May have been reported earlier, but just in case:1. Terror Stars and fleets grouped together with Terror Stars do nothing when you click Skip (remaining moves) at the end of the turn. You can click skip forever and nothing happens. If you want to keep the TS where it is you have to physically issue to it back and forth move orders until it runs out of moves. Again, skipping does not work.2. May be a "feature" but feels like a real bug:Once grouped with a Terror Star fleet has double the moves. Here's how it works. Select TS, move over a fleet (or vice versa), click the fleet merging icon. Issue the TS a move order. Say, it goes 10 squares. Once the TS runs out of moves the fleet attached to it is highlited and it still has all of its moves available.Now, this would not be a problem, but if you issue a TS fleet a far away waypoint the fleet will not travel with the TS, it always jumps ahead of it leaving the TS unprotected. Funny how clicking on the TS teleports the fleet back to it. May be just a graphical glitch but it is very confusing and ANNOYING.
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I think my first post explained the problem poorly. Here's a more detailed version.
(I posted this in "what you would like to see in x-pack forum" but posting it here too, just in case)
Problem:
Say you have 10 fleets. They are spread out all over the map and they all have move orders. They are going to far away destinations on autopilot.
Say you want to break several of these fleets into two (or more) fleets each and change their move orders. Most of the time, when you try to do this, the game does not let you finish with all the ships in the same sector and it jumps to another fleet and insists that you issue orders to a different fleet before you are done with the first fleet.
Specific example:
I have 3 ships on "Guard" next to Earth. Earth has just finished producing a new ship. While I am in the Earth screen and I have these two fleets in front of me I want to be able to give orders to both of them.
I want to
1. Separate one of the three guarding ship, move it one square, merge it with the new ship. (now I have 2 fleets of 2 ships each instead of 1 and 3 each)
2. Tell one of the fleets to continue to Guard next to Earth.
3. Send the second fleet elsewhere.
This is IMPOSSIBLE TO DO. The game has its own idea about which ship's turn it is to move and (in the above example) if the new ship and the 3 guarding ships are NOT next to one another in that sequence issuing them orders is a NIGHTMARE.
Solution: Prevent the game from jumping from fleet to fleet automatically. Instead, add a "Next" button. This way the game will stay on the same screen/sector as long as you need it to. You will be able to do whatever you want with the ships on that screen and WHEN YOU ARE DONE with all of them, you will click "Next" and only then jump to another fleet. Otherwise it is MADDENING. It is very hard to track where on a (huge) map you were and remembering what you wanted to do with which fleet when you have a couple of dozens.