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AARGG is this a bug (re Fighters)
Is this a bug or am I misinterpreting this ability comment?
"Can launch and recover Fighters from space. 1 Fighter can be launched per combat turn and 2 Fighters can be launched per game turn." I edit Fighter Bays to change it for "4 fighters per game turn" to 2. And yes edited value 2. However in combat simulation it keeps launching fighters. I wanted tohave some fighters stored in Cargo bays that would not launch. ie be saved for the next combat. |
Re: AARGG is this a bug (re Fighters)
"Per game turn" doesn't apply in combat, and "per combat turn" doesn't apply on the strategic map. Yes, this is weird. Yes, its always been like that.
So any given fighter bay will, in one combat, be able to launch 120 fighters (60, in your Version) Was that the problem? |
Re: AARGG is this a bug (re Fighters)
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Sound like maybe this is not possible. http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: AARGG is this a bug (re Fighters)
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Sound like maybe this is not possible. http://forum.shrapnelgames.com/images/icons/icon9.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Edit: but Yea I think I get what you mean. In combat my bay could launch 30 fighter. But non combat if I gave in the launch fighters command it could launch 60. Edit: oops damn edit button is too close to the quote button [ October 30, 2003, 00:14: Message edited by: DavidG ] |
Re: AARGG is this a bug (re Fighters)
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And here I was just thinking everyone was good HTML programmers. http://forum.shrapnelgames.com/images/icons/icon12.gif Any fighters launched during combat will be recovered at the end of combat if they and the carrier survive. |
Re: AARGG is this a bug (re Fighters)
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So if you want a ship that can hold 60 fighters and only launch 30 during combat, you put one fighter bay on it and enough cargo bays to hold 60 fighters. One fighter bay launches 30 fighters in a round of combat. Of course your fighters are going to be launched one at a time during combat, and aren't likely to survive unless you have modded them to be significantly tougher then in the stock game. But it will do what you are trying to accomplish. |
Re: AARGG is this a bug (re Fighters)
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[ October 30, 2003, 13:35: Message edited by: Alneyan ] |
Re: AARGG is this a bug (re Fighters)
UBB != HTML
http://forum.shrapnelgames.com/images/icons/icon6.gif There are occasional similarities, but UBB code is generally much simpler than HTML. Only things like </font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">[b] [i]</pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">in UBB are similar to their HTML equivalents: </font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"><b> <i></pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Stuff like hyperlinks are simpler in UBB: </font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">SE.net</pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">And that in HTML: </font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"><a href="http://www.spaceempires.net/">SE.net</URL></pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Of course, they are similar, but just a bit simpler. http://forum.shrapnelgames.com/images/icons/icon12.gif And then, of course, HTML has about 10000 times as many possible code elements as UBB... http://forum.shrapnelgames.com/images/icons/icon12.gif [ October 30, 2003, 22:09: Message edited by: Imperator Fyron ] |
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