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September 10th, 2001, 04:57 PM
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National Security Advisor
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Re: How to detect Cloaked ships?
quote: Originally posted by dogscoff:
1> Hyperoptic sensors (research physics + sensors, I think)
Actually these can be found by researching "Military Science" then "Advanced Military Science" then "Hyperoptics".
quote: 2> Gravitic sensors (Somewhere in the astrophysics tree?)
Astrophysics, then "gravatic technology".
quote: 3> Psychic sensors (reqires race trait)
4> Temporal sensors (ditto)
5> The other one. (Ummm....)
That would be Tachyeon sensors. They are the one's you get by researching way up the sensor branch.
Geoschmo
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September 10th, 2001, 05:24 PM
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General
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Re: How to detect Cloaked ships?
This seems like a good thread to ask about this:
I've been working on a mod, and trying out the ability System - Sight Obscuration. In one of my test games, I could see an AI player's ship that I didn't think I should have been able to.
The standard nebula systems have Sight Obscuration set at 3 or higher. I was in a system set at 1, and had no sensor techs at all. Does the setting have to be 2 or higher to do anything?
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The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"
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September 10th, 2001, 06:42 PM
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Sergeant
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Re: How to detect Cloaked ships?
A level one "cloak" can be seen when any ship is in the system. This is basically like when you can't see what is in the system next to you unless you have a ship in it.
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September 10th, 2001, 07:47 PM
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Corporal
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Re: How to detect Cloaked ships?
quote: Originally posted by capnq:
This seems like a good thread to ask about this:
I've been working on a mod, and trying out the ability System - Sight Obscuration. In one of my test games, I could see an AI player's ship that I didn't think I should have been able to.
The standard nebula systems have Sight Obscuration set at 3 or higher. I was in a system set at 1, and had no sensor techs at all. Does the setting have to be 2 or higher to do anything?
Level 1 has no effect in my experience. You must set it to 2 or higher... btw that ability works in the components.txt file too...  (cloaks planets also).
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September 10th, 2001, 09:07 PM
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Re: How to detect Cloaked ships?
Sensors 1 detects level 2 ECM.
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September 11th, 2001, 10:43 PM
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Re: How to detect Cloaked ships?
quote: Sensors 1 detects level 2 ECM.
Thanks, I've seen that mentioned before in a thread, but entirely forgot about it.
A little editing, another test game, and I think my first mod will be ready for release.
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Cap'n Q
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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September 11th, 2001, 11:21 PM
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Shrapnel Fanatic
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Re: How to detect Cloaked ships?
As a note:
ECM does not cloak your ship, it just makes it harder to hit in combat.
A Class 1 sensor, has a detection ability of 2.
A Class 1 cloak, has a Cloak ability of 2.
Stealth armor, has a cloak ability of 2.
In the end-game, max sensors beat max cloak.
Thus, a sensor of class X, can beat any cloak of class X or lower, and any sensor can defeat stealth armor.
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