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the_real_weed

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Mar 9, 2017
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Hi everyone,

Is there any chance that we will get a autofill function for damaged fleets?

Like When you have a good working combination of ship types and you lost some ships in battle you could automaticly add New ships for the ones you lost before.

I think it would bei easy to add. We just need the possibility to save a current fleets design and after battle we can just click autofill like we Do it now with repair / upgrade.

What do you think?
 

Slynx

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potentially could save time vs ai...but vs a human player you usually change your fleets according to the situation and their design
 

Philthy

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If this were toggleable it would be pretty great. Especially if you could (for example) task a sector with maintaining a specific fleet. "The Party Zone" You are responsible for upkeep and repairs and rebuilding for "The Party Bus."
 

LordVladek

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If this were toggleable it would be pretty great. Especially if you could (for example) task a sector with maintaining a specific fleet. "The Party Zone" You are responsible for upkeep and repairs and rebuilding for "The Party Bus."
I think it would be better to be able to toggle it on/off like automatic colonisation and the like. Would be (likely) less trouble and wouldn't interfere with their normal focuses. And for which sector should do it: I think it'd be best if it's the sector that a) is closest to the fleet and b) has free construction capacities.
 

mrt1212

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If this were toggleable it would be pretty great. Especially if you could (for example) task a sector with maintaining a specific fleet. "The Party Zone" You are responsible for upkeep and repairs and rebuilding for "The Party Bus."

You'd have to spec out what your fleet contains in some menu dialogue.

The Party Bus consists of X Corvettes of Y Make, Z Destroyers of A Make, etc etc

Also you'd have to specify which spaceports qualify for the Party Zone.
 
Last edited:

Tokolosk

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"All" you need is a fleet design window where you can drag and drop designs and numbers into it then save it with a fleet name. If a new ship design is created it is up to the player to edit the fleet composition. The current fleet rally point can be used to prioritise fleets you want to fill up first - when a ship is created of a valid design for a fleet it rallies to the closest rally-enabled fleet.

This would also be a great place to set behaviours of a fleet's ships and other more advanced fleet management features.

Great idea OP!
 

Rorin_yt

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I dont know why paradox is not recycling ideas from other games like EU4 or Vic2 like this one, seems like they wanted to start from the begining with Stellaris when they have already polished lots of mechanics from other games that works pretty fine for this one.
 

Tokolosk

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I dont know why paradox is not recycling ideas from other games like EU4 or Vic2 like this one, seems like they wanted to start from the begining with Stellaris when they have already polished lots of mechanics from other games that works pretty fine for this one.

They might still be preparing to recycle ideas but didn't take that route to reduce time-to-release.
 

Sinister2202

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To add on the fleet template system, make it so that we can assign fleets to multiple varieties of templates. I would imagine myself clicking "apply" after assigning a fleet to a certain template, and it would automatically add or remove ships from the fleet on its own, accordingly.
 

The Founder

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Hi everyone,

Is there any chance that we will get a autofill function for damaged fleets?

Like When you have a good working combination of ship types and you lost some ships in battle you could automaticly add New ships for the ones you lost before.

I think it would bei easy to add. We just need the possibility to save a current fleets design and after battle we can just click autofill like we Do it now with repair / upgrade.

What do you think?
I actually asumed we would get that (plus maybe the option to order ships from Sectors that they can build with excess minerals) the patch after they introduced Rallypoints. It was the one thing that truly needed to direct the ships properly to "thier" fleets.
But they might be saving this for a future Warfare overhaul patch.
 

Slynx

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there may be a problem with "autofil"
when new fleet is created it may travel very long time til it finally reach it's destination and merge with your fleet. in large galaxies it may even take months\years
if you implement this by telling the game to queue X ships when you loose them in battle..it may order them in a wrong port. or autopath will lead them somewhere where they'll die. or you may simple run out of resources(i must remind that stellaris subtract minerals when you order, not when you start building). and with all this troubles they may not reach their destination at all.

imho a simple solution in the ui to let you order for example "corvete * 10" in 1 click may be better.

ps: maybe they'll implement marking system as "dangerous" so path-finding will ignore them. iirc Wiz mentioned it in a stream.
 

RgZera

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It could be used for more than just refill function. As people before have said the maintenance of a fleet could be the job of a sector. But why stop there. Let the sector be given a project to set up and maintain a specific fleet. This would be an amazing way of making use of their stored minerals that cannot be retained in any other way.

Imagine sector has 50k mineral reserve and 10 starports. Now to access those individual starports is a pain in the ass. BUT you request a fleet of 20 bs 50 cr 100 de and 250 co. With 10 starports at their disposal they pump out the required fleet without any micro involved whatsoever. And any times ships fall in battle or you just split the fleet or whatever they refill.
You could call them designated sector defense fleets and just keep splitting them and adding half of each to your main fleet when you want to attack.
 

Sheriff Godwin Law

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EU4's "army template" system is able to use the game's pathing to identify the nearest provinces and parcel out the army you've commissioned based on proximity.

No reason the "fleet fill" function couldn't similarly identify the closest inactive starports and assign to them.
 

The Founder

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there may be a problem with "autofil"
when new fleet is created it may travel very long time til it finally reach it's destination and merge with your fleet. in large galaxies it may even take months\years
if you implement this by telling the game to queue X ships when you loose them in battle..it may order them in a wrong port. or autopath will lead them somewhere where they'll die. or you may simple run out of resources(i must remind that stellaris subtract minerals when you order, not when you start building). and with all this troubles they may not reach their destination at all.
A ship is either in the Fleet, in transit, or being build. When the a sectors spaceport is idle it would look wich one is neither in fleet, transit nor being build. A ship that is destroyed in transit would simply be nowhere and usable for the next order phase. Same with one in build that is canceled for any reason.
The basic mechanics are lists and references. In theory trivial processing steps. But there might be some game specific issues that make this hard, wich explains why near to no game ever does it.
 

AvalancheZ250

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Thats right, but it could be an additional feature that saves time.

I would like to see this in the future.
It wouldn't be too hard, would it? Add an extra tab to the dropdown menu in the top left of the screen labelled "Fleet formations" and basically save the composition of how many ships of what design you want in a fleet, then name the fleet and save it. Then add a button next to the "Make rally point" button when selecting a fleet, and from there select the desired fleet formation from the ones you've made, and the "None" option (what it is currently). So now whenever this fleet visits a space port, that space port begins churning out all the ships it can to fill up the fleet until its back to its original composition. More time consuming (you'd effectively have to stack like 5 battleships on a single space port if that fleet was 5 battleships short) but it means less micromanagement. Take your pick.
 

Slynx

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i dunno. i prefer not to build ships if there is no FA\assembly yards unless it's the stage of the game where you don't really care about fleets.