Author Topic: Diplomatic incidents  (Read 1917 times)

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Offline bean (OP)

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Diplomatic incidents
« on: February 08, 2011, 06:32:10 PM »
In my current game, I had an interesting situation.   An alien geosurvey ship came through a jump point I had mined.   The mines launched their missiles, but I caught them and destroyed them before they hit.   The question is, did I suffer diplomatic penalty because of that?  If so, how much?  I'm not against going to war with them, but I'd rather not do it earlier than I have to.   Still, if they think I committed an act of war, I might as well follow through and do the real thing.
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Offline Erik L

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Re: Diplomatic incidents
« Reply #1 on: February 08, 2011, 07:36:43 PM »
That would be an act of war, and they will know about it (I believe).

Besides, GFFP is well... profitable. :D

Offline bean (OP)

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Re: Diplomatic incidents
« Reply #2 on: February 08, 2011, 10:04:59 PM »
Thanks.   Flying Wolfhounds, you may open fire.
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Offline sloanjh

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Re: Diplomatic incidents
« Reply #3 on: February 08, 2011, 11:28:27 PM »
That would be an act of war, and they will know about it (I believe).

Besides, GFFP is well... profitable. :D

I thought they only subtracted relationship points if you actually do damage....

John
 

Offline Erik L

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Re: Diplomatic incidents
« Reply #4 on: February 09, 2011, 12:09:08 AM »
I thought they only subtracted relationship points if you actually do damage....

John

He did say the ship got blown. I'd think that rates as "doing damage"  ;)

Offline Charlie Beeler

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Re: Diplomatic incidents
« Reply #5 on: February 09, 2011, 07:43:25 AM »
He did say the ship got blown. I'd think that rates as "doing damage"  ;)

Quote
The mines launched their missiles, but I caught them and destroyed them before they hit.

I read this as the missiles were aborted prior to hitting. 

I seem to recall Steve adding a feature to abort missiles in flight, (or is it for buoys only?) during the beginning of his current campaign.  But I don't recall were the control is.
« Last Edit: February 09, 2011, 07:54:51 AM by Charlie Beeler »
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline bean (OP)

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Re: Diplomatic incidents
« Reply #6 on: February 09, 2011, 09:57:53 AM »
Charlie is right.  I blew the missiles before they hit.  The control is in the second tab of the combat summary window.  And it only works for buoys and buoy-launched missiles.  I already blew up the ship for real, so it's war anyway.
One other question related to this incident.  How far can you be from a jump point and still transit?  I ask because the survey ship in question snuck right past the buoys I had laid at the far end of the jump point in question.  It could have been because the ship had a thermal of 300 and was doing 6000 km/s, or it could have been it jumped from a distance.  (The buoy had about a size 6.5 thermal sensor.)
« Last Edit: February 09, 2011, 10:17:18 AM by byron »
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Offline Charlie Beeler

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Re: Diplomatic incidents
« Reply #7 on: February 09, 2011, 12:00:09 PM »
If you are running too large a time increment this happens.  Too answer the question asked though, you can only transit at the jump point.  The tech for distance from jump point is only for emergence.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline bean (OP)

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Re: Diplomatic incidents
« Reply #8 on: February 09, 2011, 12:07:25 PM »
I don't think that's it.  This was the first ship of that species I've detected.  The game generated an interrupt when it was first detected in the Sol system after transiting, as I was running a long increment and had no idea this would happen.
And if it helps I have thermal sensor 18.
Edit: On farther consideration, this seems more plausible.  Given the low range of the sensor, and the high speed of the ship, it's possible that the game might not check for detection before transit.  It's still annoying, though.  The only system my diplomats think they've been active in is Sol. 
« Last Edit: February 09, 2011, 12:17:20 PM by byron »
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Offline Erik L

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Re: Diplomatic incidents
« Reply #9 on: February 09, 2011, 01:44:27 PM »
Some place on the boards, Mechanics I think, there is an order of how events are processed. This might help you a bit.

Offline bean (OP)

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Re: Diplomatic incidents
« Reply #10 on: February 09, 2011, 01:59:19 PM »
Do you mean this?
http://aurora2.pentarch.org/index.php/topic,532.0.html
If so, that would explain what happened.  The sub-pulse ended when he transited, forcing a recheck of the sensors.  Thanks.
Of course, my original question remains unanswered.  Did I shoot him or not?
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Offline Erik L

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Re: Diplomatic incidents
« Reply #11 on: February 09, 2011, 02:14:45 PM »
Do you mean this?
http://aurora2.pentarch.org/index.php/topic,532.0.html
If so, that would explain what happened.  The sub-pulse ended when he transited, forcing a recheck of the sensors.  Thanks.
Of course, my original question remains unanswered.  Did I shoot him or not?

That's the one I mean. And if you blew him up, his race knows about it.

Offline bean (OP)

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Re: Diplomatic incidents
« Reply #12 on: February 09, 2011, 02:18:42 PM »
Yes.  However, I prudently copied the databased before I ordered my fighters to open fire.  If I restored that one, would his race think I fired on him or not?
This is Excel-in-Space, not Wing Commander - Rastaman