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  #21  
Old March 14th, 2005, 02:00 PM

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Default Re: Stellar manip and movement in simultaneous gam

You have to re-create it.
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  #22  
Old March 14th, 2005, 04:08 PM
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Default Re: Stellar manip and movement in simultaneous gam

Quote:
douglas said:
Too bad they go off for anything. Including that hull-with-engines escort sent explicitly to trigger it before the main fleet comes through.
They only go off *if* the escort makes it to the system successfully. If the escort is destroyed at a wormhole battle, the sentry order will not go off. There are, of course, complications with this: putting an armada in a system that is to be destroyed is self-defeating, and Warp Openers can ruin your day.

There is no drawback involved if the enemy is already in the system though, unless perhaps if they were to engage their cloak (but then, you should really have sensors to detect them).
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  #23  
Old March 14th, 2005, 04:21 PM
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Default Re: Stellar manip and movement in simultaneous gam

You could have a big thingie of sats, or mines in the area. You could also have the ship on a move to certain position, then move back and destroy the sun. That way the escorts go through, then the rest of the fleet, then the sun goes boom
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  #24  
Old March 15th, 2005, 10:11 PM
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Default Re: Stellar manip and movement in simultaneous gam

So we dont actually know when / how they go off?

This is a little irritating as the FAQ is very wrong on this, and it has cost me dearly.
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  #25  
Old March 15th, 2005, 10:21 PM
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Default Re: Stellar manip and movement in simultaneous gam

Quote:
Joachim said:
So we dont actually know when / how they go off?

This is a little irritating as the FAQ is very wrong on this, and it has cost me dearly.
I am currently working on the final FAQ revision. If you'd be more specific on what is wrong (and what would make it correct), I'd fix it.

Sometimes people submit items for the FAQ that aren't quite right, unintentionally, I am sure. It isn't feasable for me to test everything so it is important for errors to be pointed out. It is also important to be very sure one is correct before submitting an entry.
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  #26  
Old March 15th, 2005, 10:23 PM
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Default Re: Stellar manip and movement in simultaneous gam

Its easy to test something, using the cheats.
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  #27  
Old March 15th, 2005, 10:31 PM
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Default Re: Stellar manip and movement in simultaneous gam

Quote:
NullAshton said:
Its easy to test something, using the cheats.
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  #28  
Old March 16th, 2005, 08:14 AM

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Default Re: Stellar manip and movement in simultaneous gam

Imho, which is based on experience, all bad..

If you have a stellar maipulation capable ship start a turn on a "sector" wherein lies an acceptable target then well, it will be allowed to perform any
stellar manipulations it is capable of wherenver and whenever you manage to tell it to do so.

The key imho is starting out on a spot that contains the thing you desire to manipulate. Not the very thing necessarily but anything that allows you to push the stellar manipulation button.

Please note that you will NOT be able to close or open warp points if the ship you give the orders to starts in a system with more than 1 WP. I've found that this is due to it's asking for a specific taget in that case and wlell... If your specific target isnt one of those well.. you lose. I am pretty sure that in this case it will close/open the "topmost" WP and that might not be what you desire..

Note, I haven't had the chance to test this yet in a real game setting as wellllll.. I am always too busy and cautious to waste time checking stuff in games for mere forum bug purposes.

At any rate I have found that if you give a warp opener (or shutter) which starts at a warp point you want open (or shut I guess) and give it first the move to X sector and then close WP in X sector it will close said WP.

If you give it the order to stellar manipulate first and then to move it'll shut (or open) the point it starts in and then move and do nothing..

Be careful on your timing.

Ie if you have move 12 warp closers which will require 2 mps, for some reason to move to their desired closing space then only ships with a move of 12 or greater will get two moves before the point is closed and ships with less than 6 or so moves (gets a bit wierd here comparing stuff with such large differences but..) will get no moves before this happens. Ships with 6 moves will get one move before.


IE to explain again...If your WP closer is faster(in MP's) than a fleet (in the same sector..) which you wish to slip into a given system (which you are closing access to, you hope..) then if you done give a move to here, move to there order of sufficient length to the closer ship/fleet then your fleet will find a closed WP when it gets the chance to move.

Another IE..

Say you have a fleet with move of 6, say you have a WP closer with a move of 12. IF your WP closer moves and is going to close the WP on it's 12th MP then you have until said 6 MP fleets 5th move to utilize the open warp point.

I can't speak of WP/star things on sentry. Never been close enough to challenge their destruction, or my systems have been protected and well...

So basically I have learned or at least think its true that.. As long as you start on a sector with the capabilities you desire for stellar manipulation then if you have sufficient MP's to get to the spot where you "Actually" want to do said manipulation then it's fair game. Otherwise, no.

My question about this is that if you have a stellar ship and it does move its full 12 or whatever, does it still retain the capability (ie 0 months usage time) to do manipulations or does it have to wait?

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  #29  
Old March 16th, 2005, 09:27 AM
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Default Re: Stellar manip and movement in simultaneous gam

You must have a movement point in order to use stellar manipulation.
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  #30  
Old March 16th, 2005, 08:28 PM
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Default Re: Stellar manip and movement in simultaneous gam

See my latest post in the Updated the FAQ thread.
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