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October 15th, 2002, 07:56 PM
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Somethings
I'll post some other things later.
Parameters
Solo Game
Simultaneous Movement
Patch 1.78 but I belived it occurred in early Versions
1) Issue: Can’t give launch orders to ships without Satellites to launch even though they can load one from nearby planet.
a. At Planet A with 4 Base Space Yards
i. I Built 3 Miner Deploy ES
1. Escort Hull, (Miner Deployment Escort 0001 – 0003)
2. 1 Large Satellite Launch Bay
3. Speed 9
ii. Built 1 Mineral Miner Satellite on 4th Base Space Yard
b. At Planet B built 3 Mineral Miner Satellites (located 2 sectors from Planet A)
c. Loaded Mineral Miner Satellite onto 1 Miner Deployment Escort 0001
i. Programmed several Move to Asteroid 000X > Launch Satellite > Move to Planet B > Load Satellite > Move to Asteroid 000Y ..sequences
d. Selected Miner Deploy ES 0002
i. Could not issue Launch orders.
ii. My understanding is SEIV won’t let you give orders the ship can’t execute at that time)
2) Solution:
a. Transfer the 1 Sat to Miner Deploy ES 0002
b. Program Load and Launch sequence
c. Transfer the 1 Sat to Miner Deploy ES 0003
d. Program Load and Launch sequence
e. Transfer the sat back to Miner Deploy ES 0001
3) Solution B:
Plan ahead and build enough satellites, (not always a desirable choise)
Conclusion:
Not always an option but a work a round. I have not tested this in other situations.
Move To orders through Un explored Space,
Something else:
Question
Ship Travel Distance / Turn Indicator Numbers
With the blue ship movement lines turned on
Sometimes when I give a Move To order
It counts the sectors starting with Zero
Sometimes
It counts the sectors starting with One
I have not been able to figure this out.
Any ideas?
[ October 15, 2002, 19:18: Message edited by: Gryphin ]
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October 15th, 2002, 09:31 PM
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Sergeant
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Re: Somethings
I have had problems getting a ship to deploy only one satellite when putting out mining satellites during simultaneous movement. Is there a way to set how many are deployed, or do I need to pick up one and deploy it before getting more?
Greybeard
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October 15th, 2002, 09:31 PM
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Shrapnel Fanatic
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Re: Somethings
The movement line/turn indicator is based on the movment points your ship currently has.
If it is completely out of points, the indicator starts at "1" since it will take until next turn before the ship can start to move.
If the ship has movement points this turn, it will start at zero, since the ship can move there now (but it only actually does move "this turn" in sequential turn games).
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October 15th, 2002, 09:56 PM
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Re: Somethings
Greybeard
The only way to deploy one at a time is to only have 1 on board.
To achieve this I created a
Satellite Deployment Escort,
5 engines
1 Solar Sail, (does nine sectors a month)
1 sat bay
Then when it does a "Load" operation it only picks up one.
Cheap easy and quick, (sorta)
Thanks Suicide Junkie
Ok, so in a simultaneous game even if it shows zero, it will not move more than its allotted max speed.? Yes?
[ October 15, 2002, 21:36: Message edited by: Gryphin ]
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October 15th, 2002, 10:34 PM
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Shrapnel Fanatic
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Re: Somethings
Right. In the simultaneous game, your ship gets its movement points refilled on "day zero", and then begins to move.
You can go faster than your displayed movement only by giving an order to use an Emergency propulsion pod before giving the order to move.
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October 15th, 2002, 10:43 PM
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Re: Somethings
Writing Speech Text files
Does anyone have:
A blank *_AI_Speech.txt
or a
Program designed to edit one?
Or a suggestion on how to go about it?
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October 16th, 2002, 04:27 PM
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Major
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Re: Somethings
I think I have a blank AI_speech laying around somewhere. I'll have to look for it.
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October 16th, 2002, 05:33 PM
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Re: Somethings
Urendi Maleldil
That would be Great!
If you could email it to:
gryphin@windingstream.com
I'd be delighted.
Thanks again.
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October 16th, 2002, 05:48 PM
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National Security Advisor
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Re: Somethings
I usually just take the default AI speech file and rename it and then change what I want to.
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I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
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October 16th, 2002, 07:09 PM
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BANNED USER
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Re: Somethings
Re: use of Repulser Beams and Crowded conditons
Mabe when using them:
Us a formaiton where the leader is fairly protected and "Don't Break Formation"
This should keep your ships out of the way and allow for full fields of fire.
(Posted here as to not clog the orginating thread)
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