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February 17th, 2002, 04:49 PM
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Re: Keeping your distance (II)
quote: Originally posted by dmm:
(RE: Bases moving) I believe those days are permanently over. Am I right, that you can't even mod that in anymore?
Actually, I don't know about the emergency movement, but bases are perfectly capable of using standard engiens if it is modded in. In the stock game they have a max of zero engines on the hull. But if you change that, they can be given standard ship engines and mvoe around just like ships. You can even give them move to and attack orders.
Geoschmo
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February 18th, 2002, 12:07 AM
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Re: Keeping your distance (II)
"But if you change that, they can be given standard ship engines and mvoe around just like ships. You can even give them move to and attack orders."
I just tried that for sats, bases, and mines. None of them worked. I gave them engine ability, one engine per move, and allowed them to use engines. In the design screen, it said that they had a move of three, but when it came time to give orders, nothing happened. 1.49
RE: resupply:
Looks like I was wrong. Quantum Reactors and bases produce a finite (but very large) amount of supplies. Moreover, they "taper off". My supplymon class had one Ion Engine (modded- stores 64 supplies, uses 63k) and a master computer. When I fleeted the expeneded supplymons with a "resupplymon" (supplymon with quantum reactor) or a base, they gained 20k each on the first turn, 13k on the next, and a dimishing value thereafter. This was NOT affected by the number of depleted ships in the fleet- one ship was the same as two. A normal ship was brought up to supply immediately- but it only had 2500 supply, so the quantum limit may not have affected it. To test that, I fleeted 20 normal ships with a single resupplymon, each ship got 2857/3000 supplies, for a total of 57140 supplies. So it looks like the "quantum limit" is per SHIP, not per fleet. It can't fill up more than a certain defined amount per turn, or more than a certain percentage of the remaining supply. Bug or feature?
The amount of supples carried by the supply ship had no effect (I did one with a MC, quantum engine baseship, every other KT with supply storage- same effect as without the storage)
When I sent the depleted Supplymons to a resupply depot, they gained 1000 supply immediately, then the rest the next turn. When I sent a depleted normal ship to a resupply depot, it gained 2450 (out of 2500) supply at once, then the remaining 50 the next turn. Moving 20 normal ships onto a resupply depot resulted in a similar effect- 59940 supplies out of 60k immediately, the rest the next turn. Even stranger, if I set up a multiple-turn move order, the ships got that amount of supplies. If I moved them onto the resupply depot manually, they got less- 58800. Using the resupply order had the same effect- if they arrived "same turn", they got less supplies. Probably that movement thing Q talked about here.
Next I fleeted a large number of normal ships (20) with one depleted supplymon. The supply was evenly spread out among the fleet, giving every ship 2450.
This was all done in sequential mode, not simultanious.
Side note: while testing this, one of my stars went unstable, to blow in 30 turns. The interesting part is, the star that went unstable had the "star unstable" ability attached to it. Could THAT be what that ability does?
Phoenix-D
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February 18th, 2002, 01:50 AM
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Re: Keeping your distance (II)
quote: I just tried that for sats, bases, and mines. None of them worked. I gave them engine ability, one engine per move, and allowed them to use engines. In the design screen, it said that they had a move of three, but when it came time to give orders, nothing happened. 1.49
Hmmm, I don't know Phoenix. I know it works for bases. You are correct that it doesn't work for sats and mines though. In Devnull mod we gave the bases a component that would give them combat movement only. We had to change stuff around though because we did NOT want them to have standard movement and they were getting it when we allowed them to use engines for combat movment.
I'll have to dig out my notes...
Geoschmo
[ 17 February 2002: Message edited by: geoschmo ]
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February 18th, 2002, 02:14 AM
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Re: Keeping your distance (II)
Phoenix,
I just confirmed movement works for bases. You just have to make the following changes to the vehiclesize.txt file.
Engines Per Move := 1 (or whatever)
Requirement Uses Engines := True
Requirement Max Engines := 6 (or whatever)
Geoschmo
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February 18th, 2002, 02:19 AM
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Re: Keeping your distance (II)
I did that. Hmmmmmmmm. Maybe I forgot to change the "engines per move"..
Phoenix-D
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February 18th, 2002, 03:35 AM
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Re: Keeping your distance (II)
Re: Base engines, the only way I ever got a base to move was by modding the vehicle.txt to give the base 'combat movement' of 2. So the base could actually move during combat but not at any other time. Tried the same trick with sats but it would not work. Never have gotten the normal engines to work with bases, the modd I created a while back (the 'D-Mod') had organic engines that regenerated, due to this ability the AI was adding them as organic armor to bases, they never moved and when I took control of the AI I could not move them either.
Don't know if this helps or confuses the issue at hand but thought I'd but my .02$ in here (being that that's Canadian its worth less I guess....  )
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February 18th, 2002, 05:51 AM
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Re: Keeping your distance (II)
Q, uncloaked ships in orbit, both in fleets or as individual ships.
just some ideas mac
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