The Fleet attack behavior is still broken in 7.00

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MKL81
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Joined: Tue, 25. Jul 23, 15:49
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The Fleet attack behavior is still broken in 7.00

Post by MKL81 »

The squadron and L-Ships behavior in vanilla was my primary reason why I switched to using mods and now, since many of them were incompatible at the launch with 7.0, I had to remove them and sadly what I see in terms of ships working in fleet - still leaves much to be desired.

On prime example are my "Rapid Response" Katana wings, that I have to quickly react to pirate/Khaak treat in key sectors. When I tell my squadron to manually attack a number of ships, it piles up the attack command, okay. Then, once 1st target is destroyed, the squad lead moves on to next sector, engaging travel drive, while the rest of my 4/5 star geniuses in their Katanas are stuck with "fly and wait (auto)" command, slowly traversing to the next target. As a result only the leader arrives at next target and starts the fight, then sometimes he gets his ass handed to him and cries for help.

I imagine the "fly and wait" command is to sync the fleet before they move on, but why then the leader is not doing the same?
CBJ
EGOSOFT
EGOSOFT
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Re: The Fleet attack behavior is still broken in 7.00

Post by CBJ »

If you have specific examples, and suggestions as to how you would like your ships to behave in those examples, as well unmodified savegames to demonstrate the situations you're describing, then you're welcome to post them in Tech Support or Public Beta Feedback. Everyone's idea of how the AI should behave is usually different, but with clear examples we can at least see whether we can improve specific situations.
MKL81
Posts: 136
Joined: Tue, 25. Jul 23, 15:49
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Re: The Fleet attack behavior is still broken in 7.00

Post by MKL81 »

CBJ wrote: Thu, 27. Jun 24, 13:28 If you have specific examples, and suggestions as to how you would like your ships to behave in those examples, as well unmodified savegames to demonstrate the situations you're describing, then you're welcome to post them in Tech Support or Public Beta Feedback. Everyone's idea of how the AI should behave is usually different, but with clear examples we can at least see whether we can improve specific situations.
I can try to provide savegame file where I replicate such scenario, however I DO have few minor mods, namely:
Learning All The Things;
Sector Satellites;
Trader Seminars;
Teladi outfits (naked Teladi with a helmet look just dumb :) ).

I honestly do not think any of these influence this behavior, so it is up to you to decide if something like that can be submitted still?

Also, I was experimenting with the attack command for fleets and the only workaround for this issue is to add another targets WITHIN THE SAME attack command, so that there is only one manual attack behavior at a time, present in order queue.
CBJ
EGOSOFT
EGOSOFT
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Re: The Fleet attack behavior is still broken in 7.00

Post by CBJ »

No, I'm afraid that mods invalidate things. Aside from the potential of having unknown effects, they can make it a real pain for us to load the savegames.
MKL81
Posts: 136
Joined: Tue, 25. Jul 23, 15:49
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Re: The Fleet attack behavior is still broken in 7.00

Post by MKL81 »

CBJ wrote: Thu, 27. Jun 24, 16:29 No, I'm afraid that mods invalidate things. Aside from the potential of having unknown effects, they can make it a real pain for us to load the savegames.
If I deactivate them and save afterwards - will that change anything? Or the mod data are somehow influencing the save data?
CBJ
EGOSOFT
EGOSOFT
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Re: The Fleet attack behavior is still broken in 7.00

Post by CBJ »

It doesn't help. We have no way of knowing what effect the mod has had, and left, in the game.
Caesar999
Posts: 61
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Re: The Fleet attack behavior is still broken in 7.00

Post by Caesar999 »

It shouldn't be too difficult to spin up a creative start to replicate the behavior, no?
CBJ
EGOSOFT
EGOSOFT
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Re: The Fleet attack behavior is still broken in 7.00

Post by CBJ »

No. There are far too many variables for it to be practical to spend hours trying to recreate a situation that a player has briefly described, in the hopes of seeing what they are seeing. We have plenty of test environments of our own, but to act on feedback from a player we need a specific situation and a savegame that demonstrates it.
Caesar999
Posts: 61
Joined: Sun, 2. Jun 24, 20:07

Re: The Fleet attack behavior is still broken in 7.00

Post by Caesar999 »

CBJ wrote: Fri, 28. Jun 24, 19:20 No. There are far too many variables for it to be practical to spend hours trying to recreate a situation that a player has briefly described, in the hopes of seeing what they are seeing. We have plenty of test environments of our own, but to act on feedback from a player we need a specific situation and a savegame that demonstrates it.
Sorry I wasn't clear. I was actually suggesting that for the OP, not Egosoft.
MKL81
Posts: 136
Joined: Tue, 25. Jul 23, 15:49
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Re: The Fleet attack behavior is still broken in 7.00

Post by MKL81 »

Well then I don't think I feel like making such effort to start a new non-custom game and grind for hours to get to the point where I can provide data and keep fingers crossed, that maybe, just maybe someone will take a look into it.
MKL81
Posts: 136
Joined: Tue, 25. Jul 23, 15:49
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Re: The Fleet attack behavior is still broken in 7.00

Post by MKL81 »

Caesar999 wrote: Fri, 28. Jun 24, 19:27 Sorry I wasn't clear. I was actually suggesting that for the OP, not Egosoft.
I could try to recreate this in creative mode, so far only recorded the video, showing this exact behavior, wonder if anyone else has the same issue or it is somehow my fault: https://youtu.be/xfy9yLjE188

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