Posted by: Xkill
« on: Yesterday at 07:02:05 PM »Answer
Oops, was running on super obsolete info.
Thanks!
Answer
Box launcher reloading! Does the maintenance location need to have enough capacity to match the tonnage of the ship(s) being reloaded or simply being a maintenance location is good enough?
For C# Aurora, box launchers can only be reloaded in a hangar, or at an Ordnance Transfer Point (a Spaceport, Ordnance Transfer Station or Ordnance Transfer Hub). Reloading at an Ordnance Transfer Point is 10x slower than in a hangar (similar to the penalty for maintenance facilities in VB6 Aurora).
I seem to be laboring under a misconception. In conducting a jump assault, I thought it went this way:
Turn 1: Attacking fleet jumps in, can't target because doesn't know what's there. Defending fleet can't target or fire either.
Turn 2: Attacking fleet suffers jump shock and may or may not be able to fire. Defending fleet can fire.
But, based on an experiment I just ran (I'm calling it that), it seems that the defenders can fire as soon as the attacking fleet appears, i.e., on turn one. Is this right?
I assume that there's no system in place for colonists to be moved between populations of different empires?
Any way to move a character from one empire to another?
I seem to be laboring under a misconception. In conducting a jump assault, I thought it went this way:
Turn 1: Attacking fleet jumps in, can't target because doesn't know what's there. Defending fleet can't target or fire either.
Turn 2: Attacking fleet suffers jump shock and may or may not be able to fire. Defending fleet can fire.
But, based on an experiment I just ran (I'm calling it that), it seems that the defenders can fire as soon as the attacking fleet appears, i.e., on turn one. Is this right?
If the defenders in this case are NPRs, then yes, that is how it works for some reason. I assume it has to do with the fact that NPRs interface with the game mechanics a bit differently from how the players do. Human players follow the rules as you understood them.
Once you know this annoying little glitch in the rules, I count it as a badly-needed advantage for the NPRs and play on.
I seem to be laboring under a misconception. In conducting a jump assault, I thought it went this way:
Turn 1: Attacking fleet jumps in, can't target because doesn't know what's there. Defending fleet can't target or fire either.
Turn 2: Attacking fleet suffers jump shock and may or may not be able to fire. Defending fleet can fire.
But, based on an experiment I just ran (I'm calling it that), it seems that the defenders can fire as soon as the attacking fleet appears, i.e., on turn one. Is this right?