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In an attempt to keep things constructive, I think I can help you with the exact issue that you're talking about. The problem is with fighters/bombers and how the host ship starts to move towards its destination but doesn't engage its hyperdrive until all of its fighters are on-board - however the fighters aren't fast enough to catch up with the main ship when off-screen and dropping to not being rendered in real time.
I removed carriers from my fleets and removed any fighter modules from my other ships and I stopped having this issue entirely.
Whilst this is a workaround to an issue which obviously needs fixing, it does help you to stop pulling your hair out over frustrating little things like this.
Thanks. I'm not the OP, but hearing this sure does help me. We can't even begin to understand what is happening if the game won't render the fighters unless someone like you experiments and helps us out. Thanks again!
Hi Jaffa.
I don't think that is the case because this behavour is not only when you lets say attack another target and your fleet is trying to gather and go to another point. I have problem even with fleet that has been stationing for years and I want to attack/move to target with them. I have seen similiar topics with that and the workaround is to zoom in and out and then those idle ships are finally move their assess.
That is not a minor bug. It makes the game unplayable for me.
We are talking about basic stuff like moving units FFS...
This does not mean your ships will do exactly what you order them to do all the time, nor does it mean they won't decide to do stuff on their own sometimes. It's complicated. The insight you need to start figuring it out comes from the realisations that:
* Each ship design has a set of base orders that are set in the design screen (top left row of buttons) which are inherited by all ships of that design built
* Each fleet has a set of orders (accessed from the orders button in the bottom left fleet inspection window and originally optionally set in the fleet template window)
* Each fleet has a set of override orders that can, with the right settings, override the behaviour specified in the ship design screens and/or fleet template screen for that particular fleet (also accessed from the orders button in the bottom left fleet inspection window)
* alternatively each individual fleet ship can have its own default orders changed from its design defaults
* There is a fleet orders setting that lets you toggle between telling the ships to obey fleet level ship override orders or obey their own design or custom orders.
You fleets will execute these base orders whether they are on manual or not. Ther are actually good reasons for that, such as it enables them to defend themselves when attacked and you're not looking and it also enables them to clear out a bunch of ships or monsters from a system on one manual fire and forget order. It is complicated and I am not going to try to pretend it's intuitive nor that it couldn't have been done better however
a) it is extremely flexible allowing you to make your fleets, both manual and automated, to do pretty much anything you want
b) it does work
This is Scott's video that explains and demonstrates some of what you need to know and understand:
https://www.youtube.com/watch?v=-6kbVzHAq9M
A couple of examples where you might find your ships acting weird:
* If some ships are set to retreat when faced with enemy 100% strong and the rest 200% strong then they may not move where ordered whereas the others will if there is a monster of e.g. strength 150% around.
* If the engagement range of some ships is set to "system" (by some combination of fleet and ships orders) and others are limited to "nearby" then the first lot might hair off to attack something while the others stay put.
This sort of behaviour is intended and there are reasons why players may take advantage of it for various reasons, but it is probably not what you want to see right now. The answer is to understand how these fleet and ship base orders work and get them all sorted out for your fleets. Get your ducks in a row basically. Scott's vid will help.
What I can give you a few tips to make you fleets behave as many players would like to begin with:
* make sure all your ships and your fleet have the same disengagement orders, both the order concerning damage and the order concerning enemy strength
* make sure you set your ships (in the design screen for preference or manually in the individual ship orders) to have the biggest possible engagement range.
* Use the fleet engagement range, which is conveniently the top one on the window, to restrict engagement range when you want to stop them hairing off to attack things and stay put. The most restrictive range is "nearby" which means an individual planet of moon. The next most restrictive is "same location" which means a planet and any moons/asteroids associated with it. This a simple and convenient way to open and close engagement range for a fleet.
You may wonder why that last one works. Well the game kinda lies to us. What it actually does is, for each ship, choose the most restrictive engagement order between fleet and ship orders regardless if you set the fleet to follow only fleet orders or to follow ship orders. Scott's video explains this totally counter-intuitive behaviour well, I urge you to watch it.
Once you've mastered this you will be able to get your fleets to do what you want them to do. Eventually. But if you didn't even realise that a manual fleet is not really a manual fleet as such you'd probably just get the impression fleets are bugged to buggery and beyond.
April 22, 2022
ERutins: Hi everyone, a new beta update today on Steam and GOG, which we hope will be the basis for an official update focused on resolving crashes and performance issues early next week:
[3:36 PM] ERutins: Changes in 1.0.3.7 Beta:
- improved general performance, especially in very large games
- reduced likelihood of hangs before autosaving
- added fix for rare memory corruption when animating space creatures
- further adjustments to some map overlays to improve performance (long range scanners, exploration, diplomacy)
[3:37 PM] ERutins: We're also going to be spending the next week or two now focused on reported gameplay and game logic issues to try to improve the game experience for those players who have been able to play without any crash or performance issues DW2 since release.
Thank you.
With that post in mind I'm going to stay away from this game at least for another year.
But the lesson has been learnt - download and play next game made by Code Force before buying it.
Same logic is pretty much applied to any game these days, they all come out incomplete and untested, its just the way it is these days, left to the community to test, and there is no governing body that is policing or enforcing standards to any developers (hopefully the gaming industry will be more serious on that soon) fortunatley with codeforce/matrix they actually are patching their game regularly, and don't ask for money (dlc) for the updates. Atleast not so far. A lot of other developers are far less transparent. So no need to be too harsh on the game or these particular devs imo. Its an industry wide problem.
This is not an excuse for poor QA, but to expect games today to be released in a state where numerous patches are not needed is unrealistic.
I always assume EVERYTHING is Early Access/Beta regardless of what the title says. If I want to make sure a game is 'finished', I wait for months if not over a year before buying. Saves me a lot of frustration and money too :)
If the asking price was $30 or less and actually tagged as an Early Access title, then there would have been significantly less pushback. But the asking price is $50 and is being portrayed as a ready-to-retail title.
Exacly.
We are not talking about quality of life improvements, texutre clipping or something similar.
We are talking about critical, major bugs that FOR SURE developers knew about it before release. What annoys me even more then gready and lazy developers is people who are defending those practicies.
Did CDP Red knew about the state of Cyberpunk on the release ? - of course they did.
So why did they release it ? Because they could.
Because that is the market right now... The quality of AAA games and games in general keeps falling year after year. People have accepted 20 GB day 1 patches, day 1 DLC's , pre-ordering to get content cut of from game to sell it again... People are idiots and if this trend will sustain I have no hopes for the future.
To wrap this up. Like Premium wrote : if the asking price was 15 $ and EA tag with release date for example 1Q 2023 I wouldn't have problem with that. But that is not the case and we have been cheated.