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Re: Possible "event triggers" in Scenario Creation
I could have worded that more clearly. What I meant was that you can use Repeat Orders to set up a Patrol. "patrol from A to B and back" = "move to B; move to A; repeat orders"
I don't know whether Patrol clears the same way that Sentry does. |
Re: Possible "event triggers" in Scenario Creation
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As far as giving an order to destroy a sun. I *think* if you are sitting on the sun, you could chain some orders like move to 3 systems away, move back to here, destroy sun, and it should work. Assuming your star blower had sufficent supply you might even be able to time your suns destruction that way. Would be worth investigating. I am pretty sure I have seen the AI clear orders before. Although I haven't tested for that specifically. It just seems like I was trying something else and that happened a few times. I'll have to run some tests. Geoschmo [ May 24, 2002, 15:51: Message edited by: geoschmo ] |
Re: Possible "event triggers" in Scenario Creation
This is a promising line of thinking. I hope it works. Would be even better if MM could also include that hoped-for "wait N turns" order.
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Re: Possible "event triggers" in Scenario Creation
I surely hope but doubtfully.
STILL YOU can create the function using the very same sentry command. Have a ship sitting with sentry order. Have another ship of another empire heading to the system, count the requied turns and send it to the system the way it would reach in exactly when you need it. THen have it enter a minefield which you also should plant in the same system. This way the target ship(s) will be triggered in time and the triggering empire will be erased. |
Re: Possible "event triggers" in Scenario Creation
Oooo. I just had an idea, assuming this all works. Anybody see the episode of Star Trek with the doomsday machine? Have a really tough ship that moves slow, maybe 2 or 3 squares per turn. And has a QR so it doesn't run out of supply. Put it out on the edge of the quadrant and give it orders to head for the home planet, going over all teh colonies along the way. Set it up so it takes like ten years to get to the home planet and the player has to find a way to stop it before then. http://forum.shrapnelgames.com/images/icons/icon10.gif
Geoschmo |
Re: Possible "event triggers" in Scenario Creation
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Re: Possible "event triggers" in Scenario Creation
It should be QR, and the maintance problem should be solved by just removing ship's maintance (i've seen people doing this already), so it'll be an infinite supply no maintance killing machine.
You got my idea. |
Re: Possible "event triggers" in Scenario Creation
"Oooo. I just had an idea, assuming this all works. Anybody see the episode of Star Trek with the doomsday machine? Have a really tough ship that moves slow, maybe 2 or 3 squares per turn. And has a QR so it doesn't run out of supply. Put it out on the edge of the quadrant and give it orders to head for the home planet, going over all teh colonies along the way. Set it up so it takes like ten years to get to the home planet and the player has to find a way to stop it before then."
Puke did this in the PBW End of the Universe game, only he used it to blow up the *stars* in the home systems http://forum.shrapnelgames.com/images/icons/icon7.gif Phoenix-D |
Re: Possible "event triggers" in Scenario Creation
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I was thinking along the lines of a true one-person scenario where the Doomsday machine would carry out the prearranged orders. Geoschmo |
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