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  1. #1

    Default Naval combat

    Been playing a bit of naval combat in my Spartan campaign and I've noticed something, sometimes, usually after a ram, my ships stop moving. Not always, but sometimes. And I don't just mean they ram and then recover, I mean once my ships have rammed or get into combat generally (not confirmed that this only happens to ships that ram) they stop moving. Is this a known bug, or even a bug? Just had a battle where an assault ship was just static after ramming and sinking one ship, and it was so still for so long that an enemy infantry transport was able to gradually ram it to death. Seemed a bit, y'know, broken.

    Should I just auto naval battles?

    I've not heard much about DEI and naval combat so I was wondering if it was not really something the mod deals much with.

  2. #2

    Default Re: Naval combat

    as far as i know the mod does not touch naval combat yet. there is a mod in the sub mods forum that does though.

  3. #3
    Barune's Avatar Miles
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    Default Re: Naval combat

    Thats a Vanilla issue, possibly compounded by the unit sizes in DEI which break naval transports as a good few men spawn out of the map due to not fitting on the boat. i once had to save scum a battle against a 20 ship ardei transport fleet as sparta because my ships would get stuck trying to hit "glitchedstuck" ai ships and then get rammed/boarded to death.

    DeI has yet to touch naval combat.

  4. #4
    Litharion's Avatar Artifex
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    Default Re: Naval combat

    Quote Originally Posted by Barune View Post
    Thats a Vanilla issue, possibly compounded by the unit sizes in DEI which break naval transports as a good few men spawn out of the map due to not fitting on the boat.
    DeI has yet to touch naval combat.
    Yes the unit size is a problem and could possibly cause transport ships getting stuck. The true naval ships work vanilla "good".

  5. #5

    Default Re: Naval combat

    I've ran into this bug a few times. I recruit the larger, archer armed ships to counter it

  6. #6

    Default Re: Naval combat

    Thanks, I'll try that.

  7. #7

    Default Re: Naval combat

    or just play on large unit size not ultra

  8. #8

    Default Re: Naval combat

    Quote Originally Posted by Akhenaton The Great View Post
    or just play on large unit size not ultra
    Much as I know that would probably solve many problems, I just can't bring myself to do it. I like my zergy armies too much.

  9. #9

    Default Re: Naval combat

    Isn't it still possible to enable the "multiple ships per unit" feature showcased in trailers? Considering transports don't need to ram much and aren't designed for naval combat, giving transports multiple ships per unit but normal assault ships 1 ship per unit seems like a good trade-off.

  10. #10
    Litharion's Avatar Artifex
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    Default Re: Naval combat

    Quote Originally Posted by Causeless View Post
    Isn't it still possible to enable the "multiple ships per unit" feature showcased in trailers? Considering transports don't need to ram much and aren't designed for naval combat, giving transports multiple ships per unit but normal assault ships 1 ship per unit seems like a good trade-off.
    There are other problems connected to it. The two ships seem to share the hp, if you ram one of the ships both could be destroyed. The AI has problems handling two ships correctly, especially during naval landings. I recommend the two ships per unit for MPC, if the other player always plays the naval assault battles with transport ships. I donīt know if there is a submod for the newest version of DeI, but could be done quickly.

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