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Posted by: Nibelung44
« on: July 28, 2011, 12:27:47 AM »

for rolepaying purpose? (i.e I don't want to see day 0 ship at year 70) ?

Or you can also consider that they eat on productivity thus wealth. You don't want to see a 1000 km/s pop transport moving  around when the latest are at 10.000 km/s. Say you ask a civilian contract to move 50 AM to an asteroid.
Posted by: Charlie Beeler
« on: July 27, 2011, 01:50:29 PM »

18. Is it possible to delete, even in SM mode, some civilians ships? I want them to stop using the oldest ones.

Why would you want too?  They are no drain on your empires resources.  If anything they are a revenue source.
Posted by: Nibelung44
« on: July 27, 2011, 09:52:33 AM »

Oh neat, your cleverness reaches the Stars!
Posted by: jseah
« on: July 27, 2011, 08:59:30 AM »

18. Is it possible to delete, even in SM mode, some civilians ships? I want them to stop using the oldest ones.
You can grab them with a tractor beam.  They then transfer into the tractor beam ship's task group. 

Detach them into a new task group then delete that. 
Posted by: Nibelung44
« on: July 27, 2011, 07:34:35 AM »

The long awaited 5.50  ;D
Posted by: Steve Walmsley
« on: July 27, 2011, 06:02:41 AM »

14. No possibility to move in small parts things like shipyard or ground unit training facility?

You can tow a shipyard using a ship equipped with a tractor beam

You can move ground unit training facilities in v5.50 but not in v5.42.

Steve
Posted by: Peter Rhodan
« on: July 27, 2011, 04:47:57 AM »

refitting FACs shouldn't take too long - I have a naval shipyard in a system I am building up just for FACs - leaving 1,000T capacity and just adding slipways...
Mind you I am about to take out a Star Swarm system with 145 800Tk bugger of which I hope to capture 80-90 which I will then refit into my 1000T designs
Posted by: Nibelung44
« on: July 27, 2011, 02:11:32 AM »

16. Is Crew grade bonus only used for hit chance?

17. How do I tell a warship class to never accept an officer? Right now I set them to the highest rank defined, so as I have none it is ok, but I feel the solution inelegant.

18. Is it possible to delete, even in SM mode, some civilians ships? I want them to stop using the oldest ones.
Posted by: voknaar
« on: July 25, 2011, 09:17:36 AM »

If/when the time comes to move them you can disband them. I dont know however if this will have any effect on their overall rating once reassembled at the new target, i've never tried doing that before.
Posted by: Nibelung44
« on: July 25, 2011, 03:43:09 AM »

Wow it works! This is a major nugget of information... You can move team this way indeed!
Posted by: Brian Neumann
« on: July 24, 2011, 12:45:17 PM »

Once you have discovered the system you can create a colony on a planet in the system.  When you do so you can then go to the colony in question and create the espionage team without using any ships to go there.  Think of it as them sneaking in trough some border point and being taken to the planet as some sort of cargo.

Brian
Posted by: Ziusudra
« on: July 24, 2011, 02:04:20 AM »

I don't have any experience with spying.

Maybe a small, cloaked ship could sneak in.

I'm fairly sure the chance of spying is based on the target's population size.

I think spy teams and salvaging add espionage points to a common pool per alien race. So, two teams would be faster. But, I also think there might be a caveat with doing that.

Have you read this? Also, try an advanced search for "espionage" in the Academy forum.
Posted by: Nibelung44
« on: July 24, 2011, 01:12:26 AM »

Thanks... Any input on spying? (13 & 14)

15. How do you refit 72 FACs without going mad?
Posted by: Ziusudra
« on: July 23, 2011, 06:02:07 AM »

14. No possibility to move in small parts things like shipyard or ground unit training facility?

Shipyards can be towed by a ship with a tractor beam. Just make sure that there is already a colony at the destination.

I think Steve may be expanding the list of installations/facilities that can be transported in the next version. Until then you can use SM mode to remove them from one place and add them to another.
Posted by: ZimRathbone
« on: July 23, 2011, 03:37:51 AM »

Thanks much everybody! Everything almost cleared out  ;D

So if I have initiative, are the missiles I fired using this initiative to move first too? Say they are just 3 seconds from hitting the enemy... this is important to know if they move and hit first, or the PD get to fire before they move, right... ?

IIRC missiled dont use initiative to determine order of movement, but use the missile speed.

Whether PD gets a chance to fire rather depends on the PD setting of the defending ship BUT if the defending ship is set to Final Defensive Fire (either option) then they will ALWAYS get a chance to fire at incomming missiles  - note that all NPRs in my experience use this option ( Could be wrong here but I dont think so).  I have also seen AMMs fire in the last pulse and take out missiles I was sure would hit (in every case I recall, the AMM was faster than the inbound)