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Fighters and supply
Reduced the amount of supply given by fighter engines in TechMod.
Guess what? It doesn't matter. Running out of supplys does NOT affect a fighter. It's cloaking didn't even drop.. EDIT: even more interesting, putting a cloaking device on a fighter results in permanent cloaking. Turing it off/on has no effect. EDIT 2: another change. Engaging in combat- still no effects. But after combat, the fighter group drops down to one movement point, like a ship. Still cloaked, though. Phoenix-D [This message has been edited by Phoenix-D (edited 26 September 2001).] |
Re: Fighters and supply
There are some odd side-effects of using powers in non-standard ways. I made an "observatory" facility using facility picture #38 and the "EM Passive" scanning ability and built it on one of my border-system planets once. It worked, and it continued to work after I scrapped the facility! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif I guess there is something similar happening in both cases. A flag gets set and then never gets UNset.
[This message has been edited by Baron Munchausen (edited 26 September 2001).] |
Re: Fighters and supply
That's interesting, because I tried to do the same thing (facility scanner) and it didn't work. Maybe I forgot to set the level of scanning..
Phoenix-D |
Re: Fighters and supply
Well this really hurts my mod http://www.shrapnelgames.com/ubb/images/icons/icon9.gif
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Re: Fighters and supply
I thought fighters were supposed to be destroyed if they ever ran out of supplies. Is that not the case?
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Re: Fighters and supply
dumbluck
No, fighters are not destroyed when they run out of supplies. IIRC in combat they can still fire normally and move normally. As well, on the system map, if fighters have not supplies, they just move at one space per turn. Have not done this for a while, but I can confirm it tonight. Others will probably confirm it as well. ------------------ Never Give up, Never Surrender! |
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