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Bir çeviri sorunu bildirin
"Attack My Target" should work exactly as if you box selected all those ships, and right clicked on enemy.
You're only using those mods (except framework) right?
"Combat AI / Formations / Flight Physics"
I'll need to check this combination for issues, TPP formation control is very recent and wasnt tested in vanilla, even though it should work the same.
I have noticed if I go into the Fleet overview window (N) I can select all the ships and just right-click on each enemy and they will go attack it, but I was trying to get away from the manual-ness and just tell them to attack and help deal with fleets, as I like to pilot my own ship more than the RTS stuff.
With that said, the ships are..fairly large? My entire fleet is 8-Slot ships at the moment, with a variety of weapons, typical load out has 1-3 Cannons/Railguns and a handful of lasers/chainguns/bolters etc. None of them are running fighters currently.
The biggest issue I have is if I order "Attack My Target" their little icon usually goes into the "Chase Enemies" icon and they go to BFE and sit there (they don't even attack unless I set their turrets to auto). If i issue a "Regroup" command and then "Attack My Target", they will eventually attack the target after several attempts, and once the target is dead they go into the "Chase Enemies" icon and go back out to BFE even though I'm still swarmed by other enemies.
That would be correct behaviour in few scenarios with Aggressive order:
1. your ships had long range weapons ( 20 km+ )
2. ship had no armed turrets
3. ship is a Carrier, keeping larger distance than regular ships
If that was a formation, then just commanding ship may be the issue.
Not sure what's your equipment, or exact order used ( smart attack? aggression ? ),
so that's all i can think of.
Nope, something breaks spawn system completely, causing invalid ships to appear.
Invalid ships will appear to "flee", but are just removed to clean up bugged enemies.
Increasing Threat seems to not be causing this (as long as you have Extra Ship Classes Core enabled),
just checked and pirates spawned correctly.
Any mod can cause conflict - other overhaul (like SDK), turret mod, Starfall, or anything that plays with spawn system in any way.
You can post your modlist at main mod page - Mod Compatibility thread, or upload serverlog for me to check.
Fighters are attacked automatically by defensive weapons, so by default that was correct behaviour(even in vanilla).
Aggressive depends on average range of turrets - so if enemy carriers were too far, that's correct.
Move & Smart attacks are there to control ships in combat, when automatic fight is not enough.
Not sure about "laggy" part, combat AI has no impact on game performance.