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Posted by: Beersatron
« on: September 29, 2011, 03:42:14 PM »

How come my enemy dont eject from their ships? i want to interrogate their officer

Certain bad guys do not eject ....

Star Swarm, Precursors and Invaders will not eject
Posted by: Kostya7er
« on: September 29, 2011, 03:10:53 PM »

How come my enemy dont eject from their ships? i want to interrogate their officer
Posted by: Kostya7er
« on: September 29, 2011, 09:56:52 AM »

can u post some ships desings for capturing enemy vessels?
Posted by: chrislocke2000
« on: September 29, 2011, 08:59:22 AM »

To launch fighters in a new TG go to the fighters tab, select the mothership they are on and the squadron. Hit launch and they will automatically be launched in a new task group. As with others I then use waypoints to get them in position.

For ship assaults you need troops in drop modules. I do this with shuttles, effectively fighters with one company drop module fitted rather than any weapons and then with marines on board. You loan them onto the drop module from the usual TG orders screen. You will also need a place for the marines to live when they are not about to attack so you will need normal troop transport modules on a ship in the fleet as well. Be warned - you need a serious speed advantage between your attacking ship and the defenders if you want to avoid massive casualties during the boarding action - something like 20 times as fast for no loss.
Posted by: Kostya7er
« on: September 29, 2011, 08:50:56 AM »

Quote from: ZimRathbone link=topic=4137. msg40452#msg40452 date=1317257358
thx.
Also how can i capture alien ship? what modules should i use?
Posted by: ZimRathbone
« on: September 28, 2011, 07:49:18 PM »

I've noticed recently that when using the move order to planets that the "distance" box is for the orbital distance from the planet rather than distance from the object as it would be if  another TG was the target.

The behavior is a s you describe - the TG will approach to range 0 and then adopt the appropiate orbital distance, which is a bit of a pain when you want your fleet to stop at the edge of their missile envelope before delivering "presents".  I avoid it by using Waypoints 
Posted by: Charlie Beeler
« on: September 28, 2011, 02:18:12 PM »

5 days, if i use smaller i can manually control distance, but i want them to stop at 70mils by themself and wait for my order
 Did you check the automated turns box?  If not the subpulses will not be tested and you can have this kind of result that you didn't want.
Posted by: Kostya7er
« on: September 28, 2011, 02:00:27 PM »

Quote from: Charlie Beeler link=topic=4137. msg40427#msg40427 date=1317230383
What time increment are you using? 
5 days, if i use smaller i can manually control distance, but i want them to stop at 70mils by themself and wait for my order
Posted by: Charlie Beeler
« on: September 28, 2011, 12:19:43 PM »

i got this problem, enemy has spacestation at 0 on planet 2, i command move to planet 2 at 70000k km, but they still end up in 0.
what is the problem? or i should just use waypoints?
What time increment are you using? 
Posted by: Kostya7er
« on: September 28, 2011, 11:20:14 AM »

i got this problem, enemy has spacestation at 0 on planet 2, i command move to planet 2 at 70000k km, but they still end up in 0.
what is the problem? or i should just use waypoints?
Posted by: Charlie Beeler
« on: September 28, 2011, 10:07:14 AM »

so i do need to separate fighters in other TG and command them to approach.
Assuming that you want the fighters to operate seperately from the carrier the answer is yes.  First they will need to be launched, use the launch parasite button at the bottom of the f12 screen and then seperate them into a new task group for independent operations. 

Quote
and what about distance control in combat?
  functionally this is handled through your movement commands. 
Posted by: James Patten
« on: September 28, 2011, 08:58:54 AM »

You don't have to put your fighters in a separate TG (you can control firing from the same TG as the carrier) but you have much greater flexibility if you do put them in another TG.

In order to control them, you'll want to use a combination of the System Map (F3) to see where they are compared to the enemy, the Task Group window (F12) to tell them where to go, and the Battle window (it's a target icon in the system map, sorry don't know the shortcut to get there) to control targeting and firing.
Posted by: Kostya7er
« on: September 28, 2011, 08:53:30 AM »

so i do need to separate fighters in other TG and command them to approach.
and what about distance control in combat?
Posted by: Charlie Beeler
« on: September 28, 2011, 08:39:44 AM »

Without knowing what your designs look like and what you've already done advise will be a little generic.

Basicly to seperate the fighters from the carriers task group use the second tab on the f12 task group orders screen. 
Posted by: Kostya7er
« on: September 28, 2011, 08:20:57 AM »

I build carriers, assigned some fighters, that is clear for me.
But how do i control them in combat? I assign target to them but they wont fire from range and i don`t know how to order them to approach enemy, while leaving carriers behind.
Also, are they effective vs missiles?
And do i control fight distance from move to at range order in TG screen?