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My problems with simultaneous
I do not get it, every once in a while strange and unpredictable things happen. Ships fly through black hole systems although I saw the blue line for the route was bypassing the sucking system, but maybe it was a mistake by myself. These incidents just happen too often to let me think it is always my fault.
But this can not be. I set up a colonizer with speed 1 plus an emergency prop. of 2. The colony is 2 sectors away, so it should be reached in one turn with the EP. Use EP, set colonize planet and where do I find it next turn? One sector adjacent to the source planet, but the EP is destroyed, great. |
Re: My problems with simultaneous
Not to be mean, but I already hate simultaneous turns, glad that happened to you and not me. http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: My problems with simultaneous
In simultaneous turns for a ship with EP you must give the ship the "use comp" order before the other orders.
Geoschmo |
Re: My problems with simultaneous
Yeah, the orders are executed in the order you tell them, so it didn't use the emergency propulsion until it reached its first order's destination...
PvK |
Re: My problems with simultaneous
I am pretty sure I have used the correct order, I even have checked it in the view orders screen.
Is there a possible problem with quasi newtonian movement and the older proportions mod 2.4.x regarding EP's? Tonight I will check it with this Version under turn based. |
Re: My problems with simultaneous
I just ran a test in 1.84 & Props 2.4.2 and didn't see a problem. I made a cruiser with efficient ion engines for usual speed 3, and strapped on Emergency Propulsion 5, gave orders to use the component and move, and it zoomed at speed 8, to 8 sectors away.
Hmm, I guess I should test with your colony ship example. Ok, yep, I see the same thing. This would be a new bug discovery (congratulations...). Also, I don't understand what causes it. If I make a speed-3 colony ship with Emergency Propulsion II, and use it, it DOES go 5 sectors. Let's try speed-1 and EmProp V... nope, same blown component and speed 1. Ok, let's try a cruiser with speed 1 and EmProp V... nope, goes 1 and blows. Seems like it is speed-1 ships. Let's try speed-2 ships with EmProp 5. ZOOoom... went 7 as hoped. Testing with a speed-2 colony ship with EmProp 2 - goes 4 as expected. Sooo... seems like there is a "feature/issue" wherein ships must have at least regular final speed 2 or more, or emergency propulsion won't work. I think the manual says somewhere that it has to have at least 1. So either it's a mistake, or I'm misremembering what the rules say. PvK |
Re: My problems with simultaneous
This is just a guess on my part, but I wonder if the reason for this bug isn't that he programmed it so you can't use EP to accelerate a ship that is out of supply.
Geoschmo |
Re: My problems with simultaneous
You mean emergency propulsion *WORKS* in simultaneous games? http://forum.shrapnelgames.com/images/icons/shock.gif Learn something new every day... weird that it would only work before the move orders, because then wouldn't the ship be at full movement and thus using the emergency propulsion wouldn't be able to give a ship more than its normal movement? http://forum.shrapnelgames.com/image...s/confused.gif
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Re: My problems with simultaneous
Yes, that's exactly how it works. It gets more than it's normal movement. On the other hand, if you wait and give a move order first you in effect "lock in" the maximum movement for the turn.
It is possible to set your orders up and not do the EP first. But it has to be done extremly carefully. You have to plot a course that will not use up all your movement before the EP is used, but will be far enough away that after the EP is used you haven't gone past your original maximum for the turn. Much easier to just give the EP order first, then you don't have to worry about it. Geoschmo |
Re: My problems with simultaneous
Quote:
Slick. |
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