Home World Forum
Stars! AutoHost web forums

Jump to Stars! AutoHost


 
 
Home » Stars! 2.6/7 » The Academy » splitting a mixed fleet results in different speeds?
splitting a mixed fleet results in different speeds? Sat, 02 April 2005 05:41 Go to next message
griboedov is currently offline griboedov

 
Crewman 2nd Class

Messages: 14
Registered: March 2005
Location: netherlands
Quite often I use a spore cloud merged with a small freighter(+fuel miser/fuel tank) to increase the warp 9 range of my settlers and to move some extra pop to the new settlement. One turn before arrival I split the fleet, set the spore to colonize and move any excess fuel to the freighter if necessary.

Even though I always check the speed of both vessels after splitting, sometimes the freighter appears to have decided to drop to warp 4 singlehandedly, thus delaying my pop transport.

I haven't figured out when this happens and don't know how to prevent it from happening. It just looks like a random feature. It may very well be, that the freighter, if the returntrip is already scheduled, calculates that it should save on fuel now, even if I know that it will make it back easily when empty. But, not entering a return trip does not guarantee warp 9 either.

-0-0-

[Mod edit: split to another topic > Yet another annoying feature (but predictable, so less severe):
Distances just over 162ly (i.e. 162.04) are often calculated as a 2 year trip. A similar thing happens when I plan to settle at warp 8 and the distance is 128.01]


[Updated on: Sat, 02 April 2005 08:19] by Moderator





Despite the general belief, it is possible to compare apples and oranges.

Report message to a moderator

Re: splitting a mixed fleet results in different speeds? Sat, 02 April 2005 07:32 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
Splitted the topic in two.

mch,
modaw

Report message to a moderator

Re: splitting a mixed fleet results in different speeds? Sat, 02 April 2005 08:01 Go to previous message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
griboedov wrote on Sat, 02 April 2005 12:41

Quite often I use a spore cloud merged with a small freighter(+fuel miser/fuel tank) to increase the warp 9 range of my settlers and to move some extra pop to the new settlement. One turn before arrival I split the fleet, set the spore to colonize and move any excess fuel to the freighter if necessary.

Even though I always check the speed of both vessels after splitting, sometimes the freighter appears to have decided to drop to warp 4 singlehandedly, thus delaying my pop transport.

I haven't figured out when this happens and don't know how to prevent it from happening. It just looks like a random feature. It may very well be, that the freighter, if the returntrip is already scheduled, calculates that it should save on fuel now, even if I know that it will make it back easily when empty. But, not entering a return trip does not guarantee warp 9 either.

How exactly do you split the fleets? Do you delete the waypoint for the fleet, than split the fleet and assign the planet as a target again? Or do you just split the fleet?
Just asking because when you give a fleet colonize orders and give it a target it tries to get there as fast as it can, while a fleet with no colonize order will pick a slower speed ...

As a side note this is a trick often used to send out scouts, you give the scout the first target and tell it to colonize (this first speed setting you need to make manually) after that you start clicking the planets in the order you'd like to scout them and the scout will choose the speed needed to get everywhere ASAP ... (ignore the "can't colonize" message you'll get Wink )

mch

Report message to a moderator

Previous Topic: Late game score problem - ressources
Next Topic: Distance rounding errors
Goto Forum:
  


Current Time: Sun May 12 19:42:01 EDT 2024