

#Umm true game mod#
I see that there is a mod that removes the retreat ability but my concern there is that the AI will just be sending those fleets to their deaths since they can't retreat. But why add in Waypoints to reduce micromanagement and then allow/encourage the AI to constantly move and retreat causing 10x the annoying micro?

I hate to ask questions like this but honestly do people actually PLAY these builds before they go live? Do they not see it and think that it might be a problem? Why are they bothering to move there if they are just going to retreat? Are they gaining something from it? Nothing that I can see.just causing pointless micromanagement/hassle. They move half a dozen fleets to my world, retreat them all, move them back and rinse/repeat every turn. Now that's not really a problem per se for the fiction, but the result is that I have to resolve pointless battle after pointless battle EVERY FREAKING TURN. I mean I have AI fleets CONSTANTLY moving to my systems and I can never engage them.they just retreat. So, 's nice that the AI's can retreat now but don't you think it's just a weeeeee bit too damned easy to constantly do? If you saved a game and then fought the AI not knowing if you'd win, then reload the game after the combat and try the same again, the entire enemy fleet has been refit in that instant and counters yours because the AI memory seemed to adjust to the previous fight even though it was re-loaded. I can liken the above characteristic with that of Master of Orion 2 gameplay which was hilarious when saved. It's not like they've refit to counter my ships, it's the same fleets as before but different personality. 25 turns and I lost 3 ships in one fleet during that time due to the retreat or passive nature of the enemy, re-load the game and I lose 8 ships from the same fleet and 6 from another in the first two engagements.

Instead of the usual stalemates or retreats they started winning battles and heavily at that. I'm having the same problem as the OP and this suggestion about a card that can counter retreat is from my seat a good idea.Īfter having about 25 turns of constant retreat combats sent a complaint on the forums, I also found when re-loading the game suddenly the enemy fleets grew some balls and starting attacking like a cornered animal. Ideally by a seperate card that does nothing else so you won't counter it with a normal combat-action. Instead of removing retreat (which heavily weakens the Sheredyn-Racial) I think a better Idea would be to make it counterable. I think I'll make a different mod, that might also become a suggestion to be included in the live-game: Well, I was one of the people who played the build before it went live.Ĭouple that with the circumstance that I also am the one who made the No-Retreat-Mod you mentioned and you pretty much get the idea.
