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Old May 18th, 2004, 06:37 AM

rextorres rextorres is offline
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Default Re: Stellar manip and movement in simultaneous game

In simultaneous movement Stellar Manipulation (sm) happens first in a movement impulse so if you don't move your ship it will close or open before anything else happens.

If you move before you open or create a planet the opening will happen first on the particular movement impulse.

You can have a warp closer close and THEN move to another spot - but it won't move to a warp point (wp) and close - even if it is sitting on wp and the sm button is activated as an option.

With a Matter Gravity Sphere (MGS), on the other hand, if the sm button is activated (when the ship is on a planet or asteroid belt) you can move and then create a planet.

Additionally you can have a warp opener move and then open.

The only restriction for sm in the middle of a turn is that you have to have a movement point left so you can't do these at the end of your movement.

The same rules apply for the other stellar sm components. So to destroy a star you can move off of a star and then back onto to it to destroy it.
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Old May 18th, 2004, 08:36 AM
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Randallw Randallw is offline
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Default Re: Stellar manip and movement in simultaneous game

Quote:
Originally posted by rextorres:
In simultaneous movement Stellar Manipulation (sm) happens first in a movement impulse so if you don't move your ship it will close or open before anything else happens.

If you move before you open or create a planet the opening will happen first on the particular movement impulse.
I'm not sure I understand what you are saying. I do know for a fact that you can order a ship to move then create planet and it will do the movement order first and then create planet over the asteroid it is now on top of.
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Old May 18th, 2004, 09:07 AM

rextorres rextorres is offline
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Default Re: Stellar manip and movement in simultaneous game

That's right - you can do that to destroy a star as well. . . and if you don't initiate any movement it will happen instantly. You can delay these actions by moving, however, so they don't happen immediately, and if you do it will be the first thing that happens on the particular movement day that you order the action to happen.

For creating a planet it probably doesn't matter what day it's created - I can think of scenarios, however, where you might want to delay the destruction of a star.

This also applies to closing warp points - by delaying the closing you can warp into a system, attack it, come back through, and then close that warp point. The warp point had to be there, though - you can't close a warp point that didn't exist at the beginning of the turn, the game doesn't even give you the option.

Additionally the only way to be able to order the closing of a warp point is by sitting on a warp point and for whatever reason you can't move from one warp point to close another warp point - unlike, for instance, creating planets or destroying stars.

So . . . your warp closer has to be sitting on the warp point it is closing for it to close the point.

Anyway opening a warp point is a lot easier since you don't have to be sitting on a planet, a star, or a warp point to initiate an opening.

[ May 18, 2004, 08:54: Message edited by: rextorres ]
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Old May 18th, 2004, 02:21 PM

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Default Re: Stellar manip and movement in simultaneous game

By the way, when you destroy a star and/or create a back hole, your stellar manip ship must be right on the star ? so it's lost in action, I suppose....
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Old May 18th, 2004, 04:32 PM
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Default Re: Stellar manip and movement in simultaneous game

You can delay the closing of a warp point however there are a few things that must be.

1) The warp point must be created.
2) The ship to close the warp point must be at that WP.

As long as that it true you can delay the close of the WP by simply ordering you WP closing ship to first move away then back then order close WP. Since your ship is at the WP your want to close, it will accept the orders.

Ex. The WP and your ship are at 5,5 your ship has 10 movements, then give the order move to 5,10 then move 5,5 then close WP.

This would give any fleet you have on the other side of the WP time to move and travel through before it was closed.

Ed
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Old March 14th, 2005, 09:34 AM
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Joachim Joachim is offline
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Default Re: Stellar manip and movement in simultaneous gam

Heh wise old hands,
are we sure star killers go off immeadiately in sim pbw movement?
Do they do it on day 1? or on the first turn of their movement?
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Old March 14th, 2005, 01:20 PM
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Default Re: Stellar manip and movement in simultaneous gam

It seems to depend Joachim. I have seen Stellar Destroyers go off on day 3 or 4, while others went off at once; speed did not appear to have any effect, but I am not sure of that.

Sentry+Star Destruction does trigger the destruction as soon as an enemy vessel enters the system (it needs to survive one day however); if there are already enemy vessels in the system, the Sentried Destruction will happen on day 1.
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