Aurora 4x

VB6 Aurora => Aurora Chat => Topic started by: plasticpanzers on February 17, 2016, 03:36:18 AM

Title: bug or no bug?
Post by: plasticpanzers on February 17, 2016, 03:36:18 AM
I am engaged in combat with 4 of my California Class Sloops that are equipped with 2 size 3 missile launchers and 4 size 3 box launchers
and one missile fire control for all.   But...the game keeps unassigning the box launchers from the missile fire control and they never fire,
only the 2 size 3 launchers are shootin.   Bug?
Title: Re: bug or no bug?
Post by: TheDeadlyShoe on February 17, 2016, 04:16:07 AM
are you using automated fire?
Title: Re: bug or no bug?
Post by: plasticpanzers on February 17, 2016, 04:19:49 AM
I have set up auto fire and the ships are firing normally inc AMMs on the Escort Sloops and DEs but also i assign manually targets but they keep getting
unassigned which never happened before with other designs that have two launcher types.   My CAs work fine.
Title: Re: bug or no bug?
Post by: Steve Walmsley on February 18, 2016, 02:50:42 PM
I've removed automated fire from v7.2. It just causes too many problems for new players. I'll put something more advanced in its place at some point.
Title: Re: bug or no bug?
Post by: illrede on February 18, 2016, 09:30:47 PM
I've removed automated fire from v7.2. It just causes too many problems for new players. I'll put something more advanced in its place at some point.

NOOOOOOOO!!!!!!!!!


It's the only way I can get any kind of decent jump-point defense out of beams.
Title: Re: bug or no bug?
Post by: AL on February 19, 2016, 02:22:29 AM
I have to admit, even with its current implementation I found automated fire extremely helpful in mowing down the swarms of alien commercial shipping with my beam fighters. It was quite the time/click saver. Hopefully the replacement will be done in time for the 7.2 release
Title: Re: bug or no bug?
Post by: Haji on February 19, 2016, 04:09:31 PM
It's the only way I can get any kind of decent jump-point defense out of beams.

Really? Why? Because if it's reaction time that can be very easily solved by having your forces properly trained. If it's something else I'm curious to know what, as I can imagine no other advantage of automated fire. And I didn't even know they give such an advantage.
Title: Re: bug or no bug?
Post by: jem on February 19, 2016, 05:55:39 PM
Really? Why? Because if it's reaction time that can be very easily solved by having your forces properly trained. If it's something else I'm curious to know what, as I can imagine no other advantage of automated fire. And I didn't even know they give such an advantage.

They do allow fire on the very first appearance of the enemy, so you gain one turn. However there big advantage is that you can just advance time and not have to fiddle with clicking orders for 10 minutes.........

And honestly, removed auto fire is, despite all the problems I have had with it, kind of a dealbreaker for me since I do not look forward to manually assigning orders to kill 100+ ships.
Title: Re: bug or no bug?
Post by: Steve Walmsley on February 20, 2016, 06:06:33 AM
I wasn't aware it allowed ships to fire more quickly. That is definitely a bug. I'll take a look at a better option for automated fire than before v7.2 rather than removing it.
Title: Re: bug or no bug?
Post by: iceball3 on February 20, 2016, 03:12:22 PM
I wasn't aware it allowed ships to fire more quickly. That is definitely a bug. I'll take a look at a better option for automated fire than before v7.2 rather than removing it.
You may have misinterpreted it. As written the way they wrote it, it'd more lend to imply that the ship would be able to fire on the turn it acquired it's target, rather than having to wait a turn to be manually set to it. Basically means you can fire on ships 5 seconds earlier on the first strike, but doesn't affect subsequent strikes. Primarily this allows you to take shots on jumping enemies very slightly sooner than manual assignment. The timing would be similar to how secondary-stage releases on mines in terms of delay.
Title: Re: bug or no bug?
Post by: Sloshmonger on March 07, 2016, 05:14:11 PM
You may have misinterpreted it. As written the way they wrote it, it'd more lend to imply that the ship would be able to fire on the turn it acquired it's target, rather than having to wait a turn to be manually set to it. Basically means you can fire on ships 5 seconds earlier on the first strike, but doesn't affect subsequent strikes. Primarily this allows you to take shots on jumping enemies very slightly sooner than manual assignment. The timing would be similar to how secondary-stage releases on mines in terms of delay.
I've (ab)used it because it doesn't appear to account for delay due to training, in addition to being easy to manage if you only want to put one fire control on a ship.  I'd still use it if the first part was fixed, but if it could be put on a fire control basis rather than ship-wide, that'd be even better.
Title: Re: bug or no bug?
Post by: Vandermeer on March 09, 2016, 05:49:30 PM
I am glad there will be something to replace the automated fire, because as said above already, it is absolutely mandatory in dealing with swarms of facs, and I guess now also fighters.
I had specific designs created with only one fire control (since auto-fire only ever utilized one), that I set out to deal with this. (in the Astral Republic thread the very first thing was such a situation: fighting dozens of swarm facs + mothership in a nebula via complete automation)
On more than one occasion I actually just used my beam fighters to harass on some of the ai's quite sizable civil fleets. Clicking through 20-50 uninteresting civil targets is just not the job of the admiral..., and it takes long enough watching it play out even with the automation still.