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December 16th, 2005, 05:25 PM
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Private
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Join Date: Oct 2004
Location: PA USA
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Re: Massive Planetary Shield Generators
Quote:
Captain Kwok said:
I noticed you did a similar thing with your former empire in Stellar Battles after noticing a bunch of retrofits not going through.
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Yes, in every game that I had that many resources to convert I made this mistake. I just assumed it was a bug, but started to wonder when I didn't hear of it happening to anyone else. I don't know why I didn't notice before that there were conversion orders still pending when it happened and they related to resources that had not been converted. But anyway, I now know I no longer must deal with this affliction! [Cap'n Al rolls on floor imitating Gullom, shouting "I'm Free, I'm Free"]
You should be in pretty good shape in that game despite the wasted resources. I was giving some away to the Earth partner periodically - he seemed to be the most loyal ally to the Zappazoids in that game.
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December 21st, 2005, 02:13 PM
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Private
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Join Date: Oct 2004
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Re: Massive Planetary Shield Generators
Need a bit of help once more. I looked over the FAQ and didn't see this, but if it is there I apologize & just let me know that. Thanks.
Question is regarding firing priority: What does strongest and weakest relate to - is strongest gauged by damage points the ship can sustain or the firepower of the ship? My fleets keep hitting my opponents "decoy" ships first - you know, the ones with 25 Crystal Armor plates and 6 shields. I can't afford another big loss. I had strongest as priority, so maybe that seeks the ship with greatest damage resistance. But I tried weakest in the simulator - same thing happened. I tried it with no strongest/weakest priority, and still the ships targeted the decoy first. Hopefully someone can give me a quick answer to this one, or I might as well give up on the game (and without me the game is essentially over for everyone). Thanks again.
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December 23rd, 2005, 01:38 PM
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Private
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Join Date: Oct 2004
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Re: Massive Planetary Shield Generators
I think the addition of my post above is not obvious to most, since there is no answer and little views. I am going to post it as its own topic. Probably shouldn't be here anyway.
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January 26th, 2006, 06:12 AM
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Private
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Join Date: Jan 2005
Location: New Zealand
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Re: Massive Planetary Shield Generators
I think this is the right place for your post. The simulator can't be trusted but I will add something I noticed. I haven't got to the bottom of this "issue" so I will only say what I have seen so far, in the hope that others may have seen this too!. I have tried different firering priorities and sometimes there seems to be no change even though I have done similar to you,... (changed from strongest to weakest etc) On many occasions I have given up and gone to resume my game. Thats when I noticed that the spaceyard build rates had changed, eg,.. a ship that normally takes 2 turns to build would now be taking 3 turns to build??. Also the amount of resources I had stored had reduced! ... and all I had done was use the simular!??. So I saved and quit. I then re-opened my game and everything was back in order. I then checked the same simulation and this time I did see a difference. So I only do a few simulations at a time and I always re-open to resume my game. Seems to work better?????? I think ! lol
Out of fustration I just made my firering priority Nearest, Nearest, Nearest, Nearest!
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January 26th, 2006, 06:26 AM
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Private
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Join Date: Jan 2005
Location: New Zealand
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Re: Massive Planetary Shield Generators
Oh yeah,... was going to ask if anyone could recommend a good map for up to ten players. The game I am playing has a custom map. I would like to find something big??? Just interested in some feedback really. What your fav map?
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January 26th, 2006, 06:52 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Massive Planetary Shield Generators
That sort of question should probably be posted in a new thread. Stickied threads should strive to remain on-topic, else they are not as useful as stickied threads.
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March 23rd, 2006, 05:34 AM
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Sergeant
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Join Date: Mar 2006
Location: NS, Canada
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Super Fast Transports
This is something that I thought up the other day, I hope someone finds it useful.
You can make a 'super fast transport' with a large hull (for example: a battleship) by adding spaceyard and emergency propulsion components to it. You'll have to babysit it but you can use the emergency propulsion every turn (the space yard will repair it). The end result is a transport with 16 movement and 3250kt of cargo (at max tech/with a battle ship).
StarShadow
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July 2nd, 2007, 06:58 PM
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Second Lieutenant
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Re: Massive Planetary Shield Generators
This sounds a lot like the Artifact discovery. It is hooked to the random number geterator. I have heard that the Simulator will rerandomize it. This means you are not stuck with the second planet type. Just run a simulation and then create the planet again from the save.
And Yes, this is cheezy.
__________________
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
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August 27th, 2007, 02:10 PM
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Sergeant
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Join Date: Mar 2006
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Interesting note regarding Self-Destruct
Just noticed this a few minutes ago, self-destruct when used as a boarding counter-measure, will not always destroy the ship/base. To add a little variety I modded some AIs to use armor instead of shields. Anyway, I sent a boarding ship to try and take a base orbiting a planet I recently 'aquired' and failed to notice it had a self-destruct device. I boarded, it went boom, but didn't 'die', it did however, take 10,000 damage to it's armor.
Fairly conclusive proof that self-destruct does 10,000 damage. So if you *really* want to capture an enemies ship/base, armor your boarding ship so that it has (more than) 10,000kt worth of armoring.
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