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You can bypass that by drag the move order and move it a bit further away from the actual destination point. The ship will start the travel engine again but now you have to stop the move order at the point where the ship reaches the place you want it to be. The ship will instantly stop on point.
Drag and drop last move doesnt really work and generates a lot of issues - imho - when its a fleet
This is a true game killer. I cant intercept anything. Even on direct attack order, it often starts with 50m/s
Alternatively, you can create, and immediately remove, an intermediate moving order for the same effect without having to worry about the end point.
but that will not work with attack orders anway
I mean yesterday :)
I don't know if it's a bug or an unsatisfying compromise to deal with the simulation's complexities. Doesn't change the annoyance, though.
The best tactic I found so far to intercept, say, a pirate ship is the good old pincer attack: have two ships follow the target, order one of them ahead of it, and when they're in position order the attack.
I totally agree 100%.
The problem is ai pilots have a fundamental problem activating travel drives except when they are using Terran combat drives that have very low spool up time.
I'm guessing this is to do with the game stopping them from them over-shooting target destinations, so they decide to creep to the destination rather than speed up.
It's another clunky-clunk mechanism that needs fixing.
Personally I use the Terran drives because I'd rather they overshoot, and manually intervene with stop/cancel orders shenanigans rather than waiting for them forever to get somewhere.
All combat engines activate travel mode instantly, but with the terran ones it's more noticeable in the map screen because of their very high acceleration.
Iv'e personally witnessed so many occasions where it's obvious ships are not using travel drives, even ones with 4000 kph creep along at a snails pace crossing a sector. This is further evidenced by the fact that if you manually take over the ship it's a totally different story.
X4:F v1.0 and years after when you told a ship to explore a sector, it would never use the travel drive. Think about how long it'd take to explore an entire sector without a travel drive.
They're not using what we'd consider AI. It's still state machines. Which is crazy considering they pride the simulation aspect of the game. Pride it so much they're letting the avg user have around 30fps. Modern AI's are run typically run on the GPU, not CPU.
for the combat side, i think it's depending of the level of the pilot, more they are low, more they are slow, but on my side i try to not let's her fighting because the AI are too stupid and eat all the shield in making turbo dance for nothing, they help more the ennemy to destroy us than helping us...
For example:
I have set a ship to loot things on some spot, and then fly back.
He fast travel to go loot, straight to the point
Then he fast travel back in a secure spot, at max speed until he reachs the point
And then immediately fast travel to the next objectiv.
It works so well that it makes it obvious that in any other case, its bugged
the other orders when suddenly pilots go super-slow if obviously a bug. No doubt at all