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Did you check your game-files and are you running any mods?
And the title is kinda misleading if you are talking about your overall naval capacity since there is a fleet-limit now that determines the maximum limit of an individual fleet.
Here are three things that I have noticed.
1: You have an overall NAVAL CAPACITY (listed in caps to show that it can be changed based on things like researched Techs, etc) which is represented in the Uppermost Right area. This number represents how much of a Navy you can have (keeping in mind that Corvettes are 1, Destroyers 2, Cruisers 3, and Battleships 4).
2: See the picture for this next bit: http://steamcommunity.com/sharedfiles/filedetails/?id=1315742345
This picture shows that I have 4 Military fleets. For simplicity's sake, they are all Corvettes. There is a number that is listed by each fleet; the first number is (34/150) (37).
The first part of this, in yellow, is (34/150). This number means that my ability to COMMAND a FLEET (again, listing in caps to show it is able to be changed based on researched Techs, etc) is maxed at a fleet whose naval capacity is no greater than 150. {I'd like to point out for anyone who isn't already aware, that you can command a fleet that is as big as you want - but if you don't have the naval capacity to support a fleet that size, you'll suffer a deficit in your income. The reverse is also true: you could easily have a naval capacity to swarm the Enigmatic Fortress - but if you are limited to being able to command a fleet that is only a handful of ships, that will mean a lot of smaller fleets, probably each with their own Admiral so that they can survive.}
3. That final number, in light blue color, represents the current setting that you have listed in your "Fleet Manager". That is the template creation mechanism (which is REALLY BUGGED right now, Paradox, as I am sure you are aware!)
I currently have the individual naval capacity set to 37 for all of my fleets.
- - - - - - - -
PARADOX, THIS PART IS FOR YOU!
I've been thinking about changes that would make this better. Here is one idea:
I request that you change the last two numbers to make it easier for all of us! Instead of having a number like
(34/150) (37)
which, if you read this out loud, is kind of like saying "I have 34 ships in a fleet that can go up to a max of 150, but I currently have it set to a max of 37". Sounds mouthy... it's really bad, actually. Visually, though, it is horrifying! I request that you consider writing it like
(34/37) (150)
as I feel it would be easier to understand. It would be like reading it as "34 out of 37 ships, in a fleet that could go up to a max of 150". Doesn't that sound much better? It would also be easier to understand visually! You can create a small ToolTip for the FLEET COMMAND number which says "You can command up to XXX Naval Capacity" or something very similar. You can also create a special ToolTip for the actual Fleet numbers. In this example, it would read something like "This fleet contains 34 Naval Capacity and can currently hold up to 3 more. Change this setting in your Fleet Manager".
- - - - - - -
Fleet Manager Bug, see screenshot
http://steamcommunity.com/sharedfiles/filedetails/?id=1315750660
Bugs noticed:
1. I wonder why it says I have ZERO out of 37 Naval Capacity in the currently selected fleet, considering it actually has 28 ships?
2: Over in red, the upper mid-left, why does it say my Naval Capacity is 203 out of 152? You can see off to the right, hidden partially behind the Fleet Manager, that I really only have 116...
3: Why does it say that 4 fleets need to be reinforced with 87 ships? Their max Naval Capacity is set to 37. Even if I built all the remaining ships to fill the empty spaces in my fleets, that's only a Capacity of 32. So where the heck did it get 87 from?
1. You have 28 ships in your fleet but none of them are of the design listed in the template.
2. The red number is how much naval cap you will use if you do reinforce all fleets according to the fleet template.
3. It's 87 ships total spread over 4 fleets, not 87 ships for each fleet. The disparancy comes from there being ships in your fleets that are not part of their respective templates, so they don't count towards the template's naval cap.
I am not sure it's broken, just rather complicated to use correctly. I don't use the auto-update feature for ship designs though, so maybe that does break it.
It can be fixed by splitting and remerging OR by making a minor change in the design and upgrading again.
Altho... plenty of people are just using it wrong and calling it broken/bugged.
1: between ascension perks, edicts, techs, etc it's actually pretty easy to hit 200 well before the endgame crisis events. Before I realized the hardcap existed I had sunk a fair bit of extra research into further bonuses that ended up doing nothing. I was actually at 200 well before I had access to the repeatable endgame +Fleet cap tech, rendering that line of advancement 100% useless.
2: The AI completely ignores this cap. Every time my Federations leadership was passed my way I was given control of the major Fed fleet which was generally sitting at ~310/200.
I don't exactly mind the idea of having 3 fleets at 100k each rather than say 2 at 150. Aside from the obvious issue with leader cap and multiple admirals (or admirals moving their fleets at dissimilar speeds, leaving you at a disadvantage coming out of hyperspace) it might actually be smarter to strategically to distribute your ships across more systems, as obviously nothing prevents them from coming together if needed but from a personal perspective if I have to abide by a stupid rule, I'd rather the AI did too.
In2.2 version i have noticed that fleet limit do not change with your pop grow.
This is some bug or the game feature?
Feature.
Only soliders job will increase fleet limit (but you can stack quite high boost from pop later in game - ESPECIALLY if using slaves & thrall worlds).
But current economy will allow you to go overcap of starbases, so it isn't an issue in fact.
yeah saw it, and deleted the post, but you were to fast XD
You can in fact easily go over most limits in this patch, sometimes quite dramatically. =)