View Full Version : ships won't fire at enemy planet due to treaty!
Dizzy
October 24th, 2006, 03:28 AM
Ok, probably a dumb noob Q, but I orbited/attacked an enemy planet with 20m pop. and 3 facilities and set it on Strategic combat and watched as my 5 ships did nothing.
I attacked again tactically and to my surprise, my missile boats did not fire at the enemy planet. Why?
Do we now need specific planet bombs to do this? Are missiles ship to ship now only?
I must've missed the memo.
EDIT: I have a treaty with another race stating neither of us may bombard planets. hehehe. Got to watch those damned treaty details closer!
Kamog
October 24th, 2006, 03:35 AM
This sort of thing has happened to me when my ships were out of ordnance.
Dizzy
October 24th, 2006, 10:27 AM
Ummm, nope, my fleet has 500/500 ordinance.
So missiles cant shoot planets or what?
tmcc
October 24th, 2006, 10:36 AM
Missiles can definitely shoot planets.
Baal
October 24th, 2006, 10:47 AM
I have the opposite problem. My planets won't shoot ships. Often times they just sit there and get pulverized even though they have enough weapoins to curb stomp the ships around them.
Dizzy
October 24th, 2006, 10:53 AM
Ok, well, I even declared war on the Sergetti's and then waited 2 turns.
I made sure the formation was good, wall and wall and the strategy was optimal firing range.
My ships have full ordinance and near full supplies.
The missiles are type 2.
The ships have basic sensors, but no combat sensors. I dont think u need them for missiles.
I know my combat design works, I blew up an enemy colony ship with them.
But when I attack this enemy planet, my ships in strategic mode do not approach the planet, they seem to fly away and combat ends after 20 secs.
In tactical I have closed on the planet to what appears point blank range and the ships will not fire at the planet.
What am I doing wrong? Trying to be patient here...
Captain Kwok
October 24th, 2006, 11:01 AM
Is the planet's population 0M?
tmcc
October 24th, 2006, 11:07 AM
I have only seen similar behavior when there is no population left on the planet. Did you manually select the planet as the target in tactical combat? Also try using the sector view to re-arrange your ships right next to the planet to avoid wasting time while closing.
Dizzy
October 24th, 2006, 11:37 AM
population count for the planet was 20 million of 500 million and the planet had 3 facilities.
The type 2 missiles are supposed to be able to target planets.
Dizzy
October 24th, 2006, 12:43 PM
Cybersoft in irc chat on spaceempires.net took my saved game which is 1.08 patched running kwoks mod and tried it and had the same problem.
Here is the link to the saved game: http://home.satx.rr.com/spiderwebs/Savegame.zip
I'm going to try another kwok mod game with as similar a setup i can and see if type 2 missiles will attack a planet.
Then I will try a stock game.
If I get the same issues, I'm gonna be pretty mad cuz that'd make a fairly broken game... but lets not jump to conclusions.
If somonw else wants to confirm my saved game task force 1 fleet cant attack that planet Id appreciate it.
Raapys
October 24th, 2006, 12:52 PM
Uh, I think that problem might be with the fleets. I've noticed extraordinarily stupid behaviour with fleets and decided to stop using them altogether until a patch fixes it.
Tried your save-game, removing the ships from the fleet didn't do any good either. I'd guess the problem is with the missiles. It says it can target planets, but I'm guessing they can't and that the computer knows this: that's why he move the ships away. I took off automove and autotarget and placed them right beside the planet and attacked it, but they still wouldn't fire. Is this a stock issues too?
Dizzy
October 24th, 2006, 01:01 PM
Well, I detAChed the ships from the fleet and the ships still wont fire at the planet.
Dizzy
October 24th, 2006, 02:41 PM
Ok, I tested it again in a new game but didnt use a task force. Just a solo ship. And it attacked the planet. I dont know why that one game doesnt work. But the link to my saved file is up there if someone wants to try it out and see what's wrong.
I dont know what to call this. An isolated bug? Something random? I'm hesitant to play this game more investing time and run into a game killer bug like this... I'll give it another shot with a committed game and see what happens.
Anyone else have this happen?
Suicide Junkie
October 24th, 2006, 03:34 PM
Does it have anything to do with the fighters on the planet?
Perhaps the missiles don't want to hit them.
The other thing I see is that the ships are all at exactly 50% ordnance... Which would be right when the first missile launcher's ammo goes empty.
Of course, I haven't seen any problems with having ordnance bays and ordnance in the weapon launcher.
Raapys
October 24th, 2006, 03:41 PM
Get the latest Kwok update(0.92) and avoid using fleets until a patch comes by, is my advice. At least when I tried using fleets a couple of times all my ships went crazy in combat and started fleeing the enemy instead of doing the 'optimal weapons range' thing like they should.
Dizzy
October 24th, 2006, 04:02 PM
Well if that's the case it may be a fleet issue. Cuz that's what my fleet did when I attacked the planet, ran away.
SJ, the planet didnt have any ftrs on it I dont think. The save game is above.
Second time around on a different game entirely, there was no issue. The ship quickly ran out of ammo, however, and I learned then that missile ships probably need some supply ordinance components.
Raapys, I think I have the 0.91 kwok mod. I''ll have to check. I d/Led it yesterday same time I bought the game.
Raapys
October 24th, 2006, 04:03 PM
There's a new version that came today, 0.92, it's a gigantic improvement.
Suicide Junkie
October 24th, 2006, 04:07 PM
I loaded the savegame you posted earlier. Fleet of 5 ships, planet with 20m people, miscellaneous supplies/ordnance, and about 15 fighters on the ground.
Raapys
October 24th, 2006, 04:08 PM
But his ships had Point defense weapons too.
Dizzy
October 24th, 2006, 06:48 PM
Ok, well why didnt the planet launch the ftrs against me?
Why, when I closed to point blank with the planet, didnt either my missiles or my point defence fire at something?
Suicide Junkie
October 24th, 2006, 06:55 PM
Try starting a new game, build fighters on a planet, and attack it with missile ships.
(It will help to force the galaxy to be only 2 systems large in settings.txt)
Dizzy
October 24th, 2006, 08:51 PM
Well, if I run across a planet that has ftrs again, obviously it will be tested. But I'd rather not beta test for the explicit purpose of beta testing. http://forum.shrapnelgames.com/images/smilies/wink.gif
Suicide Junkie
October 24th, 2006, 11:03 PM
Try sending that fleet to attack a different colony, and see if they do fire on a planet without fighters.
Shadowstar
October 24th, 2006, 11:05 PM
The difference between beta testing for Stock SEV and beta testing for Kwok is that with Kwok you'll get results faster.
Sorry, MM...
Dizzy
October 25th, 2006, 07:57 AM
lol... SJ, I'll send them over to a different planet and see mb if that planet doesnt have ftrs.
Ok, had to wait a turn for move, but I attacked a planet not too far away and ftrs from the planet launched at me. 11 of them and my ships engaged. I dont think I killed a single one of them. But they blew up 3 of my ships crippling 1 before they ran away possibly due to no more ordinance.
Pretty cool, but I'm wondering why my PD didnt kill at least a ftr. I'll have to ck that out.
After combat was resolved and I clicked to end, I had an access violation and the program terminated. heh
Shadowstar
October 25th, 2006, 12:00 PM
I haven't had much luck with PD. Seems it rarely hits anything, nor does it act much like PD should. PD should have a high rate of fire. Course, if it did then it might solve the issue of it never hitting anything. Hmm, might be a good idea for Kwok to experiment with that in the balance mod?
Raapys
October 25th, 2006, 12:40 PM
Personally I've no problem when I use the Point Defense Beams derived from Anti Proton Beam. They slaughter just about everything that gets sent on me, missiles, fighters, etc. With the Balance mod that is, haven't tried it in stock, and I haven't tried the normal PD cannons.
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