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However, to overcome the loss of the AI button do this:
1. Select your lead ship/div.
2. Press PAUSE
3. Select "Retreat" from the navigation options.
4. Press PLAY (x1 speed) then PAUSE again.
5. The green Arrow pointer shows the steering bearing for Retreat. That means if you click 180° away from that direction the arrow points, you will be headed for the closest enemy ship. Click the direction 180° away from the arrow direction. This also resets the navigation to SAIL.
6. Your ship/div will have taken a micro turn away from it's previous course but settled into a course directly toward the enemy. Congratulations, you've just set course toward the enemy.
Smoke readings completely unnecessary.
Dude thanks so much. I would never have thought to reverse engineer the system.
Bummer about the game balance but I'm sure they'll fix it.
Before you give up on the game would you consider trying modded files? Check out the DIP project on Nexus mods.
P.S. I wouldn't mind the smoke readings if they either made them actually work and increased the sighting ranges of ships, or gave us an ACTUAL compass bearing on the sighted smoke, not a call out that doesn't obey actual compass bearings. It reports something like North West when actual bearing is only a degree or two off North or West. This really messed me up when I first played and I hated the game for it. I almost stopped playing it just for that bit of game logic stupidity. If you don't understand naval navigation/sighting, you shouldn't make a game that uses it. I was all good once I found the AI bit and ignored the silly smoke readings.
Going to agree with Emma.
Sometimes, no matter how much you like the premise of a game, the BEST thing to do is to walk away.
I did for pretty much ALL of 1.5 and only came back for 1.6 to see if there was any improvement or if I wasted my money.... (Jury is still out....). The frustration level over the game just isn't worth it most of the time.