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-   -   Possible "event triggers" in Scenario Creation (http://forum.shrapnelgames.com/showthread.php?t=6052)

capnq May 24th, 2002 03:05 AM

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.

geoschmo May 24th, 2002 04:50 PM

Re: Possible "event triggers" in Scenario Creation
 
Quote:

Originally posted by Taera:
What do you mean?
I was talking about mining ships, the repeat order does not remove itself when put in repeat orders.
The point is that the mining ship will mine, when it'll be short on resources it will move to the ressuply, go back and mine again without you even bothering to take a look at it, and it wont appear in the next ship list.

As for scenarios, yes the AI does control the ships, but it adds orders only after the current orders are executed. As far as i know, the AI does not use the "cancel orders" command, meaning you can control what will the given ship do to a period of time (orders like sentry -> go to system -> destroy sun shouldnt be to much complex)

hey, can i give an order to "destroy sun" or is it aviable only from stellar manipulations dialog? Never used it.

<font size="2" face="Verdana, Helvetica, sans-serif">Taera, I was responding to Capn there, not saying anyting about yout mining ship orders. You wouldn't really want mining ship orders to clear just because an anamy approached, unless you think they might attack it.

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 ]

dmm May 24th, 2002 06:41 PM

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.

Taera May 24th, 2002 06:52 PM

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.

geoschmo May 24th, 2002 07:25 PM

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

Taz-in-Space May 24th, 2002 09:41 PM

Re: Possible "event triggers" in Scenario Creation
 
Quote:

And has a QR so it doesn't run out of supply
<font size="2" face="Verdana, Helvetica, sans-serif">You wouldn't even need to have a QN; you could do the same with solar panels. Of course the ship might need a QR if it has to fight a lot all the way in!

Taera May 25th, 2002 07:56 AM

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.

Phoenix-D May 25th, 2002 09:59 PM

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

geoschmo May 26th, 2002 04:48 AM

Re: Possible "event triggers" in Scenario Creation
 
Quote:

Originally posted by Phoenix-D:
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

<font size="2" face="Verdana, Helvetica, sans-serif">Well, that was his idea, but it didn't exactly work out that way. He ended up controlling the ships until the end. Then once the home systems were blown he left the game.

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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