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  #1  
Old August 9th, 2004, 12:22 PM
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Default what the...finally a question about SE4 !

Hey,

two questions:

1. Are drones hit by mines ?
2. Are fighters hit by mines ?
3. How do you defeat mines without minesweepers
4. How to attack a planet that is protected by mines with drones ?!?

In a pbw game i constructed 5 antiplanet missiles and just noticed by enemy is mining wormholes...so im assuming he is most probably mining his planets as well damnIT
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  #2  
Old August 9th, 2004, 12:26 PM
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Default Re: what the...finally a question about SE4 !

"1. Are drones hit by mines ?"

Yes. This is controllable in Settings.txt, so it can be disabled to allow them to pass.

"2. Are fighters hit by mines ?"

Yes. This is controllable in Settings.txt, so it can be disabled to allow them to pass.

"3. How do you defeat mines without minesweepers"

Flood the sector with cheap ships/drones/etc. Each will set off a mine. Alternatively, fill the ship/drone with armor, so that each one can absorb several mines.

"4. How to attack a planet that is protected by mines with drones ?!?"

See #3. Or, send in over 100 drones, so that some will survive. Certainly not feasible to attack more than one planet this way, but then, drones are not all that useful in the end anyways (unless you have a very long time of peaceful buildup in which to build lots of them).
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  #3  
Old August 9th, 2004, 12:40 PM

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Default Re: what the...finally a question about SE4 !

Quote:

See #3. Or, send in over 100 drones, so that some will survive. Certainly not feasible to attack more than one planet this way, but then, drones are not all that useful in the end anyways (unless you have a very long time of peaceful buildup in which to build lots of them).
Usually I use drones for that purpose in annexing territory near mine. Planets with spaceyards produce ships, Base spaceyards produce troops and fighters (In most mods BSY's have a higher construction rate) and non SY planets for drones, sats and Weapons Platforms as they are rarely needed but helps to have in case.

That way by the time you are feeling evil enough you have a nice supply of drones to flood the warp point and attack while not having to risk your fleet that you think maybe just isn't overkill enough yet
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Old August 9th, 2004, 04:19 PM
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Default Re: what the...finally a question about SE4 !

too bad a friggin mine costs about NOTHING and can still do 100 damage at tier 1 which is a fking lot compared to what a drone or several fighters can take (yes the game im playing allows mines to hit both drones and fighters)

damnit i guess i followed the wrong researches in that game
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  #5  
Old August 9th, 2004, 04:25 PM
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Default Re: what the...finally a question about SE4 !

Launch fighters one at a time and send them in a stream? A small fighter with just engines, life support and a cockpit isn't too costly. Although, it is a pain to launch fighters one at a time in simultaneous movement mode, and might require some cheap stations or ships loaded with only 1 fighter at a time, so this is probably highly impractical... Add to that the problem that launching more fighters in a sector that already has fighters places them all in the same stack... Ok this idea won't work.
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Old August 9th, 2004, 04:29 PM
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Default Re: what the...finally a question about SE4 !

Organic Armor is good for getting past the mine fields. It spends itself killing off the mines and then re-grows.
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Old August 9th, 2004, 04:32 PM
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Default Re: what the...finally a question about SE4 !

Doesn't organic armor only repair after combat (other than in-combat regeneration)?
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Old August 9th, 2004, 05:13 PM
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Default Re: what the...finally a question about SE4 !

Quote:
Doesn't organic armor only repair after combat (other than in-combat regeneration)?
Actually, I'm not too convinced it regenerates much at all. And certainly, it doesn't regenerate after combat is over. I have some ships been sitting for 10 turns now with 1 blown-out org armor. Maybe I misunderstand how it works but it certainly doesn't seem real useful in actual simultaneous combat (where strategies tend to make sure ships are "ganged up" upon till destroyed).
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Old August 9th, 2004, 05:21 PM
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Default Re: what the...finally a question about SE4 !

Organic Armor used to build up a pool of regenerative points as soon as combat started. Now, they only start generating regenerative points after an organic armor component is destroyed. Say you have 2 OA comps that have 150 HP and 15 regeneration. Then one is destroyed. It will take 10 combat turns to generate 150 regenerative points and repair that destroyed OA. However, the display of the ship does not update to reflect the repaired component until the ship is hit by an enemy again. Until it is hit by an enemy, the damage points remain and the component still appears destroyed. This display bug is often a source of confusion.

Additionally, you must have a functional component with the OA ability to get any components to regenerate. One organic armor is useless, and OA can not regenerate if all OA components are destroyed.
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Old August 9th, 2004, 08:08 PM
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Default Re: what the...finally a question about SE4 !

Quote:
Organic Armor used to build up a pool of regenerative points as soon as combat started. Now, they only start generating regenerative points after an organic armor component is destroyed. Say you have 2 OA comps that have 150 HP and 15 regeneration. Then one is destroyed. It will take 10 combat turns to generate 150 regenerative points and repair that destroyed OA. However, the display of the ship does not update to reflect the repaired component until the ship is hit by an enemy again. Until it is hit by an enemy, the damage points remain and the component still appears destroyed. This display bug is often a source of confusion.

Additionally, you must have a functional component with the OA ability to get any components to regenerate. One organic armor is useless, and OA can not regenerate if all OA components are destroyed.
Yes, that's the way I understand it. For example, if a ship had 11 OA on it, and during a combat round, 1 was destroyed, it's my understanding that 10 OA's would completely regenerate the one that was destoryed in the next combat round. Assuming that is correct, the OA regenerative ability fails in actual play due to the fact that multiple ships in the combat arena will continue pulverizing the damaged ship till it is either destroyed or all armor is gone (or reduced to the point that regeneration is nearly useless).

And to the other point, as I said, once a component of OA is destroyed, it will never be repaired after battle unless there is some sort of repair component available (SY or Repair bay).
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