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  #1  
Old February 1st, 2003, 08:10 PM
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Default *()_+*&@!+_)(^&^^Fleet Experience

Help!!

I have just started to use fleet experience and it is not uncommon for me to transfer ships to and from a fleet with 20 or above fleet experience.

Also, it is not uncommon for me to empty the fleet with 20 experience. <==at myself.

I got into the bad habit of just exchanging ships and if I deleted a fleet, so what, just create a new one!

But now I want to preserve the fleet with 20 or above fleet experience.

As much as I try to leave at least one ship in the experienced fleet, about once in two turns, I still destroy the fleet by emptying it.

Is there a way of resurrecting the emptied fleet that I do not know about? Or of locking it, so it will not empty?

If not, do you guys have any tips that you use which help prevent you from emptying your fleets.
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Old February 1st, 2003, 08:15 PM
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Default Re: *()_+*&@!+_)(^&^^Fleet Experience

Quote:
Originally posted by tbontob:
Or of locking it, so it will not empty?.
I used to lock fleet experience by fleeting with a base. I never built resupply depots.

Functionality was removed.
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Old February 1st, 2003, 08:22 PM

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Default Re: *()_+*&@!+_)(^&^^Fleet Experience

I have done the same thing. What i am doing now to avoid that, is never at any point remove all ships from a fleet. The exception to that, is if I make a fleet just to hold some ships I name the fleet "temp 1" "temp 2" ect. If the fleet has an greek name, or some other specific name, then I am very cautious to not remove all ships. (even if it has 0 experience)

[ February 01, 2003, 18:23: Message edited by: couslee ]
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Old February 1st, 2003, 08:34 PM
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Default Re: *()_+*&@!+_)(^&^^Fleet Experience

Couslee, I did that too. Before, if I thought I was going to keep the fleet in a certain local, I would rename it as A Feet, B Fleet etc. If not, I just kept the computer generated name as a temporary name.

I just don't know what to do. I am even thinking of naming them:

Fleet DON'T BE A G__D____ FOOL AGAIN AND DELETE THIS FLEET AGAIN.

Unfortunately, I don't think it will work. Just a moment's inattention and...

[ February 01, 2003, 18:35: Message edited by: tbontob ]
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Old February 1st, 2003, 09:41 PM
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Default Re: *()_+*&@!+_)(^&^^Fleet Experience

You can allow that again by changing settings.txt.

Quote:
Originally posted by Arkcon:
quote:
Originally posted by tbontob:
Or of locking it, so it will not empty?.
I used to lock fleet experience by fleeting with a base. I never built resupply depots.

Functionality was removed.

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Old February 1st, 2003, 10:01 PM

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Default Re: *()_+*&@!+_)(^&^^Fleet Experience

LOL. I know exactly how you feel. My first irritation with fleets was running out of default names. I had taken a "give-a-hoot" about fleet experience, because it seemed to take forever to build up any. Then I began to wonder how the experience points were diveded up. If you got say 100 experience points (not enought for any change), was that divided between the ships in the fleet AND the the fleet itself, or does fleet experience have it's own point tracking, and do individual ship in a fleet even gain experience or does it all go to the fleet accumulation. That I stil don't know it all works, and was more concerned with working out other basic strategy goofs to bother with it yet. I figured that would be a better lesson for another day. I am paying more attention to fleet experience now, tho still not trying to figure out the mechanics of it's accumulation. And in doing so, have put great effort into not deleting a 5% fleet. Too hard to get it there in absence of training facilities.

My current game is not making it any easier to understand either, as I just found neural net. That component raises it's own book of questions. What I do now when I have to remove all the ships in a fleet, like for a mass upgrade, I will first put some other ship not being upgraded in it, just in case I click one too many times on the obsolete ones.

I think it would be a nice feature addition, if when your moving ships out, if you go to remove the Last one, you would get a warning like "do you want to delete this fleet?". If you say no, then either have the game not remove that ship, or hold the fleet as a shell.

On the weird side of it, I have not noticed any changes in fleet experience when changing ships around, or adding new green ships. you would think changing the fleet make-up would have an impact on that. That also imo should be fixed. So I don't mind too much if I delete an experienced fleet, because I get a greater fleet experience than I really should at other times.
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Old February 1st, 2003, 11:23 PM
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Default Re: *()_+*&@!+_)(^&^^Fleet Experience

Holding the empty fleet as a shell would be bad. You can't have a fleet of nothing.
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Old February 2nd, 2003, 12:37 AM
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Default Re: *()_+*&@!+_)(^&^^Fleet Experience

Quote:
Originally posted by Imperator Fyron:
Holding the empty fleet as a shell would be bad. You can't have a fleet of nothing.
I agree with you Fyron.

Yet, it would be nice if we had something like couslee suggests, a warning when we are about to remove the Last ship. If we say "no", then the Last ship stays in that fleet.

The warning wouldn't have to apply to all fleets, it could be discretionary. All fleets would start out with no warning. But if we want to be warned when a particular fleet is about to zero out, then we tick a box or something on the fleet and voila...protection from accidentally deleting a fleet.

Or something. Maybe the ability to resurrect the fleet if we do not make another input into the computer. Or the zeroed fleet stays in the window until we close the window. Anything would be better than what we have now.

[ February 01, 2003, 22:40: Message edited by: tbontob ]
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Old February 2nd, 2003, 05:01 AM

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Default Re: *()_+*&@!+_)(^&^^Fleet Experience

Yep, this stinks, especially when you are at the end of a long turn.

Otherwise, to state the obvious (simultaneous), you have to quit your turn and start it again to recover the fleet.
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Old February 2nd, 2003, 05:26 AM
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Default Re: *()_+*&@!+_)(^&^^Fleet Experience

Quote:
Originally posted by Stone Mill:
Yep, this stinks, especially when you are at the end of a long turn.

Otherwise, to state the obvious (simultaneous), you have to quit your turn and start it again to recover the fleet.
That was my fear

What I try to do now, is to make whatever transfers between fleets I think I may need to make right at the beginning of the turn.

This way if I screw up, it is a simple thing to restart the turn and only a little bit of time is lost.

That is the only "protective" measure I have come up with.

Anybody else have any ideas?
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