Aurora 4x

New Players => The Academy => Topic started by: Resident Evil on March 01, 2019, 10:33:23 AM

Title: Landing on moving carriers
Post by: Resident Evil on March 01, 2019, 10:33:23 AM
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
Title: Re: Landing on moving carriers
Post by: Garfunkel on March 01, 2019, 12:45:11 PM
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).
Title: Re: Landing on moving carriers
Post by: Resident Evil on March 01, 2019, 12:53:59 PM
Thank you so much.

I never even thought about how Initiative worked. Flight operations are going much more smoothly now  :)

ZG
Title: Re: Landing on moving carriers
Post by: TMaekler on March 04, 2019, 06:48:32 AM
I would consider that a bug. Initiative shouldn't be calculated for landing operations.
Title: Re: Landing on moving carriers
Post by: Father Tim on March 04, 2019, 09:42:33 PM
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.
Title: Re: Landing on moving carriers
Post by: TMaekler on March 05, 2019, 11:10:40 AM
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 ;-)