Author Topic: Ruin discovery and (exploding) mines  (Read 2883 times)

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Offline TheDeadlyShoe

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Re: Ruin discovery and (exploding) mines
« Reply #15 on: October 03, 2013, 08:06:43 PM »
I don't believe more than one team can roll for geology or ruins per tick, but I can't say for certain.

Yes, they're at work.
 

Offline Paul M

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Re: Ruin discovery and (exploding) mines
« Reply #16 on: October 04, 2013, 06:37:44 AM »
Ok my mine field got its first test and it failed.

A hostile ship jumped in...almost perfectly in the middle of the deployed mines.  Not a one of them fired.  Yet they all have 230K km range on their active sensors (with a range to target of around 100K km).  Seperation range was set to 150,000 km.  Yet nothing happened.  Does ECM effect mines?

Is there something else you have to do to activate a mine? 
« Last Edit: October 04, 2013, 10:35:23 AM by Paul M »
 

Offline chrislocke2000

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Re: Ruin discovery and (exploding) mines
« Reply #17 on: October 04, 2013, 05:12:17 PM »
Paul the only thing I can think of is you didn't set the separation range of the sub munitions far enough out to trigger the launch.
 

Offline Paul M

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Re: Ruin discovery and (exploding) mines
« Reply #18 on: October 05, 2013, 02:23:20 AM »
Hmmm...well it is 150,000 km and the mines are deployed in a ring at 100,000 km and the ship showed up essentially smack in the middle...I need to get out that ruler in game and see if I did a major stupidity somewhere...

I used the "launch at" order with the target a waypoint to deploy them if that could have an affect?
 

Offline Hawkeye

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Re: Ruin discovery and (exploding) mines
« Reply #19 on: October 05, 2013, 06:20:05 AM »
Hm, what is the resolution of the sensor and what is the size of the hostile ships?
Perhaps the ships are too small to be seen at that range by your sensors?
Ralph Hoenig, Germany
 

Offline Paul M

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Re: Ruin discovery and (exploding) mines
« Reply #20 on: October 05, 2013, 09:27:04 AM »
Unfortunately that isn't it either.  Resolution of the sensor is 60, target is size 179.

Code: [Select]
Missile Size: 5 MSP  (0.25 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 10
Speed: 0 km/s    Engine Endurance: 0 minutes   Range: 0.0m km
Active Sensor Strength: 0.6   Sensitivity Modifier: 50%
Resolution: 60    Maximum Range vs 3000 ton object (or larger): 230,000 km
Cost Per Missile: 2.3039
Second Stage: Venom Assault Stage x1
Second Stage Separation Range: 150,000 km

That is the missile nitty gritty details...

Is there some sort of delay?  When I look at the "missiles in flight" I see all the mines listed so they are there.  In my AAR at the end I have a current picture of the mine field and the ships jump in location.  I'm rather mystified because I don't see anywhere anything that seems wrong.  They should have fired I'd have thought.  Unless ECM effects them somehow.

Ah...I just spotted it...happy birthday Ralph!
« Last Edit: October 05, 2013, 12:40:33 PM by Paul M »
 

Offline Mel Vixen

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Re: Ruin discovery and (exploding) mines
« Reply #21 on: October 05, 2013, 11:13:54 AM »
The mines could be confused by the Wolver ECM but thats only a guess. hm change course and Kite the ship closer to one?


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Offline Hawkeye

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Re: Ruin discovery and (exploding) mines
« Reply #22 on: October 06, 2013, 01:03:03 AM »
Thanks a lot, don´t expect to hear a lot from me today :)
Ralph Hoenig, Germany
 

Offline Nibelung44 (OP)

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Re: Ruin discovery and (exploding) mines
« Reply #23 on: October 20, 2013, 04:25:24 AM »
back to Ruins. I'm now to the point that I know there are installations on the dig site, from a lost civilization. I dropped 4 constructions brigades and a brigade of 4 mobile infantry, just for protection sake. Do I need to do something particular now to finalize these ruins exploration?

I notice that the units commanders have their xeno stat listed, I think they speed up something, for CB only right?