Ship Moving Strangness


I'm running into an issue that is frustrating me, and I'm hoping someone has a simple solution.

I'm in the middle of invading an AI empire, and I've got a big stack of transport ships. They are much faster than my warships. As a result, every turn I move my fleets of warships, and then I highlight all my transports and move them into the same square as the warships. The transports still have movement. Next I'll select another ship somewhere else, and move it.

Suddently all but one of the transports take off for this new destination.

It seems like when you highlight multiple ships, but don't put them into a fleet, and then "Tab" or left click to the next ship, the primary ship is unselected, but the secondary ships remain selected. If I remember to click on the stack of ships and unselect them one by one, I don't have this issue, but that is a pain to do.

Has anyone found a quick way to clear all selected ships?
Is there a way to tell ships that they are done for this turn, but not put them into guard mode?
Is this fixed/changed in 1.1?

Thanks.
10,220 views 11 replies
Reply #1 Top
I click on a near by star to clear any ships that maybe stuck selected.
Annoying but effective.
Reply #2 Top
Space sets the current ship's movement remaining to zero. It only works on the first ship if you have multiple ones selected.

-Dewar
Reply #3 Top
When you select the next ship you want to move, hold the Ctrl key while you click the ship. That'll clear all other selected ships.
Reply #4 Top
When you select the next ship you want to move, hold the Ctrl key while you click the ship. That'll clear all other selected ships.
Reply #5 Top
I find this annoying too.

Something even more annoying (IMHO), is the full turn of movement that you lose by using Autopilot. Frankly I can't understand why no-one else has posted about it. What I am talking about is this: when you put a ship on autopilot, it will immediately move, and then the next turn it will not move at all, and then it will proceed as expected. At the end of every turn (except the first, when you sent it) it will have a full set of unused movement points.

The result of this is that ships put on autopilot arrive one full turn *after* they should. It isn't a huge deal in peacetime, but in war, when don't want to leave ships just floating around - or even worse you need ships somewhere ASAP, then the only effective way to move ships is manually.
Reply #6 Top
Something even more annoying (IMHO), is the full turn of movement that you lose by using Autopilot. Frankly I can't understand why no-one else has posted about it. What I am talking about is this: when you put a ship on autopilot, it will immediately move, and then the next turn it will not move at all, and then it will proceed as expected. At the end of every turn (except the first, when you sent it) it will have a full set of unused movement points.

The result of this is that ships put on autopilot arrive one full turn *after* they should. It isn't a huge deal in peacetime, but in war, when don't want to leave ships just floating around - or even worse you need ships somewhere ASAP, then the only effective way to move ships is manually.


It moved during your turn, but only after you press the button turn. I hate that too, so you end up with ships moving and attacking after you have the ability to do anything in support of those attacks until the next turn.
Reply #7 Top
What Matrimus said. I was confused about this for a time also.

What concernes me now is technology research not completing when you press the Turn button when there is only 1 week left and you just loaded a save game. It seems that the game engine doesn't handle the boundary condition of a newly loaded game very well.
Reply #8 Top
Thanks all, I'll try clicking on a planet or Ctr-click.

The auto-move is also annoying, and I think there should be some way to execute the automoves without clicking the Turn button.

Reply #9 Top
It moved during your turn, but only after you press the button turn.


Ah. Thanks Martimus. I guess I can understand why they choose not to have autopilot move at the beginning of the turn (in case something the enemy has done makes you want to change the ships' orders), but waiting until after the turn button has been pressed means that it happens effectively on the next turn. I would like to see a compromise somehow... I hate to suggest further UI changes, but the addition of a "Move Autopilot Ships" button by the turn button might help. There's probably a more elegant solution.

I have conflicting memories (and am at work so can't check it out): do autopiloted ships move before or after the enemy has had a chance to move. If it is before, then I guess this is a less major inconvenience. But if it is after, then those ships have effectively missed a turn.
Reply #10 Top
They move before the enemy. While a "move autopilot ships" button might be nice, I don't think its a major drawback.

Reply #11 Top
automove also wastes extra movements left after reaching the target. say the target is 2 tiles away, and your automove ship has 5 movements left. after you click end turn, it moves to the target, and you can't use the 3 leftover movements, because you've already ended the turn

i hope 1.1 is gonna solve these two problems, extremely annoying