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Re: two MAJOR questions for simul-games...
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If your fleet strategy is set to "max range" and you have set formation for that strategy to yes for "ships" and no for all the others, then only your ships will break formation. Carriers, colony ships, fighters, transports and ships(no weapons) will NOT break formation! (You are right about the other selections, they are nulls.) |
Re: two MAJOR questions for simul-games...
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Chris |
Re: two MAJOR questions for simul-games...
Unfortunately ships without weapons will ALWAYS break formation; that check box does nothing.
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Re: two MAJOR questions for simul-games...
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If your fleet strategy is set to "max range" and you have set formation for that strategy to yes for "ships" and no for all the others, then only your ships will break formation. Carriers, colony ships, fighters, transports and ships(no weapons) will NOT break formation! (You are right about the other selections, they are nulls.) </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">A valid but insignificant detail because I never mix ship-types. Missile Cruisers in one fleet, Attack Ships in another, Carrier Groups, etc. That way you can devise or edit a strategy per type and not worry about different weapon/range idiosyncracies interfering with the plan. |
Re: two MAJOR questions for simul-games...
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Re: two MAJOR questions for simul-games...
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Re: two MAJOR questions for simul-games...
Ah! Good information! Ya see... THIS is the problem with the manual and the Online help!
So if I give the Protector one little Dep.Ur.Cannon, it'll hang with the Carriers and do what it's supposed to! I was wondering why every other time it retreated to the opposite corner! |
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