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  #71  
Old October 20th, 2001, 07:31 AM
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Default Re: Psst, over here, I got the latest patch status... shhhh

Shyrka did you check if the "maximum units in space limit" was reached?
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  #72  
Old October 20th, 2001, 07:39 PM

Shyrka Shyrka is offline
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Default Re: Psst, over here, I got the latest patch status... shhhh

quote:
Originally posted by Q:
Shyrka did you check if the "maximum units in space limit" was reached?


Yes, i checked it. But i have news

After some experiments, i discovered some things that are interesting for me (Perhaps all are well-known, but i'm just a begginer) :P

1) The mines/sats minister works fine on planets, but ONLY with sats. He doesn't launch the mines (That's logic, since they cannot be recovered)

2) The minister takes control only over those vessels marked as "Mine Layer" type. If you build a ship with mine layers but mark it as "Defense ship" for example (As i used to do) the minister don't works.

3) The minister controlled vehicles only lays mines at the warp points, not at planets. (I'm not 100% sure, as my experiments were in other direction)

4) If you buid a base in a Warp point with Space yard and mine layers, and you mark it as "Mine Layer" type, you can put it to build mines in "repeat build" mode. As soon at the mines are constructed, it will start laying mines in space (If you activated the minister). But after a few turns, the base will receive orders from the minister to move to other warp point to lanch mines. Obviously, the base cannot move since it hasn't engines, so it becomes useless. You can delete that orders, but in the next turn the base will receive them again. You have to turn off the minister for the base and return to the old system: launch mines manually when the cargo bays of the base are full.

So i have conclusions:
1) A minister should NEVER send "move" orders to a base, since they cannot move. I'ts a bug? What do you think?

2) The "Auto launch mines" and "Auto launch sats" (Or "Auto launch units") order is a must-have in Space Empires, IMO.

3) Perhaps should be separate ministers for mines and for satellites.

4) What about configuring the behaviour of the ministers at a lower level? I mean, for example, giving the sats/mines Minister instructions for lay mines first in planets, then in warp points, give priority to most populated/value/more facilities planets, etc. It is interesting? What do you think? And what about the other ministers?

5) The type of the ships is very important for the game. Much more than the "Colony type".


Thank you very much to all that tried to help me.
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  #73  
Old October 20th, 2001, 09:56 PM
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Default Re: Psst, over here, I got the latest patch status... shhhh

I should know better than to correct a General , but:
quote:
turn the individual minister on for that planet (Y key)
The "Y" hotkey is the Sentry order; Toggle Individual Ministers is "ctrl-Y".

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not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"

[This message has been edited by capnq (edited 20 October 2001).]
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