Aurora 4x
New Players => The Academy => Topic started by: Vanigo on October 08, 2010, 07:01:31 PM
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How exactly does fleet initiative work? No matter what I do, I can't seem to get my ships to move after the contacts they're following, which makes it very hard to maintain the appropriate separation when I'm using beam weapons with better range then the enemy ships. My ships always seem to move first, no matter whether I set the fleet initiative high or low.
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Does anyone know?
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How exactly does fleet initiative work? No matter what I do, I can't seem to get my ships to move after the contacts they're following, which makes it very hard to maintain the appropriate separation when I'm using beam weapons with better range then the enemy ships. My ships always seem to move first, no matter whether I set the fleet initiative high or low.
Higher numbers should move last, IIRC. If you're not seeing this, perhaps you should post "before" and "after" screen shots with the bad situation displayed.
John
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You have to set the initiative of your fleet, the default is for an initiative of 100. You can find it box to set it on the fleet screen (F12) in the upper middle of either the first or second tab. Higher initiatives move after lower initiatives.
Hope that helps
Brian
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You have to set the initiative of your fleet, the default is for an initiative of 100. You can find it box to set it on the fleet screen (F12) in the upper middle of either the first or second tab. Higher initiatives move after lower initiatives.
Hope that helps
Brian
Yeah, that's what I thought, but I set initiative to 1, and I was still moving first.
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Yeah, that's what I thought, but I set initiative to 1, and I was still moving first.
Of course because 1 is the first person to move. If you had set it to 300 the chances are that you would have been the last to move.
Brian
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Er, right. I've tried setting it as high as I can, too, though, which didn't work either - even against precursors and such which can't possibly have commanders with fleet initiative.
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I believe you cannot exceed the fleet commanders fleet initiative rating.
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Precursors/Invaders/etc. either do have commanders with initiative bonuses, or have a ship-based initiative rating. So odds are, whatever your Fleet Init is, it isn't high enough to let you move after.
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Precursors/Invaders/etc. either do have commanders with initiative bonuses, or have a ship-based initiative rating. So odds are, whatever your Fleet Init is, it isn't high enough to let you move after.
<they don't let me post links, so. . . >(Goto wiki, search for "sequence", click "basic sequence of play") shows you the sequence of play. The interesting bit to note with respect to your thought is that Monsters (including precursors) move after the fleets/fighters movement phases. This means that they are outside (and after) the normal fleet initiative phase. In other words, fleet initiative only matters for player controlled or NPR empires.
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<they don't let me post links, so. . . >(Goto wiki, search for "sequence", click "basic sequence of play") shows you the sequence of play. The interesting bit to note with respect to your thought is that Monsters (including precursors) move after the fleets/fighters movement phases. This means that they are outside (and after) the normal fleet initiative phase. In other words, fleet initiative only matters for player controlled or NPR empires.
I believe that this is not the case (that precursors are considered monsters from the point of view of movement) - it's probably out-dated information (precursors used to use different rules for their ship designs). I have had situations (a year or two ago) where I've had a precursor fleet chasing me for long periods of time; when I changed the initiative of my TG the precursor occasionally lost me, presumably because I moved first and moved out of range.
John