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Warp Point Opening - how to measure distance?
The 5 different levels of warp point openers have increasing range, 100ly up to 500ly iirc. How can you tell how far apart systems are? I can't see any obvious method, thanks.
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Re: Warp Point Opening - how to measure distance?
There is a "switch" (on that screen) you can turn on that shows distances to systems from the system you are pointing at.
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Re: Warp Point Opening - how to measure distance?
Its 10 per square, and don't forget your pythagorean theorem.
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Re: Warp Point Opening - how to measure distance?
What screen are you talking about Slynky? I haven't yet built any ships with opening components, as I don't want to build a ship with a lvl X opener and find out that the place I want to open to is X+1 ly away. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Warp Point Opening - how to measure distance?
Yeah, you need an opener to access that screen...
Like SJ said, the only other way is to manually calculate it... |
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But, more likely what you are concerned about is building, say lvl 1 (100 sectors) when you don't know if it will reach and if it doesn't, then wait till you have researched lvl 2 before you build. Upgrading them is expensive. So, until then, you are left with SJ's formula (a squared plus b squared = c squared). (sorry) |
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Re: Warp Point Opening - how to measure distance?
Yep!
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Re: Warp Point Opening - how to measure distance?
Hmmm...I've never tried this, but what if you put an emergency pod on a craft with a repair bay? Couldn't it get repaired each turn after you use it so you could keep using it? Maybe I'll try this tonight...
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Re: Warp Point Opening - how to measure distance?
I believe that repairing an Emergency Resupply Pod in open space was considered an exploit and removed. Hence the SpaceYard requirement in recent Versions.
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Re: Warp Point Opening - how to measure distance?
Does it require a Planet-bound SY or can the SpaceYard be on a ship?
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It requires a planet-based spaceyard, I believe...
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Re: Warp Point Opening - how to measure distance?
AFAIK, Spaceyard component is also able to repair Emergency Propulion. At least it works on my EP+SY equiped stellar manipulators.
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Re: Warp Point Opening - how to measure distance?
It works for me too. The spaceyard component fixes those emergency propulsion components.
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Re: Warp Point Opening - how to measure distance?
quite unfair IMO, does it also fix emergency resupply?? that would truly be an exploit.
Another offtopic thing: engines use 10 supply per movement, so 6 ion engines use 360 supply. Does bonus also need supply, like solair sail 3 on top of 6 ione engines would use 9x60= 540 supply??? |
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No, bonus doesn't need supply. And the spaceyard thing is hardly an exploit.
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Re: Warp Point Opening - how to measure distance?
I dunno, sounds kind of exploitish to me. Getting 5 extra movement every turn out of a 10k component, but only if you are willing to do all that micromanagement.
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Re: Warp Point Opening - how to measure distance?
No, you're getting 5 extra movement out of a 10kt component AND a 400kt shipyard. http://forum.shrapnelgames.com/images/icons/tongue.gif Sure, you can repair more than one, but a shipyard can only repair so many, especially if you've dropped your repair characteristic. Then you need more space yard ships. Which means you need at least BCs, because a Cruiser isn't going to have enough space for the shipyard, engine, and pod.
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Re: Warp Point Opening - how to measure distance?
The SY ship needs the component too, which means you can support a maximum of four other ships per space yard ship. Not exactly a potent force, and I challenge you to find -anyone- who deploys main combat fleets that are 20% SYS.
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edit: like Fyron just said http://forum.shrapnelgames.com/images/icons/icon12.gif [ May 06, 2004, 20:50: Message edited by: spoon ] |
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