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Why Are Enemy Fleets Moving On My Turn?

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12 years ago
Jan 3, 2013, 9:00:02 PM
I don't understand why enemy fleets are permitted to move during my turn. Isn't this a turn-based game?
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12 years ago
Jan 3, 2013, 9:55:04 PM
I think it's by design, as for AI enemy fleets it should only happen at the start of your turn.
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12 years ago
Jan 4, 2013, 1:47:52 AM
It is a simultaneous turn based game. Everybody conducts their turn at the same time, including the AI.
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12 years ago
Jan 4, 2013, 7:31:53 AM
Which means you need to wait 10-15 secs at start of a turn before clicking things or you might automate a fleet battle or something hehe!
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12 years ago
Jan 4, 2013, 8:36:49 AM
Or you can use it to catch fleeing fleets, if you can make it to the system they're heading in one turn!smiley: yell
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12 years ago
Jan 4, 2013, 7:32:10 PM
Basically you're in a staring contest with the AI faction controlling that fleet. Your fleets don't move until you click the move icon, essentially the same thing with them, so you're both waiting for the other to move first. Kind of frustrating if I'm waiting for one of their fleets to move so I can crush it and move my fleet, but them's the breaks...smiley: smile



One thing that sometimes works is to save the turn, then load that saved turn. For whatever reason, sometimes the AI will move as soon as the save is reloaded.
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12 years ago
Jan 4, 2013, 8:13:42 PM
The simultaneous turn mechanic is not supposed to be a waiting game or a fast clicking game. If you see an enemy fleet at a system and it might move away, the only way to be sure of catching it is to send fleets to nearby systems and put them on intercept. That way, the enemy fleet will be prevented from leaving. It is not a guarantee, but to me, it adds an interesting planning aspect. Of course, one can perform many exploits by reloading a save game, but this will not help much in multiplayer.
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12 years ago
Jan 4, 2013, 9:31:10 PM
Not sure I'd call reloading an "exploit", but you're right that it's only something that can affect an SP game.



And in SP, though the game is technically simultaneous, there are things the AI can do that no human can. If I'm moving a fleet to one of my systems that has one or more ships in the hanger, and an AI fleet is in that system, there is no way I can combine those fleets before the AI initiates combat. Reverse the situation, however, and the AI can always combine them before I can initiate. I don't see such things as a problem with the game, since I believe the AI needs a few advantages to compete with a human player. As you say, they're just a part of the game that forces a human to plan ahead.
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