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Posted by: Kurt
« on: July 21, 2024, 06:52:21 PM »

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.

Thanks.  That was a bad surprise.  That was a hell of a battle!  I'm not sure that any write-up can do justice to it. 

Teaser!
Posted by: nuclearslurpee
« on: July 21, 2024, 06:41:39 PM »

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.
Posted by: Kurt
« on: July 21, 2024, 05:45:10 PM »

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?
Posted by: Steve Walmsley
« on: July 16, 2024, 02:18:10 AM »

I've searched a bit for information on the accuracy bonus given by the time spent tracking incoming missiles and found old threads about it being completely broken. Is that still the case, or is that tech useful now?

This is the relevant post for C#.
http://aurora2.pentarch.org/index.php?topic=8495.msg115708#msg115708
Posted by: AstroCrab
« on: July 15, 2024, 08:51:22 PM »

I've searched a bit for information on the accuracy bonus given by the time spent tracking incoming missiles and found old threads about it being completely broken. Is that still the case, or is that tech useful now?
Posted by: Andrew
« on: July 13, 2024, 04:10:43 AM »

Previou version.  You can shoot through atmosphere fine now
Posted by: serger
« on: July 13, 2024, 03:59:35 AM »

Cannot find - which weapons do not fire through atmosphere and what atm pressure makes it impenetrable for these?
Posted by: Garfunkel
« on: July 12, 2024, 06:03:12 PM »

When performing boarding combat against NPRs, does killing the NPR crew reduced the combat effectiveness of the NPR ships? For example, if you kill half the crew before your boarding troops die, will that ship now have performance penalties due to the missing crew?
It has no effect.
Posted by: nuclearslurpee
« on: July 12, 2024, 04:11:51 PM »

How are contacts in the fleet command tab (and targets on the combat window) sorted?

It doesn't appear to be by distance from the fleet, which for beam combat would be super helpful when you're fighting large enemy fleets in the same system, as it can take a while to find the targets you actually want to shoot at by scrolling down the list.

I believe it is by contact ID number which essentially means contacts are sorted in chronological order (which may or may not be the same order as the ships have been observed, depending on how the contact mechanics work exactly).
Posted by: nakorkren
« on: July 12, 2024, 03:59:13 PM »

How are contacts in the fleet command tab (and targets on the combat window) sorted?

It doesn't appear to be by distance from the fleet, which for beam combat would be super helpful when you're fighting large enemy fleets in the same system, as it can take a while to find the targets you actually want to shoot at by scrolling down the list.
Posted by: ChubbyPitbull
« on: July 12, 2024, 09:53:33 AM »

When performing boarding combat against NPRs, does killing the NPR crew reduced the combat effectiveness of the NPR ships? For example, if you kill half the crew before your boarding troops die, will that ship now have performance penalties due to the missing crew?
Posted by: Zeebie
« on: July 12, 2024, 09:37:26 AM »

In the missile design screen, when I add ATG the to hit numbers do not increase. Is that WAI? I'm trying to figure out how to maximize hit chances and I'm not sure the bonus is being included properly.

That could depend on the size of the missile you add it. If it is quite small, you might slow it down enough to offset the increase in by ATG.

Looks like it was this.  The +15% gets eaten up pretty quickly by size, apparently.
Posted by: L0ckAndL0ad
« on: July 10, 2024, 01:55:37 PM »

In the missile design screen, when I add ATG the to hit numbers do not increase. Is that WAI? I'm trying to figure out how to maximize hit chances and I'm not sure the bonus is being included properly.
You may have to research the first level of ATG tech, maybe?
Posted by: kks
« on: July 10, 2024, 01:26:19 PM »

In the missile design screen, when I add ATG the to hit numbers do not increase. Is that WAI? I'm trying to figure out how to maximize hit chances and I'm not sure the bonus is being included properly.

That could depend on the size of the missile you add it. If it is quite small, you might slow it down enough to offset the increase in by ATG.
Posted by: Zeebie
« on: July 09, 2024, 09:24:38 AM »

In the missile design screen, when I add ATG the to hit numbers do not increase. Is that WAI? I'm trying to figure out how to maximize hit chances and I'm not sure the bonus is being included properly.