Distant Worlds 2

Distant Worlds 2

Fleet AI still too bad !?
I really enjoy playing DW2 and it got much better over the patches, but i dont understand why the fleet ais are still so bad in a war, especially when you are getting attacked !?

1) fleets attack unimportant monsters over defending, all the time..
Like I get declared war by a neighbour and several fleets are incoming to the border planets and my defence fleet (who is strong enough) and is currently guarding exactly this planet leaves to kill some random space monster instead of defending the colony ??

2) fleets cant attack planets properly
Attack fleets run into an enemy planet for nothing just get gunned down by planetary weapons. They are not allowed to bombard to they stay there and die and only leave after most ships are gone.

3) invasion ai is completely off
My invasion fleet is half loaded with troops of 1500strength and is flying to a colony with ground tropps of 3500strength, trying to invade wasting all troops for nothing... like simple math ???

So unless ur playing this game on easy difficulty or microing every war and invasion urself this game is still unplayable in 2025, which is really sad !!
< >
Showing 1-6 of 6 comments
SgtScum 9 Aug @ 4:47pm 
Fleet ai has improved greatly since launch and it does more or less what you want it to do if you take the time to set up the fleet templates and manually set home bases etc. Default fleet ai is terrible. But thats how it is with most of the ai stuff in the game in that its not really meant to just turn on and leave alone. It's more to allow you to macro manage more easily. I always keeps a few manual defensive fleets at key points in the territory to more quickly respond to threats and allow the ai to do the boring monster clearing etc. Same with wars in that I let the ai do most of the general fighting but I will do invasions manually along with keeping a large manual attack fleet to do surgical strikes.
chunter 9 Aug @ 6:35pm 
The fleet attacking weak targets around enemy planets with Ion planet defence is a big one for me.

a small fleet will attack an escort and end out around a planet and get ion to death. my fleet does not retreat in time because ion damages the hyperdrives before the ships retreat.

I thinking of modding down the planet ion weapon stats.

The last update was very good for the fleets but planet death thing means I still need to micro my fleets. I also agree space monsters to some degree. Seen this pattern during the last beta.

I think the devs are getting very close. really enjoyed the last beta.
Mozzy 9 Aug @ 6:40pm 
To be fair, and honest, the fleet AI has improved massively (from initial launch), to substantially in ~past year.

The tipping point for me was late last year's addition of fuel tanker logic - not perfect, plenty of issues and quirks left, but between that and later Tactics update, I personally don't find combat + support fleet AI or management that much an issue.

However, I play with combo of all auto local-defense fleets, mostly auto regional defense fleets, and 100% manual invasion + smaller skirmish fleets. If you setup your fleet templates, management, and topup policies, it's not that bad (in my opinion).
SgtScum 9 Aug @ 10:36pm 
Originally posted by chunter:
The fleet attacking weak targets around enemy planets with Ion planet defence is a big one for me.

a small fleet will attack an escort and end out around a planet and get ion to death. my fleet does not retreat in time because ion damages the hyperdrives before the ships retreat.

I thinking of modding down the planet ion weapon stats.

The last update was very good for the fleets but planet death thing means I still need to micro my fleets. I also agree space monsters to some degree. Seen this pattern during the last beta.

I think the devs are getting very close. really enjoyed the last beta.

You can set aggression level and willingness to retreat in fine detail in fleet templates to get the behavior you want. This is another level of control over the generic empire wide settings in the policy section.
omnius 10 Aug @ 5:54am 
The problem is the default settings for fleet tactics and templates is poorly thought out. Really lame to have fleets set to 40% of fuel range for the default engage target tactic. I always have to reset to same system so I can keep my manual fleets near home and decide when and where and with what fleets I engage any target.
SgtScum 10 Aug @ 12:25pm 
The default settings are they way they are because its a one man with helpers thing and there just isn't time to dig deep into the fiddly side of the game past ensuring it works. There is no large QA team pouring over their work doing all the little quality of life changes a big studio can do. But the system works if you go in and set it to your preferences which is what matters. Also even if they did do a default settings refresh that doesn't mean it will still be to every players taste. Set it to how you like it and save the template so you can reload it on a new game. There, all done.
< >
Showing 1-6 of 6 comments
Per page: 1530 50