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  #11  
Old January 23rd, 2003, 06:41 PM
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Default Re: Launching Fighters

Quote:
Out of curiosity, why does Repeat Orders not work the same in Turn Based Mode?
Simply because orders are followed immediately, rather than at the end of the turn.

Once the object follows the order, that order is no longer in its to-do list, and the "repeat orders" button has nothing left to repeat.
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  #12  
Old January 23rd, 2003, 07:36 PM
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Default Re: Launching Fighters

Quote:
Originally posted by Suicide Junkie:
quote:
Out of curiosity, why does Repeat Orders not work the same in Turn Based Mode?
Simply because orders are followed immediately, rather than at the end of the turn.

Once the object follows the order, that order is no longer in its to-do list, and the "repeat orders" button has nothing left to repeat.

Yeah, a planet can't be given repeat orders in turn based because if it has, for example, satelites, it launches them and clears the order, if it doesn't, it does nothing and clears the order.

Now a ship can be given repeat orders in turned based, you just have to be sure it doesn't have enough movement points left to complete the order.
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  #13  
Old January 23rd, 2003, 07:53 PM
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Default Re: Launching Fighters

Quote:
Originally posted by Arkcon:
Now a ship can be given repeat orders in turned based, you just have to be sure it doesn't have enough movement points left to complete the order.
If your ship/planet holds more units in its cargo than it is allowed to launch in one turn, it should be possible to set repeat orders also, or am I wrong? For planets it would be hard because of the 1000 units they are allowed to launch per turn.
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  #14  
Old January 23rd, 2003, 08:14 PM
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Default Re: Launching Fighters

Quote:
Originally posted by PsychoTechFreak:
quote:
Originally posted by Arkcon:
Now a ship can be given repeat orders in turned based, you just have to be sure it doesn't have enough movement points left to complete the order.
If your ship/planet holds more units in its cargo than it is allowed to launch in one turn, it should be possible to set repeat orders also, or am I wrong? For planets it would be hard because of the 1000 units they are allowed to launch per turn.
1000. Never tried to find out. For that reason. Might be worth modding to see.

[EDIT] Only 100 units are allowed in any one sector so you would have to mod to see

[ January 23, 2003, 18:15: Message edited by: Arkcon ]
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  #15  
Old January 23rd, 2003, 08:26 PM
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Default Re: Launching Fighters

Quote:
1000. Never tried to find out. For that reason. Might be worth modding to see.

[EDIT] Only 100 units are allowed in any one sector so you would have to mod to see
You could launch a hundred, retrieve them, launch again, retrieve until utnil you've done a thousand launches, then hit launch again and repeat. Of course, if you've only got one sat on the planet, it could take you a while to set that up...
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  #16  
Old January 23rd, 2003, 09:53 PM
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Default Re: Launching Fighters

Quote:
Originally posted by dogscoff:
You could launch a hundred, retrieve them, launch again, retrieve until utnil you've done a thousand launches
I am just crazy enough to try that.
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  #17  
Old January 26th, 2003, 12:58 AM

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Default Re: Launching Fighters

I tried to give repeat orders to a planet in a simultaneous game, but it appears to not be possible. Sometimes in SEIV, I feel like I'm fighting the interface more than other players. :\
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  #18  
Old January 26th, 2003, 01:12 AM
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Default Re: Launching Fighters

You can have more than 100 fighters in 1 sector.
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  #19  
Old January 26th, 2003, 09:52 AM

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Default Re: Launching Fighters

Quote:
Originally posted by Unco:
Sometimes in SEIV, I feel like I'm fighting the interface more than other players. :\
I have said the same thing. (with SEIV gold)
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  #20  
Old January 26th, 2003, 10:39 AM

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Default Re: Launching Fighters

"I tried to give repeat orders to a planet in a simultaneous game, but it appears to not be possible."

Huh? This works fine, I'm doing it in several of my games. Unless you mean sequential mode?

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