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  #1  
Old December 31st, 2003, 05:04 PM
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Default Yet More NON-Newbie Questions ;)

Been a long time with these questions and I don't know if the abilities actually work now, so here it is.

Mine Warheads, do the alternate damage types work correctly (ie, engines only, weapons only, boarding parties only, etc) and do these abilities work on Drone warheads or fighter warheads as well??

I've put PDC cannons on fighters that target only seekers, yet sometimes they don't fire at all unless I do it manually. What gives?

Heavily modded game, attack a sector with 2 planets, one that belongs to my enemy, one that belongs to a race I have a partnership with (though they are murderous with me), the allied planet is in the middle, the enemy is in the top left corner, I start in the bottom right corner. My troop dropships surge toward the top left corner but actually drop the troops on the ALLIED world, taking it. What the heck happened there??

Settings question, 'Defending units per population' (ie, militia), do I get more militia by raising this number or lowering it?

Launching mines from a planet, even with this option disabled I can still manually (not sure about simult or auto) launch mines from my planets. (ie, Launch from planet:False).

Do Baseships ever get fleeted?? or are they always loners? And if so is there any way to make regular attack ships above 1499kt in size.

I'm just finishing up the new Gold-D mod (going great) and a funny error continually pops up, one where the event log only shows a few Posts unless you click on the 'all' button. I remember this as an old but that was 'fixed', do I get this bug due to just updating the old Gold-D mod or should I have started out with a blank Version of SE4Gold and cut/pasted everything into it??

Possibly more questions, but I'll have to remember them.....

[ January 06, 2004, 00:50: Message edited by: Deathstalker ]
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  #2  
Old December 31st, 2003, 06:59 PM
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Default Re: Yet More NON-Newbie Questions ;)

Can't answer all your questions, but I'll do the ones I can...

Quote:
Originally posted by Deathstalker:
Mine Warheads, do the alternate damage types work correctly (ie, engines only, weapons only, boarding parties only, etc) and do these abilities work on Drone warheads or fighter warheads as well??
For mines, they work, excluding the ones that don't make sense like plague (mines don't hit planets) and shield piercing (shields are no defense against mines anyway). Drone warhead damage types currently don't work, but they'll be fixed in the final patch. Dunno about fighters...

Quote:
Settings question, 'Defending units per population' (ie, militia), do I get more militia by raising this number or lowering it?
Pretty sure that's a typo and it actually controls how many POPULATION you need to get one MILITIA unit. So raising the number would reduce the number of militias.

Quote:
Launching mines from a planet, even with this option disabled I can still manually (not sure about simult or auto) launch mines from my planets. (ie, Launch from planet:False).
I would think that setting launch from planet to false would prevent you from launching from planets, but there could always be a bug...

Quote:
Do Baseships ever get fleeted?? or are they always loners? And if so is there any way to make regular attack ships above 1499kt in size.
What, you've never run into the 300 baseship fleet of doom? They're just ships like any other... or are you referring to the AI? If so, I have no idea; I've never been much for messing with AI's.

edit: I hate quote tags

[ December 31, 2003, 17:00: Message edited by: Ed Kolis ]
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  #3  
Old December 31st, 2003, 07:06 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Yet More NON-Newbie Questions ;)

Yes, special damage type work for mine warheads and the mines are smart enough NOT to attack if the ship runs out of whatever their special damage type is designed to destroy in later patches.

Special damage types do NOT work on drones in the current release. This will be fixed in the forthcoming patch.

The automatic routine that checks for movement of PDC targets doesn't work very well with units. Is this surprising? The targets of PDC are units. Units checking on units is recursion and all sorts of confusing things can happen.

Argh! Sounds like a bug with the troop drop thing. Your ships should not attack the assets of your allies in combat. Did you report this to Malfador?

Lower the setting to get more militia on the planet. It's the number of population needed to 'produce' one militia. Too bad this isn't a 'racial' thing so different races could be more or less effective at planet defense, huh?

Base ships get fleeted like any other ship, don't they? I don't recall seeing any difference in their behavior from destroyers. They just cost more so there are fewer of them. This is one of the problems with the AI, it has no concept of either logistics or fleet tactics.

The event log is all there, but the 'scroll' function doesn't get reset so you have to scroll back up to the top to see the entries if you left it somewhere else.

[ December 31, 2003, 17:08: Message edited by: Baron Munchausen ]
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Old December 31st, 2003, 07:14 PM
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Default Re: Yet More NON-Newbie Questions ;)

The Event Log - Can you enter information manually into the Event Log?

How about including, in the next patch, a note book option in the political screen for each race encountered. This way a player can keep notes on other races. (Would work great in PBW games.)

How about including, in the next patch, a communication log. This log would keep all in coming and out going communications between your race and others. Again a must have for PBW.

For the next patch will there be a way to tell the game Not to re-use races if there are only say 8 races available and the play selects Many Players for the game?
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Old December 31st, 2003, 07:38 PM
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Default Re: Yet More NON-Newbie Questions ;)

Quote:
Originally posted by Baron Munchausen:
The event log is all there, but the 'scroll' function doesn't get reset so you have to scroll back up to the top to see the entries if you left it somewhere else.
Thanks for explaining this. Now I understand why sometimes my event log looks blank at the start of the turn until I click one of the buttons.
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Old December 31st, 2003, 08:59 PM
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Default Re: Yet More NON-Newbie Questions ;)

Quote:
I would think that setting launch from planet to false would prevent you from launching from planets, but there could always be a bug...
More like an unimplemented feature than a bug. There are quite a few of them around. Palace ability anyone?
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Old December 31st, 2003, 11:48 PM
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Default Re: Yet More NON-Newbie Questions ;)

Thanks for the responses guys

Fyron, I will probally be sending you the 'beta' release of the final Gold-D mod soon (within a week or two, hopefully sooner). (and yes, beta, I'm forever tweaking values of things like missiles, SRM ranges , which weapons are allowed to have spinal mounts or gatling mounts and racial scripts for the new weapons....that and I'm debating adding a new AI race to the next Version, Pirates.....which will work something like the Borg/Monsters...)
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Old January 1st, 2004, 12:41 AM
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Default Re: Yet More NON-Newbie Questions ;)

Hey DS could I bother you for a copy of your beta as well. I think you and I have a lot of simular ideas. I am working on the Conquest mod and from what I have read, a lot of the ideas I have planned up for the mod you touched on. If it is ok with you I would like compare them, and if they are simular enough, borrow them, with credit given to you, for the Conquest mod.

If you rather not, thats cool. But thanks for reading the post.
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  #9  
Old January 1st, 2004, 12:57 AM
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Default Re: Yet More NON-Newbie Questions ;)

Quote:
Originally posted by Baron Munchausen:
...
The automatic routine that checks for movement of PDC targets doesn't work very well with units. Is this surprising? The targets of PDC are units. Units checking on units is recursion and all sorts of confusing things can happen.
...
It's not surprising, but it sounds like another overlooked mod application rather than something difficult to program, without recursion. When any unit or seeker moves, just search all enemy units (just as is currently done for all enemy ships and WP's) for the PD ability, range, and availability.

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  #10  
Old January 6th, 2004, 02:53 AM
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Default Re: Yet More NON-Newbie Questions ;)

So, I realize you can't have more than one shipyard per planet, BUT....could you have differing buildings that add to its build numbers per turn?? (sort of an 'add on' that will make your yard turn out ships faster...)

And its probally a really dumb question but is there any way to make a building take up more than one 'slot' in a planet?

Any idea what the AI would do if I replaced all the 'launchers' (sattelite/fighter/mine) with a generic component that could launch all the types? Would this mess up AI ship design totally?

[ January 06, 2004, 00:54: Message edited by: Deathstalker ]
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Human existance is all imagination...Reality is no more than a simple agreement among its participants that this is where we shall meet, and these are the rules that we shall abide by.- Kevin McCarthy/David Silva The Family:Special Effects..

Long Live the Legion!!-Comic book fandom...
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