![]() |
Somethings
I'll post some other things later.
Parameters Solo Game Simultaneous Movement Patch 1.78 but I belived it occurred in early Versions 1) Issue: Can’t give launch orders to ships without Satellites to launch even though they can load one from nearby planet. a. At Planet A with 4 Base Space Yards i. I Built 3 Miner Deploy ES 1. Escort Hull, (Miner Deployment Escort 0001 – 0003) 2. 1 Large Satellite Launch Bay 3. Speed 9 ii. Built 1 Mineral Miner Satellite on 4th Base Space Yard b. At Planet B built 3 Mineral Miner Satellites (located 2 sectors from Planet A) c. Loaded Mineral Miner Satellite onto 1 Miner Deployment Escort 0001 i. Programmed several Move to Asteroid 000X > Launch Satellite > Move to Planet B > Load Satellite > Move to Asteroid 000Y ..sequences d. Selected Miner Deploy ES 0002 i. Could not issue Launch orders. ii. My understanding is SEIV won’t let you give orders the ship can’t execute at that time) 2) Solution: a. Transfer the 1 Sat to Miner Deploy ES 0002 b. Program Load and Launch sequence c. Transfer the 1 Sat to Miner Deploy ES 0003 d. Program Load and Launch sequence e. Transfer the sat back to Miner Deploy ES 0001 3) Solution B: Plan ahead and build enough satellites, (not always a desirable choise) Conclusion: Not always an option but a work a round. I have not tested this in other situations. Move To orders through Un explored Space, Something else: Question Ship Travel Distance / Turn Indicator Numbers With the blue ship movement lines turned on Sometimes when I give a Move To order It counts the sectors starting with Zero Sometimes It counts the sectors starting with One I have not been able to figure this out. Any ideas? [ October 15, 2002, 19:18: Message edited by: Gryphin ] |
Re: Somethings
I have had problems getting a ship to deploy only one satellite when putting out mining satellites during simultaneous movement. Is there a way to set how many are deployed, or do I need to pick up one and deploy it before getting more?
Greybeard |
Re: Somethings
The movement line/turn indicator is based on the movment points your ship currently has.
If it is completely out of points, the indicator starts at "1" since it will take until next turn before the ship can start to move. If the ship has movement points this turn, it will start at zero, since the ship can move there now (but it only actually does move "this turn" in sequential turn games). |
Re: Somethings
Greybeard
The only way to deploy one at a time is to only have 1 on board. To achieve this I created a Satellite Deployment Escort, 5 engines 1 Solar Sail, (does nine sectors a month) 1 sat bay Then when it does a "Load" operation it only picks up one. Cheap easy and quick, (sorta) Thanks Suicide Junkie Ok, so in a simultaneous game even if it shows zero, it will not move more than its allotted max speed.? Yes? [ October 15, 2002, 21:36: Message edited by: Gryphin ] |
Re: Somethings
Right. In the simultaneous game, your ship gets its movement points refilled on "day zero", and then begins to move.
You can go faster than your displayed movement only by giving an order to use an Emergency propulsion pod before giving the order to move. |
Re: Somethings
Writing Speech Text files
Does anyone have: A blank *_AI_Speech.txt or a Program designed to edit one? Or a suggestion on how to go about it? |
Re: Somethings
I think I have a blank AI_speech laying around somewhere. I'll have to look for it.
|
Re: Somethings
Urendi Maleldil
That would be Great! If you could email it to: gryphin@windingstream.com I'd be delighted. Thanks again. |
Re: Somethings
I usually just take the default AI speech file and rename it and then change what I want to.
|
Re: Somethings
Re: use of Repulser Beams and Crowded conditons
Mabe when using them: Us a formaiton where the leader is fairly protected and "Don't Break Formation" This should keep your ships out of the way and allow for full fields of fire. (Posted here as to not clog the orginating thread) |
Re: Somethings
Not quite...
The problem is thus: Take one enemy ship, the Target. Place three enemy ships, the Wingmen directly behind, and diagonally behind on either side, to form a "T" shape. Your ship fires a Heavy-Mount repulsor beam at the Target, for 15 "push" damage. The enemy Target moves one square backwards, and runs into one of the Wingmen. The remaining 14 push points are lost. The prblem is the enemy formation, not your own. The fleet in this situation would have benefited greatly by having wormhole beams instead of repulsors. [ October 16, 2002, 18:15: Message edited by: Suicide Junkie ] |
Re: Somethings
I'll have to check the specs at home.
Would it make a differance if they Priortys were set for Farthest? |
Re: Somethings
Well, that would drastically reduce the effect of your primary weapons (lost accuracy, some types lose damage at range).
Plus, by knocking back the farthest ships first, you leave the close ones to rip your ships to shreds. I imagine your ships would also turn and fly into the enemy fleet in order to attack the farthest ship away from you, and getting themselves killed. |
Re: Somethings
For editing Speech files, I make a copy of one of the existing files and edit that.
Since the file is so long, I only edit a few of the entries at one sitting, and put in some kind of marker (e.g. "-->") that I can search for to find where I left off. |
Re: Somethings
Suicide Junkie
I'll have to start a Full Tech game an try some things. Maybe a combonation of Multitplex Tracking Repulser Beams > Put in the design first > Push farthest ships away Main Weapons have only closer ships to fire at? capnq Too easy, I mean, really why would I do it the easy way. Sheesh, Hmm, think anyone will figure out I used that method. := ) |
Re: Somethings
Sneaky Gryphin Thinking
Goal: Planetary Self Destruct Device Work A Round: Cloaked with Star Destroyer sitting over your star. Downside: A bit expensive and can be detected |
Re: Somethings
Suggestion: Mine-Class cloaking built into a vehicle, with room for only: 1) A micromounted Star/planet killer, and 2) A micromounted one-mp emergency propulsion pod.
The mounts will allow you to restrict the components to that particular hull only, and you can add "one-per-vehicle" restrictions as well. If it works, use a base hull. The emergency propulsion pod should allow you to use your device while not allowing movement. Otherwise, just use a ship hull, and accept that it can be towed around by a repair ship. |
Re: Somethings
Quote:
IE: 20kt cargo that gives 750 storage VS 10kt cargo that gives 300 storage. Quote:
|
Re: Somethings
SJ,
Thanks. This will get me on my way for the Gryphin_AI* |
Re: Somethings
[:] AI
|
Re: Somethings
Pirates & Nomads has 10kt and 5kt Versions of Supply Storage, among other things.
|
Re: Somethings
SJ, Hmm, evil and if it works seemingly unstoppable.
I'll try to mod / build / test that for grins and the experiance. Speaking of mods: I hate loosing 10kt of space on my ships. I'm guessing I can Give a 10kt size to any component I can see a reduced capacity 10kt: Cargo Bay, PDC, Armor, ECM?, Combat Sensors?, Any suggestions? Questions: Should a modded component cost more than the Fractional reduction in space? IE if the 20kt Version cost 200 mineral, should the 10kt Version cost 100 or 125? Should a "Swiss Army Knife" component cost more than the sum of its parts? IE: 20kt ECM + Combat Sensors + Aux Bridge cost more than the sum of each of them separately? |
Re: Somethings
Armored Weapons Platforms
Situation: Large Weapons Platform with 10 Scattering Armor III on it Attacked by a Weapon that does 100 points per hit How many hits will it take befor it starts to hit the planet? On a ship it would have to account for 10 x 150 of armor. My impression is on the planet it is only accountng for the kT of the platform. Am I reading this wrong? Thanks |
Re: Somethings
Ignoring the fact that Scattering armor is a really bad choice for armor on any unit (Standard armor is much better; even Stealth is a bit better than scattering)
The amount of damage required to kill the platform and start hurting the planet is the Armor hitpoints + Internal hitpoints + shield points on the platform. All three are combined to get a single value for the strength of the platform. |
Re: Somethings
Let me guess:
The reason Standard Armor III is better than Scattering or Stealth Armor is Hit points per Kt? The advantage of Scattering and Stealth on a ship is the ECM provided. On a planet the ECM is pointless. :: Slaps For head :: Wish I had analyzed this long ago. :: Note to self, Ask more questions. Don’t be so *amned determined to figure it out on my own. :: |
Re: Somethings
For that matter even on a ship there's no reason to mount more than one Stealth and one Scattering armor. One piece gives you the bonus, then you can switch to something more effective.
Phoenix-D |
Re: Somethings
:: Galactic Bash Turn ::
Home system down, Turn will be in by Saterday Noon :: Sorry abot the delay. < Insert strong vulgar language expressing huge amounts of frustration > |
All times are GMT -4. The time now is 02:12 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.