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 Post subject: Runaway Ships
PostPosted: Sep 14 2015 
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Warrant Officer

Joined: Sep 08 2014
Posts: 26
Human: Yes
Does anyone know how to stop your ships from going off on their own? Also the missile submarines won't go where you direct them too...They always turn around and go back to port....Gets annoying when you're trying to build a good size fleet for an invasion. Thanks in advance..


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 Post subject: Re: Runaway Ships
PostPosted: Sep 14 2015 
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Joined: Sep 15 2011
Posts: 2487
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Location: X:913 Y:185
Check your AI initiative in defence department and set it to none if you don't want AI to move them

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 Post subject: Re: Runaway Ships
PostPosted: Sep 14 2015 
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Warrant Officer

Joined: Sep 08 2014
Posts: 26
Human: Yes
Thank you


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 Post subject: Re: Runaway Ships
PostPosted: Sep 14 2015 
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Warrant Officer

Joined: Sep 08 2014
Posts: 26
Human: Yes
Missile submarines still refuse to go beyond your territorial waters, they turn around and go back to port...


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 Post subject: Re: Runaway Ships
PostPosted: Sep 14 2015 
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Location: X:913 Y:185
alsantini wrote:
Missile submarines still refuse to go beyond your territorial waters, they turn around and go back to port...

Just to make sure I understand what you are saying...you turned the Naval Initiative to "none" and the subs still move on their own?

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 Post subject: Re: Runaway Ships
PostPosted: Sep 14 2015 
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Warrant Officer

Joined: Sep 08 2014
Posts: 26
Human: Yes
The SSBN's turn themselves around and go back to port.....some of the carriers out at sea, just wonder off and find the nearest ports...I don't know if they're in need of supplies but I do have supply ships with them...and the initiative seems to turn itself back on when I give the ships orders to go somewhere.....


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 Post subject: Re: Runaway Ships
PostPosted: Sep 14 2015 
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General

Joined: Sep 29 2008
Posts: 2753
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Could you please post a picture of one of the ships doing this, with the ship selected and hovering your mouse over it in the UNIT COMMAND window. Also, are the ships doing this engaged in combat?

In addition to the pic, try this,


https://www.youtube.com/watch?v=29fkUwJ ... e=youtu.be

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 Post subject: Re: Runaway Ships
PostPosted: Sep 14 2015 
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Warrant Officer

Joined: Sep 08 2014
Posts: 26
Human: Yes
I figured out my mistake. I was turning off the initiative in Rules of Engagement instead of Defense Condition....Thanks for your replies...Navy seems to be cooperating now...


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 Post subject: Re: Runaway Ships
PostPosted: Sep 14 2015 
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General

Joined: Sep 29 2008
Posts: 2753
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In my opinion it is better to turn the minister control of the unit off in Global ROE instead of the Unit Initiative. When you leave the Initiative set at high the unit will back out of combat before being destroyed, very helpful. And by turning the minister control off you have full control. There is one caveat.... whenever a unit runs low/out of supply it will try to return to the last port it visited, (was reserved or repaired in), regardless of settings.

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Older/retired gamers, who do not tolerate foolishness.

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 Post subject: Re: Runaway Ships
PostPosted: Sep 14 2015 
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Warrant Officer

Joined: Sep 08 2014
Posts: 26
Human: Yes
Thanks GI, will do...


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 Post subject: Re: Runaway Ships
PostPosted: Sep 12 2017 
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Corporal

Joined: Sep 12 2017
Posts: 3
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I apologies to hijack this thread, maybe I am too used to SR2010, is there anyway to stop the ships from going back to base? I am having a hard time on this issue....


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 Post subject: Re: Runaway Ships
PostPosted: Sep 12 2017 
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General

Joined: Sep 29 2008
Posts: 2753
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zwhuang00 - Welcome! Unfortunately, when a naval vessel runs low on supply it will head to the last port it docked at. No way around it. The best you can do is always "base" them at your nearest port to where they are seeing action.

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 Post subject: Re: Runaway Ships
PostPosted: Sep 13 2017 
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Corporal

Joined: Sep 12 2017
Posts: 3
Human: Yes
Thank you GIJoe597.. seems like i need to unlearn SR2010... :D


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 Post subject: Re: Runaway Ships
PostPosted: Sep 13 2017 
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General

Joined: Sep 29 2008
Posts: 2753
Human: Yes
zwhuang00 - With surface ships you can always include a cargo ship in your fleet. If you have air superiority, park it in a hex directly adjacent to vessels which are *bombarding or *shooting at planes. They will draw supply from the cargo ship. I usually use the fastest cargo ship I can access and when far away from friendly shores I keep three on duty. Two with the fleet and one in the nearest friendly waters with a full load. As one in the combat area runs out I send it resupply and move the full one in. Keep rotating until no longer needed. You can do the same thing for subs, but having them rendezvous with a surface ship, exposes their position *I pretend*.

If you are not playing the way I normally play and have many allies/treaties, you of course may enter an allies territorial waters or any nation you have Sea Transit & Supply with to resupply.

*In case you are not aware, when you raise the spending in Maint and Training for your military, especially if you move it to max, your units fire faster and will consume ammo at a much quicker rate.



On a related note, do you have the most current version? What is the version number?

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Older/retired gamers, who do not tolerate foolishness.

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 Post subject: Re: Runaway Ships
PostPosted: Sep 23 2017 
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Corporal

Joined: Sep 12 2017
Posts: 3
Human: Yes
Hi GIJoe597, after you advised me, I re-look the ships that I built and despite their awesome firepower, they had combat time of only 4 hours. needless to say, i scrap all of them. I tired your tactics, very useful indeed. :)

by the way, I did increase the spending to about 3/4 from the recommended. I will lower down and observe. I really don't know about units fire faster and consume ammo quicker at all.

my version is 6.8.1.


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