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-   -   Boarding Parties (http://forum.shrapnelgames.com/showthread.php?t=2394)

Ferendra March 15th, 2001 03:33 PM

Boarding Parties
 
Hi folks,
I created a ship with boarding parties and shield depleter and set its strategy to boarding enemy ships.
Each time I simulate a combat with this ship it turns away from enemy ships and flees.
How do I get the ship to actually capture enemy vessels ?
Ferendra

Seawolf March 15th, 2001 04:08 PM

Re: Boarding Parties
 
Check the stragy for the ship. It needs to be set to board ships. I would guess it is currently set to don't get hurt.

------------------
Seawolf on the prowl

Baron Munchausen March 15th, 2001 07:16 PM

Re: Boarding Parties
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Ferendra:
Hi folks,
I created a ship with boarding parties and shield depleter and set its strategy to boarding enemy ships.
Each time I simulate a combat with this ship it turns away from enemy ships and flees.
How do I get the ship to actually capture enemy vessels ?
Ferendra
<HR></BLOCKQUOTE>

This is another case of the simple documentation in the config files being inadequate. I haven't seen anything in the manual that covers all the details of boarding, either. First, you must not use 'Board Enemy Ship' as your PRIMARY strategy (even though that's what the default config uses! apparently MM changed the way boarding works at some point and forgot to change the text file) -- unless shields will not be involved. In order to be boarded, your target must have no shields. If your boarding ships will only go after colonizers then using 'Board Enemy Ships' as a primary strategy will probably work. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Edit the "Capture Enemy Ships" in default_strategies.txt to use a normal attack strategy like 'Optimal Firing Range' or even 'Short Weapons Range' since you want to be close when the shields are gone. Make your boarding ship as fast as possible of course, and give it lots of PDC. Also, give it lots of ARMOR, because another undocumented feature of boarding is that the attacking ship ALSO loses all its shields. Apparently they have to be "turned off" to launch the boarding parties. Including shield regenerators in a boarding ship might be a good idea, but skipping shields entirely is an option with a good armor tech like organic. Hmm, with crystalline you're missing the advantage of your armor if you don't have shields... http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Guess crystalline is a good choice for a boarding ship. Anyway, set your SECONDARY strategy to 'Board Enemy Ship' and your boarding ship will suddenly change behavior when the target's shields are gone. It WILL close in and board at that point. Yep, just REVERSE those two strategies in the default_strategies.txt file! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Final hint, once your boarding ship uses its boarding parties, IT will be completely vulnerable to boarding. If your enemy has boarding ships, best to include a self-destruct device even in your boarding ship!

BTW, the "Time Distortion Burst" in Temporal Knowledge techs is just about the ideal boarding ship weapon. It's a powerful shield depleter but also a useful weapon so the boarding ship is not helpless if it's boarding parties are gone. A boarding ship with the TDB and Crystalline armor to regenerate it's shields would be just about the ultimate. Getting bothof those techs would be mighty expensive, though...

[This message has been edited by Baron Munchausen (edited 15 March 2001).]

Windborne March 15th, 2001 08:19 PM

Re: Boarding Parties
 
You can set your individual ships strategy to "Board enemy ships" then put it in a fleet set to "optimal firing range". If you do that your ship should work right.

Possum March 16th, 2001 07:46 AM

Re: Boarding Parties
 
Fer,

hey, bro http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Another thing that helps, is to make sure you design the ship as part of the class "Boarding Ship", rather than "Attack Ship"

Alpha Kodiak August 24th, 2001 04:37 AM

Re: Boarding Parties
 
Ok, I've tried everything I can think of, and I can't get boarding parties to work in strategic combat. According to the earlier Posts in this thread, the secret is to use a normal attack strategy as primary and boarding as secondary.

I've tried point-blank, optimal and maximum range strategies, and in all cases, my ship keeps attacking until the enemy is destroyed. In the simulator, I have tried all of them against both attack ships and colonizers, to no avail.

The only time, I succeeded in capturing a ship was when I had boarding as the primary strategy. My ship went into a corner and the other ship chased it. It just happened to end its move adjacent to my ship, and my ship boarded it.

Has anyone succeeded in getting the boarding to work under SEIV v1.41 with TDM Modpack 1.75? I just want to make sure that boarding didn't stop working under the latest Version before I drive myself completely sane trying to figure this out. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

tesco samoa August 24th, 2001 02:29 PM

Re: Boarding Parties
 
You should attack my ships they attract boarding parties like flies to stuff.

This is a good thread. I am learning about the boarding parties in a very painfull way.

Thanks for all the info


capnq August 24th, 2001 08:54 PM

Re: Boarding Parties
 
Have you experimented with the other strategy settings besides Movement? I'd imagine Firing, Damage, and Formation could all affect the boarding ship's behavior. I've yet to attempt a ship capture in simultaneous myself, so I don't have any concrete advice, but those are the areas I've experimented with in trying to capture planets.

------------------
Cap'n Q

The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"

Suicide Junkie August 25th, 2001 01:39 AM

Re: Boarding Parties
 
Did you put a weapon on your boarding ship?

Use something like a meson bLaster, or the TDB, but it must be able to do damage to the hull of a ship.

PDC, shield depleters, won't work.

Alpha Kodiak August 25th, 2001 01:59 AM

Re: Boarding Parties
 
I tried a couple of designs. My operational design is a BC with 3x time distortion bursts and 1x tachyon cannon, plus 2x boarding parties. In the simulator, I also tried a simpler approach with a destroyer fitted with one meson bLaster and one boarding party. They are both boarding ships rather than attack ships (although I created a copy of the BC that was an attack ship and tried that in the simulator - same results).

Alpha Kodiak August 25th, 2001 03:23 PM

Re: Boarding Parties
 
I've created a save game from a full tech start with a couple of ship designs, one called Boarder and one called Target. I have tried all kinds of options under strategies to no avail, so I'm wondering if someone could look at what I've got set up and see if they can get the boarding operation to work.

The set up should be pretty straight forward. In the simulator, put the Boarder ship on the human controlled side and the Target ship on the computer controlled side. The let it fly, so to speak.

Somebody please tell me that I'm just missing some stupid detail, because this is driving me totally sane at this point. http://www.shrapnelgames.com/ubb/ima...s/rolleyes.gif

Deathstalker August 25th, 2001 03:51 PM

Re: Boarding Parties
 
The only time I got boarding parties to work was with the following scenario: normal attack ship, two boarding parties in the 'must have' line, then the ship was armed with abp 1st and trac beams 2nd. Attack strat was optimal firing range but 2ndary was capture enemy ships. It only seemed to work when I went into tactical combat (never did see it happen in sim combat) and it almost seemed a 2ndary effect that they boarded at all, the ships would attack with apbs, trac in the ship and then IF the shields were down they would board....strange thing....never did see an actual 'boarding ship' board though....

Hope this sheds some light.....(I'm about as confused on this issue as anyone....that and the damn 'ship yard ship as a repair ship', never seen that work either, though I'm testing three AI's with it currently)...

------------------
"And what the hell would you know about sanity?" demanded Beatrice. "There are depressed lemmings on the edge of cliffs who've got a better grasp on reality than you have. And more common sense."--Simon R. Green 'Deathstalker Rebellion'.

"We are all...the sum of our scars"....(paraphrased) Matt. R. Stover-'Blade of Tyshalle'.

"Memory," the old man said softly, "is tricky. I have learned two things from it. One: That without meaningful memories, there is no life. Two: that we are desperate for our lives to make sense, to have meaning,--and at a great enough remove , all memory is malleable." -Michelle West 'Sea of Sorrows', SunSword book IV.

CW August 25th, 2001 04:17 PM

Re: Boarding Parties
 
Alpha Kodiak, after another hour of simulator time I finally got my boarding parties to (sort of) work. I designed a light cruiser with the following specs:

1 bridge
1 life support
1 crew quarter
5 quantum engines III
1 solar sail III
1 stealth armour III
3 orgainc armour III
1 combat sensor III
1 ECM III
2 shield depleter V
1 enveloping acid globule V
3 boarding parties V

Costs exactly 9600 minerals, the max my homeworld shipyards could build in 2 turns at normal rate. I tried them out on your BBs with the strategy set to primary - board enemy ships and secondary - point blank. They would keep running to a corner ACROSS the map (not the normal behaviour when a ship can't execute an order, but is still running to a corner, strange...), the BBs would give chase, the two sides would keep firing at each other until the BBs have no shields left, then the boarders would come out of the corner and take them.

However they do something totally different when attacking something with no weapons (colony ships for example). The boarders would charge right towards them and blow them to bits, totally ignoring the "fire until all weapons destroyed" check box.


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