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Leovinas

Corporal
35 Badges
Dec 2, 2015
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After a bit of searching and scrolling, I couldn't find anything on this, so here goes:

Why is it that some ships you get from events, like those from the repaired shipyard, can be merged into existing fleets without any problem, but others, like the gas giant cruiser, can't be?

It's been a constant niggle for me that you end up with occasional odds and ends of ships - sometimes quite good ones like the nanite interdictor - that you have to micromanage separately and get listed separately on the overviewer. I'm not a modder, but it looks like there's a flag that's set for some of them to prevent them being merged into fleets, and... could this be un-checked by a future patch, please?

Apologies if I've missed a whole discourse on this - as I said, I've tried looking and couldn't see anything about it recently. But it'd be lovely if it could be patched in future. :)
 
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My understanding is that this was a kludge of a fix on certain exploits, like using the Gas Giant Cruiser to allow building of Cruisers before you unlocked that type of ship. Some ships got unsuitable classes which avoid this while others just got hit by a no merge allowed flag.
 
It would be great to fix this, I know there are technical reasons but it is very sad you have to eventually station them on your homeworld because handling fleets of 1 ship is cumbersome.
 
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Oh I just send them out with a complementary group of corvettes to patrol the trade-.....oh right....

A lot of times they end up sitting at bastions on the borders attempting to fool the enemy into thinking 'oh...well...that's more fire power than I want to deal with'. Especially with like the AH4B and the Autonomous Dreadnaught...heck that usually is what I do with the 'slow' leviathans when I play necromancer...the Tiyanki matriarch or the Voidspawn are not pleasant things to fly into when you are also facing a X00K Citadel (especially in a shield nullifying system).