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  #1  
Old December 23rd, 2000, 08:32 PM

Mayaca Mayaca is offline
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Default Laying Mines problem since new Patch, Bug?

Greets..

I have noticed since the latest patch I can no longer lay bunches and clumps of mines in the strategic turn. For example, i'll bring my Minesweeper/layer to a warp point, this one only has one mine layer component on it, and when I go to lay mines, it will only let me lay one mine a turn. This prevents the wholesale quick mining of warp points or planets for defense which, while possibly balancing, I don't care for and don't agree with. How long is a turn supposed to be? A month or two? I fail to believe that with one mine layer component I can only lay one mine a month, that just doesn't make sense. Please put it back to the way it was.
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Old December 23rd, 2000, 09:01 PM

Tomgs Tomgs is offline
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Default Re: Laying Mines problem since new Patch, Bug?

Its not a bug its as intended.

Quote from the Beta patch thread:
14. Changed - There is now a limit per game turn in the number of fighters\
satellites\mines that can be launched. There is no limit to
the number of units that can be recovered. The Unit Transfer
window has been modified to display the numbers that can be
launched in a turn per ship.
NOTE: All 3 levels of mine layers, fighter bays, and satellites
bays have been changed to that they can only launch 1
unit per game turn or combat turn. (This was to make it
a little more interesting)
End quote.

This can be tweaked in my game I changed it so that a level 2 can launch 2 per turn and a level 3 can launch 3 This helps a bit but its still a lot slower than it was. The slower deployment helps the AI the most because it uses ship sizes like destroyer ect. to deploy instead of transports like I usually do so it doesn't carry hundreds of units around to deploy. At least they didn't limit the number of troops deployed from a troop transport per turn.

You can make the changes in the data\component.txt file to change the number of units launched per turn but you have to edit each component seperately.

[This message has been edited by Tomgs (edited 23 December 2000).]
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Old December 23rd, 2000, 09:24 PM
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Puke Puke is offline
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Default Re: Laying Mines problem since new Patch, Bug?

I have gotta agree. most laying type things let you lay x number of things per tactical phase, not game turn. It might be OK if a level 1 layer let you lay 1 per tactical phase and 2 let you lay 2. there might not have been cause for a change, since this would not be very limiting even.

there can be a tactical combat for every movement point of a ship, with 30 turns (at default) of mine laying per combat.. or the new system for simutanious allows 1 combat per 5 days, whatever that comes out to. probably something like 5 combats per turn or so. so 5*30=150 mines per turn from a level 1 mine layer.

I think if mines need balancing, the answer is to make warheads less damaging, or do a random ammount of damage (ohh, it blew up too far from the ship). or to increase the power of sweepers. to make mines ineffective to deploy in order to counter the AI not treating them right is just friggin lame and it hoses up multiplayer games.
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Old December 23rd, 2000, 09:40 PM

Barnacle Bill Barnacle Bill is offline
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Default Re: Laying Mines problem since new Patch, Bug?

There are separate entries for how many units a component can launch per tactical turn and how many it can launch per game turn. You can probably set the limit per game turn so high that it effectively works just like before the patch, but there could be a hard-coded limit on the value the game will work with. I agree that it makes no sense the way it is since the patch, so I plan to change it when I install the patch (after finishing my current game).

Why doesn't it make sense? OK, if you string sectors with enemy units consecutively a ship could fight as many battles as it has stategic movement points. For a Battlecruiser or smaller with 6 quantum engines and a Solar Sail 3, belonging to a "Propulsion Experts" race, that is 13 battles in a single strategic turn. If it has one component which can launch 1 unit per tactical turn, at 30 tactical turns per battle that means 390 units can be launched during the 1 month strategic turn. So, if it can launch 390 units per month under combat conditions why would it only be able to launch 1 sitting by itself for the entire month under non-combat conditions. It just doesn't make sense for the "per game turn" limit to be less than 390 times the "per tactical turn" limit.
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Old December 23rd, 2000, 11:12 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Laying Mines problem since new Patch, Bug?

Gentelemen! (Err, and ladies if present? )

As I have pointed out too many times to recall now, the "balance" problem with mines is not the number that can be deployed, nor even the relative ineffectivness of minesweepers. It is the INFALLABLE HIT of every single mine. Mines never miss. As things are now, when you enter a minefield you get hit again and again until you are destroyed or the mines run out. This is beyond ridiculous. The one weapon system that will probably be impossible in "real" space warfare is mines, but even if they are possible they sure aren't going to be 100 percent effective. The vastness of space makes the concept of a mine very difficult to implement. It's very hard to imagine ships "accidently" hitting them, and if they have to detect ships and seek then they have the same chance to hit or miss as other weapons. If we want even a trace of realism with mines, we need to make them have a less than 100 percent chance to hit.
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  #6  
Old December 24th, 2000, 12:05 AM
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Daynarr Daynarr is offline
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Default Re: Laying Mines problem since new Patch, Bug?

I agree on that one Baron. Also putting some random damage on those hits would be good too, but not essential.
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