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marhawkman Space Emperor

Joined: Mar 24, 2008
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Posted: Mon Apr 22, 2013 11:56 pm Post subject: |
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Ah, thanks for the clarification. I've not spent a lot of time looking in to this yet.
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Studentmac Space Emperor

Joined: Feb 13, 2008
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Posted: Mon May 27, 2013 11:11 am Post subject: |
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need help, ships arent attacking planets
they have ordinance, they can target planets as they have already this turn and they will in tactical but all of a sudden they aren't in strategic.
both buildings and facilities in the strategy are turned on to point blank 100% damage.
really confused as these ships have taken out about 10 planets already in the fleet they are curently in
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marhawkman Space Emperor

Joined: Mar 24, 2008
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Posted: Mon May 27, 2013 4:26 pm Post subject: |
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Yeah, I need more info.
What strategy? What setting is the strategy using in regards to planets?
Also what treaties do you have? did you sing a treaty that forbids you from bombarding planets?
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Studentmac Space Emperor

Joined: Feb 13, 2008
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Posted: Mon May 27, 2013 6:09 pm Post subject: |
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Im at war with everyone, i used the optimal range strategy and changed the bottom 2 to point blank and 100%.
weird thing is it worked for ages, then randomly stopped for just 1 fleet, then a while later it works again and so on.
That being said a friend of mine and I are playing a different game and did the same, my ships work and his dont
is there a population/culture aspect in the game that means that sometimes the crew are willing to attack a planet and other times they arent?
cant remember if i said this one but he found another glitch i love, the mines that only target ordinance he used and they blew up full ships. however when i do the same they do nothing.
on the subject of mines why does the game (not the mod) offer all the strategies for a mine, surely it has 1 strategy, to go boom! lol
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marhawkman Space Emperor

Joined: Mar 24, 2008
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Posted: Mon May 27, 2013 8:57 pm Post subject: |
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Well, all ships and all units of all types can use any strategy.
What strategy is the fleet using? What were the exact settings you changed?
Which Warhead was that?
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Studentmac Space Emperor

Joined: Feb 13, 2008
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Posted: Mon May 27, 2013 10:03 pm Post subject: |
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stratergy used is optimal, changed the bottom 2 buildings and facilities i believe theyre called to point blank
the warheads for the mines were Mine Warhead Nega-Neutrino
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marhawkman Space Emperor

Joined: Mar 24, 2008
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Posted: Tue May 28, 2013 5:12 am Post subject: |
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what are the exact strategy settings the ships are using for engaging planets?
What hull were the warheads hitting?
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Lorq13 Space Emperor

Joined: Oct 03, 2007
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Posted: Tue May 28, 2013 5:14 am Post subject: |
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Have you recently entered any treaties? They can have a no bombardment clause.
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Zwo_Dvoongar Space Emperor

Joined: Feb 02, 2011
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Posted: Sat Jul 27, 2013 4:57 am Post subject: |
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Okay MHM, been glancing over some of the things you did, as I prepare to start modding weapons. I really dig your boarding beam idea & I'm thinking it could be improved.
1. Add "gap" as you did - or tried - with PPD (not sure whether you succeeded yet, but I'm guessing yes.) A gap of 20 would be about right.
2. Reverse damage amounts, so it pulls harder at long range, and pulls less closer in.
Something like that should be able to reliably place the target right where the boarding pod can quickly make contact.
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marhawkman Space Emperor

Joined: Mar 24, 2008
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Posted: Sat Jul 27, 2013 4:09 pm Post subject: |
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Ooohhh... cool! I actually didn't think of that idea with boarding beam.
PPD... not sure. I gave it double damage to shields to mimic the spash damage behaviour, but I'm not sure if I ever bothered to give it a gap at point blank range(or wanted to). 20 would be fine though.
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ekolis Virtual Guru

Joined: Aug 04, 2003 Location: Cincinnati, OH, USA
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Posted: Sat Jul 27, 2013 5:58 pm Post subject: |
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Note that weapons will still fire with gaps at point blank range; they just won't do any damage.
That's no space station - it's a spreadsheet!
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Zwo_Dvoongar Space Emperor

Joined: Feb 02, 2011
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Posted: Sun Jul 28, 2013 1:26 am Post subject: |
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Thanks for that tip. I wouldn't have guessed.
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marhawkman Space Emperor

Joined: Mar 24, 2008
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Posted: Sun Jul 28, 2013 2:32 am Post subject: |
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Reminds me of the AI behavior with weapons that have a total accuracy of 0% or less. It'll keep firing even though it is completely impossible for it to hit.
That being said, I avoided that design feature(negative accuracy) because I disliked the way the game uses it. I probably won't add gaps in firing ranges either.
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Studentmac Space Emperor

Joined: Feb 13, 2008
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marhawkman Space Emperor

Joined: Mar 24, 2008
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Posted: Mon Aug 05, 2013 1:16 am Post subject: |
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That's not the part of the orders that matter.
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Studentmac Space Emperor

Joined: Feb 13, 2008
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Posted: Mon Aug 05, 2013 6:19 pm Post subject: |
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what is it that I need to change then I cant remember been a while since last time Ive done a new game
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Lorq13 Space Emperor

Joined: Oct 03, 2007
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Posted: Mon Aug 05, 2013 9:53 pm Post subject: |
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It is usually a treaty that prevents bombardment or the strategy you are using will not deal 100% to a planet.
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marhawkman Space Emperor

Joined: Mar 24, 2008
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Posted: Tue Aug 06, 2013 4:16 am Post subject: |
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There's several settings for planets though, so you might have to look more than once.
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Studentmac Space Emperor

Joined: Feb 13, 2008
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Posted: Tue Aug 06, 2013 7:12 am Post subject: |
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I dont have any treaties,
looked through the stratergies again and thats the only parts I can see that suggested I couldnt attack planets
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marhawkman Space Emperor

Joined: Mar 24, 2008
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Posted: Tue Aug 06, 2013 2:19 pm Post subject: |
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look in the second page of targets for a target named "Planet with colony"...
there's a LOT of strategies that default to "all weapons gone"
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Lorq13 Space Emperor

Joined: Oct 03, 2007
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Posted: Tue Aug 06, 2013 8:59 pm Post subject: |
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Maybe post a savegame file? Also, a description of where the combat is would help.
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Zwo_Dvoongar Space Emperor

Joined: Feb 02, 2011
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Posted: Sat Nov 02, 2013 8:38 pm Post subject: |
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Okay, I'll post here so there'll be no confusion.
In Warp Ten, does equipping the Warp Core on a Stealth Ship prevent the Warp Core from producing supplies?
I'm thinking of copying the Stealth Ship idea, but I want to know ahead of time if there's a pitfall in store. Same principle should apply to Quantum Reactors.
My guess: everything works as long as no actual "Cloaking Device" is switched on.
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ekolis Virtual Guru

Joined: Aug 04, 2003 Location: Cincinnati, OH, USA
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Posted: Sun Nov 03, 2013 12:30 am Post subject: |
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My guess is that it will work so long as the ship is not actively cloaked. IIRC, cloaking abilities on hulls still need to be activated with a cloak command, at least for ships. Units such as mines seem to cloak automatically.
That's no space station - it's a spreadsheet!
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Zwo_Dvoongar Space Emperor

Joined: Feb 02, 2011
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Posted: Tue Nov 05, 2013 12:54 am Post subject: |
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Well, I sure didn't know about that. I thought ships could have passive cloaking, but I tested with "stealth armor", and it needs to be "activated".
That being the case, I'm not confident there'll ever be a way to get AIs cloaked.
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marhawkman Space Emperor

Joined: Mar 24, 2008
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Posted: Tue Nov 19, 2013 5:00 pm Post subject: |
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yeah, cloaking is weird. 
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