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Докладване на проблем с превода
You can order your fleets to go on other missions while they're still out there, but if they have nothing else to do, they'll come back to their base. This is done a) for realism - no fleet would stay out in space indefinitely without orders - and b) to make it easier for players to keep tabs on their fleets. I secretly suspect that Mecron felt bad for all those lonely scouts who were forgotten in countless out of the way systems in SotS Prime.
Focussing requires, for some reason, extreme precision. You have to be perfectly on target, which gets harder the further you zoom out. It's much easier to do from the scan view, though. The icons are much easier to hit.
I'm not sure what you mean with the trade. As long as you have freighters and enough docks on your civilian station, they'll operate. Unless you're not close enough to planets that can import, but I'm not sure of that. We Hivers have unlimited range, after all.
The range of your fleets outside of your supply range is endurance x speed. Adding supply increases endurance, but since it's shared across all ships, if you have lots of ships with little endurance, you'll need to add more supply to increase the range of your fleet.
Hmm I also would argue realistically that in a military setting a unit, especially a ship, wouldn't return to base unless they were instructed to do so or truly needed to for supplies. I rather have a unit floating in space but near a point where I can control an enemies movements.
For that you have the patrol mission which will make a fleet stay at a system for as long as its supplies last. Seeing as one turn is one year (except for admirals, unless they've fixed this since I last checked), they can stay out for quite a while longer than I would ever care to stay in a metal box surrounded by near-instant death together with probably increasingly cranky mates.
And yeah, if missions end for any reason the fleet does start heading home. Fortunately, you can now assign 'returning' ships a new mission if they've got the supplies to do it, which has been a much needed feature.
Not sure about the F key problem, but I have noticed that because the tactical maps can be pretty huge it can sometimes be difficult to accurately click on anything when you're zoomed out. Best option I find is to go to sensor mode, but then that's pretty much always the best policy when you're zoomed out.
As regards trade, the number of freighters you can use depends on the number of docking bays at the civilian station. If you want to field a lot of freighters, upgrade the civilian station. Also, heavy freighters (not Q ships) effectively count as two freighters for one docking bay.
If you look at a ships supply on the design screen, you'll notice there are two numbers, the first is how much supply the ship uses each turn. The second is the total supply capacity. Divide the latter by the former and you have the range in turns (which is also displayed below). Different sections, modules, weapons and the strength of the ship's crew and reactor will cause it to use different levels of supply, so if you want to build a long range explorer ship try giving it energy weapons instead of missiles, for example. If you want to increase range by adding modules, make sure you're not also increasing crew numbers or reactor, "Camel" modules, for example, just add to supply and nothing else.
I'd recommend taking a break myself, maybe come back in a few weeks or a month or so. It sounds like the AI is going to get another major upgrade in the next patch, which it badly needs.
I gave up on this thing for about a year after that horrible release build, but I have to say, I kind of like where it's going now. It's less of a tight, competative strategy game like SOTS prime, and I get that that's going to piss off the majority of fans, but I think there's a different kind of fun to be had. I'd compare it to something like Dwarf Fortress, in that while it's not a role-playing game as such it tends to lend itself very well to creating unscripted narratives, and I personally find that fun. Your tollerance may vary.
It does need a lot of polish to the UI, but I kindof like a lot of it, even the admirals make sense, even if transferring ships should be able to transfer without a new fleet being created. Docks - makes sense, but surely a single dock can be shared amongst several freighters (like a runway can handle many planes!)
Still, if they can keep fixing a load of things and don't assume that becuase it is no longer in the "WTF is this" category they can stop updating it, I'll try again.
You can actually relocate ships without needing a fleet now. After selecting the mission, there's a buttong called "reserve transfer" in the lower left corner, next to the target system. This allows you to put ships from reserve fleets into convoys and fly them wherever you need them to be.
Heavy freighters use one dock too, but they can transport double the amount of goods. It's not really a solution, but if you want to build less docks or can't build more, this is the way to do it.
edit: turns out it only applied to the relocate mission type, so that's not tootally terrible.
But there are more ♥♥♥♥♥♥♥ I found today: I researched battlerider hangers that can be added to naval stations... no idea how to do this though. Nor could I open displomacy with the other empries. I think another 6 months before it ggets properly playable, it feels like a demo at the moment.
The description of the hangars is wrong. You actually have to prototype and build battle rider platforms.
I'm not quite sure, but I think in order to open diplomacy you need to research Xeno-Colloquy in the political tree first.