Setting launch direction from Shipyards?

OK, other than setting a Rally Point for a Shipyard, is there any way to control the hex that a Shipyard launches ships into?  I often have these things stuck next to asteroid fields that the shipyard wants to eject them into, screwing me out of my first turn's movement.

Also, while we're on this topic, Rally Points (which not broken) are too limited. I almost always want a ship to rally NEXT TO the planet/starbase, not ON THE SAME HEX; the A.I. should stop the ship as soon as it becomes adjacent to whatever I set as the Rally point.   It would also be really nice to be able to pick an open hex as a rally point, not just a structure/planet that you own.

 

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Reply #1 Top

Not really, but you can move the shipyard to avoid the asteroids, and you can also click on the ship and then click on when you want it to eject to. Workarounds for what I think you're saying you want to do.

Reply #2 Top

Nope, Rally Points Only.  Sorry. :). This was something that was brought up quite a few times during alpha/beta, but the  devs decided that not to include it.  Maybe if enough people ask for it post-release, they'll add it in a patch. ;)

Reply #3 Top

I can't believe this is not in GC3. In GC2 they let us select which direction to launch ships from planets. For some reason we can't pick what direction to launch ships from star bases, shipyards, planets in GC3. I saw the default direction in a xml, it seems to be northwest. I don't know how many turns I have wasted when ships took an extra turn to make it to the rally point, when my ships keep launching from the right instead of the left side of the shipyard.

Reply #4 Top

You can create a custom rally point in a open hex, I just did it earlier. Not sure which rally menu it's on. It's either from the shipyard screen or the map screen. Name the rally point then you can assign your shipyard to it. It would be handy if we could just select the shipyard and then right click on the map and have that be it's point though. Should be the default action when stationed and not mobile as it's the same as the move command when it's not anchored.

Reply #5 Top

You can make a rally point in an open hex. Just click the rally point tab on the right of the main screen and clicknew!

 

EDIT: typos.

Reply #6 Top

I'll sign on to request the 'restoration' of the function for GC3.

Quoting BuckGodot, reply 2
This was something that was brought up quite a few times during alpha/beta, but the  devs decided that not to include it.  Maybe if enough people ask for it post-release, they'll add it in a patch.

Buck, any chance that was a public discussion on the boards here that you could point me to? I'm curious about whether the decision was because of coding challenges or a softer 'design usability' choice.

Reply #7 Top


OK, other than setting a Rally Point for a Shipyard, is there any way to control the hex that a Shipyard launches ships into? I often have these things stuck next to asteroid fields that the shipyard wants to eject them into, screwing me out of my first turn's movement.

Try blocking the tiles that you don't want the shipyard launching ships into with a space station or planet. That's the only way I know of to adjust launch direction without messing around with rally points. Won't work for avoiding asteroid fields adjacent to the shipyard, of course.

Speaking of, I really wish pathing would go through rather than around friendly space stations and planets, especially if they're at a point which makes the way around them a bit long (e.g. in between two planets, or in a gap between nebulae or dust clouds). That might be a problem with the aggressive automatic fleet formation behavior the developers put in place, though, given that anything that stops moving on the same tile that some other thing is present on jumps into a fleet with that other thing.