Homeworld Remastered Collection

Homeworld Remastered Collection

Complex EVO [HW Remastered]
Dreska 2018 年 12 月 27 日 上午 6:25
Frustrating AI due to anti-missile turrets?
Hello I'm new to Complex & am enjoying it

My only complaint is that any capital ships with anti-missile guns seems to forget my orders constantly (whenever a missile/mine/explosive enters range i guess?)

Am I doing something wrong? Or is there some way to mitigate this?

I'm basically forced to create 1 dedicated anti-missile ship to limit the effect of this.
Ideally I'd like do spread my anti-missile guns across all my capital ships so no ship is a priority target, but this essentially makes them all uncontrollable until either I die or the enemy dies

Or obviously I could make none & rely on defence fields but this isn't how I wish to play
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~[BEATBRAIN]~GERMANY® 2019 年 1 月 5 日 下午 4:22 
In which behavior mode are your ships? Actually, they would have to shoot them automatically.
Dreska 2019 年 1 月 5 日 下午 9:33 
I have tried defensive & aggressive, its the same
Haven't tried passive - perhaps it would allow me control but presumably it would stop firing which defeats the point

In case I wasn't clear, basically what happens is whether I give a move order or attack order, the ship's target switches to incoming missiles & it doesn't return to previous orders afterwards.
This essentially paralyses the ship until theres no more missiles (it still shoots, I just can't give it orders).

In the unmodified game you can essentially issue 'fire while moving' commands where the ship prioritises its firing solution yet does its best to follow your directions. I thought the missile targetting would behave like this but it seems to refuse all other orders
Boots of Doom 2019 年 1 月 15 日 上午 9:42 
No, this is just a limitation of the engine apparently. Agreed that it's highly frustrating, especially since the click-to-win nuke spam from motherships means that anti-missile cap ships are completely compulsory.

Even worse is that your ships will shoot down allies' missiles as well.

As Beatbrain says above, you can get them to move without "forgetting" their orders by putting them in passive (blue) mode. In which case they will carry out move orders uninterrupted but also fail to shoot down any missiles at all, which is hardly much better.
最后由 Boots of Doom 编辑于; 2019 年 1 月 15 日 上午 9:43
Dreska 2019 年 1 月 16 日 上午 1:39 
Thats a shame... I really love the ship customisation of this mod.
Homeworld 2 battles tend to last a long time & slowly move around the battlefield so the anti-missile ship essentially always gets isolated.

I thought perhaps the turret could be set up to behave like a separate entity that just does its own thing separate to the commands given to the ship (somewhat like the 'massive ion cannon' you can stick on the mothership & give independant orders to - basically a separate 'platform' thats attached to the ship)

Maybe there could be anti-missile frigates or something so its not a big deal if you lose a couple due to AI

But I'm a Complex newb so I'm sure this his been discussed & considered at length somewhere before
Firestorm🗿 2019 年 2 月 9 日 上午 5:40 
TBH the best way to use anti missile turrets is to bung em on platforms. Since platforms in COMPLEX are not one-shot movement, you can just make em follow your capital ships and they work like a screen.
Overrider 2019 年 2 月 10 日 上午 9:44 
Wanna join in saying that after few games , i'm also very disapointed about the inability to use destroyers with anti missile turrets.
I always built 1 anti missile turret on my 4 destroyers, put them in a group and order it to follow my bc while on agressive stance, and they just drift off screen into the unknow, not responding to any order...Only way to correct this, as said above by other people is to clear the group, set them on passive and then they respond again to actions...It's a pain having to constantly switch between modes , then readjust their bearing and so on, especially if you run multiple fleets split across the battlefield.
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