Aurora 4x
New Players => The Academy => Topic started by: Resident Evil on March 01, 2019, 10:33:23 AM
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Don't know quite where I should ask this, so here it is.
Has anyone else had problems landing fighters on a moving carrier?? I gind I have to stop the carriers to get the fighters to land, other wise I get a message along the lines of 'This cannot be done because the fleets arn't in the same location' (para-phrasing a bit.)
If this is well know already, my apologies, but there's a lot of forum to search to see if this has been asked before.
ZG
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Make sure your fighters' TG has a higher initiative than your carriers' TG. This is because of how the movement of ships is calculated - those TGs with low initiative move first, then TGs with high initiative, and after that every other activity is calculated (landing, shooting, etc).
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Thank you so much.
I never even thought about how Initiative worked. Flight operations are going much more smoothly now :)
ZG
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I would consider that a bug. Initiative shouldn't be calculated for landing operations.
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I would consider that a bug. Initiative shouldn't be calculated for landing operations.
But then Flight Ops become a special case. Instead of being part of the general rules of Move To (target) & Do (thing) -- like Load Colonists At (X) or Refuel From (Y) -- now landing is 'first check order type, then skip steps (ii) and (vi) if any of the following. . .'
From a programming perspective, that's a terrible idea.
Now, I agree that we could make Aurora friendlier if 'Rejoin Mothership' and 'Land on (unit)' etc., included a provision to set the sub-fleet's Initiative to maximum before carrying it out -- the same way sending a load of colonists to a system body automatically creates a Colony there to receive them when the first ship unloads.
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Yes, true. From a programming standpoint it should be:
If (Fighter) then
Calculate Move
Check Landing Position = True
else
Only Caluclate move
A little oversimplified ;-)