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January 21st, 2003, 04:33 AM
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General
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Re: Launching Fighters
Why would you want to launch fighters on all planets in your empire at once? Battles take place on sector at a time.
Launching fighters on all planets in one system makes some sort of sense, and maybe a 'defense reaction' ought to be available that tells your planets to launch all fighters and satellites when an enemy ship appears in the system.
If you are moving the fighters around after they are produced then maybe the 'way points' system needs to be extended to work with fighters. If you set a waypoint in the same system there's no reason they couldn't move themselves to an 'assembly point' after being constructed.
[ January 21, 2003, 02:34: Message edited by: Baron Munchausen ]
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January 22nd, 2003, 10:36 PM
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Re: Launching Fighters
I build fighters on numerous planets in a system. Each turn I launch them and have them fly to one planet in the system. This is usually the planet with the most cargo space. I then store the fighters there (especially in games with low unit limits). It makes it easy for carriers and cargo ships to travel through a system pick up fighters in one spot and then keep travelling.
Just to clarify the repeat orders button on planets. Is it possible for me to give a planet Launch Fighters and a Repeat Orders command? I'll have to try that out.
[ January 22, 2003, 20:37: Message edited by: Unco ]
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January 23rd, 2003, 08:23 AM
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Brigadier General
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Re: Launching Fighters
Quote:
Originally posted by Unco:
Is it possible for me to give a planet Launch Fighters and a Repeat Orders command? I'll have to try that out.
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Yes, but only in Simultaneous movement games. Most Single player games are played in sequential or "Turn Based" mode where it won't work. If you didn't select "Simultaneous" during the game setup, it defaulted to "Turn Based".
Slick.
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January 23rd, 2003, 06:24 PM
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Re: Launching Fighters
Well, I only play multiplayer games with other human players and these are in Simultaneous Mode.
Out of curiosity, why does Repeat Orders not work the same in Turn Based Mode?
Thanks!
[ January 23, 2003, 16:25: Message edited by: Unco ]
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January 23rd, 2003, 06:38 PM
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Re: Launching Fighters
It kind of annoys me that the "landing" procedure is a function of the planet and not the fighter.
By all means keep the existing fighter launch/ retrieval options, but how about adding a "land" command for fighters, one that you could put in its order queue?
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January 23rd, 2003, 06:41 PM
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Shrapnel Fanatic
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Re: Launching Fighters
Quote:
Out of curiosity, why does Repeat Orders not work the same in Turn Based Mode?
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Simply because orders are followed immediately, rather than at the end of the turn.
Once the object follows the order, that order is no longer in its to-do list, and the "repeat orders" button has nothing left to repeat.
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January 23rd, 2003, 07:36 PM
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Colonel
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Re: Launching Fighters
Quote:
Originally posted by Suicide Junkie:
quote: Out of curiosity, why does Repeat Orders not work the same in Turn Based Mode?
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Simply because orders are followed immediately, rather than at the end of the turn.
Once the object follows the order, that order is no longer in its to-do list, and the "repeat orders" button has nothing left to repeat. Yeah, a planet can't be given repeat orders in turn based because if it has, for example, satelites, it launches them and clears the order, if it doesn't, it does nothing and clears the order.
Now a ship can be given repeat orders in turned based, you just have to be sure it doesn't have enough movement points left to complete the order.
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