.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old September 7th, 2006, 01:54 PM
Cipher7071's Avatar

Cipher7071 Cipher7071 is offline
Second Lieutenant
 
Join Date: Nov 2003
Posts: 482
Thanks: 1
Thanked 0 Times in 0 Posts
Cipher7071 is on a distinguished road
Default Ship Capture Problem

I designed a ship that has 3 Boarding Parties III, some DUCs and PDs, then tried to capture a lone colony ship with it. Instead of capturing the ship, my ship destroyed it.

I rechecked the designs and the colony ship had no shields and no self-destruct device. The default strategy for my ship was set to capture ships and it was not in a fleet.

What could have gone wrong here?
__________________
The great tragedy of science...the slaying of a beautiful hypothesis by an ugly fact. (T. H. Huxley)
Reply With Quote
  #2  
Old September 7th, 2006, 03:29 PM
douglas's Avatar

douglas douglas is offline
Major
 
Join Date: Apr 2004
Location: Atlanta, Georgia
Posts: 1,152
Thanks: 0
Thanked 0 Times in 0 Posts
douglas is on a distinguished road
Default Re: Ship Capture Problem

Everything sounds like it should have worked. The only thing I can think of is to double check that you didn't put on security stations instead of boarding parties by accident, as they look very similar.
Reply With Quote
  #3  
Old September 7th, 2006, 04:51 PM
Ed Kolis's Avatar

Ed Kolis Ed Kolis is offline
General
 
Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
Thanks: 1
Thanked 7 Times in 5 Posts
Ed Kolis is on a distinguished road
Default Re: Ship Capture Problem

Check the replay - did the ship close to DUC range, then destroy the target in a single volley before it could reach an adjacent square to board? You'd think that a ship set to capture would not actually fire on its target unless it had shields, but you never know...
/me wonders how capture will work in SE5 - will you have to close to a set range to beam over troops, or are there boarding shuttles that have to "ram" the enemy ship, or has boarding been removed like in Starfury???
__________________
The Ed draws near! What dost thou deaux?
Reply With Quote
  #4  
Old September 7th, 2006, 05:35 PM
Kana's Avatar

Kana Kana is offline
Captain
 
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
Kana is on a distinguished road
Default Re: Ship Capture Problem

Quote:
Ed Kolis said:
/me wonders how capture will work in SE5 - will you have to close to a set range to beam over troops, or are there boarding shuttles that have to "ram" the enemy ship, or has boarding been removed like in Starfury???
That would suck...it would take alittle wind out of my SFB mod if you couldnt board by beam or shuttle...
Reply With Quote
  #5  
Old September 7th, 2006, 06:18 PM
Slick's Avatar

Slick Slick is offline
Brigadier General
 
Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
Slick is on a distinguished road
Default Re: Ship Capture Problem

The other guy could have rammed you if this was in simultaneous movement.
__________________
Slick.
Reply With Quote
  #6  
Old September 7th, 2006, 08:10 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Ship Capture Problem

Ed Kolis said:
...removed like in Starfury???


Why do people keep thinking SE5, a strategy game, will be at all like Starfury, an "action rpg?"
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #7  
Old September 7th, 2006, 10:47 PM
Cipher7071's Avatar

Cipher7071 Cipher7071 is offline
Second Lieutenant
 
Join Date: Nov 2003
Posts: 482
Thanks: 1
Thanked 0 Times in 0 Posts
Cipher7071 is on a distinguished road
Default Re: Ship Capture Problem

I wonder about the "ram" explanation. I didn't realize the AI would ever use that tactic, and my ship didn't take any damage. Wouldn't the colony module have caused some? I'll try capturing another kind of ship to see what happens.
__________________
The great tragedy of science...the slaying of a beautiful hypothesis by an ugly fact. (T. H. Huxley)
Reply With Quote
  #8  
Old September 7th, 2006, 11:01 PM
Puke's Avatar

Puke Puke is offline
Lieutenant General
 
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
Puke is on a distinguished road
Default Re: Ship Capture Problem

I think the Rage and the Space Orcs both have ramming colony ships. Maybe some others.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
Reply With Quote
  #9  
Old September 8th, 2006, 02:00 AM
Parasite's Avatar

Parasite Parasite is offline
Second Lieutenant
 
Join Date: Jul 2003
Location: Texas
Posts: 464
Thanks: 0
Thanked 0 Times in 0 Posts
Parasite is on a distinguished road
Default Re: Ship Capture Problem

Also check the order of the weapons and boarding parties when designed. If the weapons are first, the ship will fire at range and movement end. Then next turn it can close to range 1 and fire again, then board. If the BP is first, it will fire while closing, but board first at range 1. If the ship still has shields, it can not board and will fire it's weapons. Even if shields drop that turn you will not board, but must wait till the next turn.

Besides the above, I agree with Slick. It must have rammed.
__________________
I thought of the sun as a big bright ball of something that produced an intense absence of darkness. Alan Dean Foster No More Crystal Tears
A++SeGdy$+-++Fr?C++++Cst+SfAi--Mm-MpTS---SsROPw++Fq++Nd++++RpG++Mm++Bb
Reply With Quote
  #10  
Old September 9th, 2006, 04:06 PM
Cipher7071's Avatar

Cipher7071 Cipher7071 is offline
Second Lieutenant
 
Join Date: Nov 2003
Posts: 482
Thanks: 1
Thanked 0 Times in 0 Posts
Cipher7071 is on a distinguished road
Default Re: Ship Capture Problem

Thanks guys. The boarding parties are placed ahead of the DUCs in the ship design. So that leaves ramming.

Given that, I think I know what happened. My boarding ship had been given orders to capture the colony ship. It had also been given orders to resupply. So, it tried to capture the colony ship, was rammed, and the colony ship was destroyed. It did take damage, but neither that nor the ram was apparent in the combat replay. In the same turn it flew to the nearest planet with a resupply depot, AND a spaceyard. It was repaired.
__________________
The great tragedy of science...the slaying of a beautiful hypothesis by an ugly fact. (T. H. Huxley)
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 05:33 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.