fleet sizes of a scenario in the game options setting when creating it: Setting this to large fleet size effects +25% modifier to capacity, so it will be 2500 for the unmodified max cap (instead of 2000) And setting it to small fleet size, means you end up with only a 1500 cap instead of 2000.
Hi I have the game a few days, and running into newbish problems with fleet control: I constantly find problems with the way my ships auto-join fleets, and I wondering is there more ways to control how it works that I dont know of? Here are some of the issues I get: (I have a small "garrison" fleet defending a planet which has a frig factory that I use to refresh this fleet if they suffer losses. This works fine as long as theres no other fleets in the sector