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  #1  
Old October 23rd, 2001, 11:07 PM

AJC AJC is offline
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Default Re: Sector cloaking component

this is a component, I tried it as a the facility 1st time and it wont work - not sure why. So I moved it to a BASE only component. to force the player to make a space station in the sector for this level of cloaking. I wanted to limit what vehicles it could go on - otherwise it is too powerful. The way its posted will work without changing the tech levels of the game - it also uses an existing component image.

You dont need to set it up to cloak versus different types of scans because it is actually acting like a storm that obscures the square, without the storm graphic. I set it to level 4 because my prerequisites are so high to get the technology and the top level sensors will find the cloaked sector too easily.

So I modified Hyperoptics to detect level 4 cloaking - so only level 6 advanced military science gives you the ability to detect the cloaked planets.

No Activation required - it is always on and it cloaks everything in the sector (single square) planet , vehicles etc.. from any race that is not you! this is better than cloaking... its more powerful because it is all the time - and not only affects your opponents - it affects allies!

I am not sure what will happen if you have a partnership - it will probably display the sector with the planet and vehicles not cloaked - which is okay to a partner.

Excellent idea for using it as ruins tech!

Add another ability to the DEFENSE BASE

Usually ability #8 ( the Last group of lines in the design of the defense base).

Misc Ability 8 Name := Sector - Sight Obscuration
Misc Ability 8 Spaces Per One := 5000



[This message has been edited by AJC (edited 23 October 2001).]
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  #2  
Old October 23rd, 2001, 11:42 PM
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Default Re: Sector cloaking component

QUOTE:
I am not sure what will happen if you have a partnership - it will probably display the sector with the planet and vehicles not cloaked - which is okay to a partner.
/QUOTE

Cloaked / obscured ships are hidden from your allies, even up to partnership levels. However, if one of your ships in the system (even the cloaked ship itself) has sufficient sensor technology on board then your ally will be able to see your ships.

This is not a bug, it is a feature.

No really, a feature...

Feeeeee-cherrrrrr...

*sigh*

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  #3  
Old October 24th, 2001, 12:42 AM
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Default Re: Sector cloaking component

Sector cloaking is a great idea.
I'd prefer to see it as a Ruins tech myself.

Would be a huge advantage in P&N (which I can't get to work after 2.3c by-the-by)

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  #4  
Old October 24th, 2001, 12:48 AM

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Default Re: Sector cloaking component

for those of you who want to add it to your defense base - here is an example from the Abbidon. The component can be added to the game without adding tech levels - see original post.

Name := Defense Base
Design Type := Defense Base
Vehicle Type := Base
Default Strategy := Optimal Firing Range
Size Minimum Tonnage := 10
Size Maximum Tonnage := 5000
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := Weapon
Minimum Speed := 0
Desired Speed := 0
Majority Weapon Family Pick 1 := 34
Majority Weapon Family Pick 2 := 1
Majority Weapon Family Pick 3 := 25
Majority Weapon Family Pick 4 := 0
Majority Weapon Family Pick 5 := 0
Secondary Weapon Family Pick 1 := 35
Secondary Weapon Family Pick 2 := 0
Secondary Weapon Family Pick 3 := 0
Secondary Weapon Family Pick 4 := 0
Secondary Weapon Family Pick 5 := 0
Shields Spaces Per One := 200
Armor Spaces Per One := 1200
Majority Comp Spaces Per One := 1200
Majority Comp Ability := Weapon
Secondary Comp Spaces Per One := 500
Secondary Comp Ability := Weapon
Num Misc Abilities := 8
Misc Ability 1 Name := Point-Defense
Misc Ability 1 Spaces Per One := 400
Misc Ability 2 Name := Quantum Reactor
Misc Ability 2 Spaces Per One := 10000
Misc Ability 3 Name := Combat To Hit Defense Plus
Misc Ability 3 Spaces Per One := 10000
Misc Ability 4 Name := Combat To Hit Offense Plus
Misc Ability 4 Spaces Per One := 10000
Misc Ability 5 Name := Multiplex Tracking
Misc Ability 5 Spaces Per One := 10000
Misc Ability 6 Name := Shield Regeneration
Misc Ability 6 Spaces Per One := 800
Misc Ability 7 Name := Scanner Jammer
Misc Ability 7 Spaces Per One := 10000
Misc Ability 8 Name := Sector - Sight Obscuration
Misc Ability 8 Spaces Per One := 5000
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  #5  
Old October 24th, 2001, 12:49 AM

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Default Re: Sector cloaking component

isn't sector cloaking the same as droppin down the nebula.

Thats what I did when I wanted to obfuscate level 3 or greater

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Old October 24th, 2001, 12:50 AM

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Default Re: Sector cloaking component

minus the part about hidding the planets and all.



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Hey GUTB where did you go...???

He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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  #7  
Old October 24th, 2001, 01:00 AM

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Default Re: Sector cloaking component

quote:
Originally posted by dogscoff:
QUOTE:


Cloaked / obscured ships are hidden from your allies, even up to partnership levels. However, if one of your ships in the system (even the cloaked ship itself) has sufficient sensor technology on board then your ally will be able to see your ships.

This is not a bug, it is a feature.




so you definately want to use care in placing my modified Hyperoptic sensors on anything with cloaked sectors in the solar system then- unless you dont care if your ally can see your planets.

Note - that if you dont want the sector obscuration to be level 4 reduce it to 3 then you dont have to modify any sensors techs and any high level tech sensor will reveal hidden planets/sectors.
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