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  #1  
Old March 5th, 2001, 01:28 AM

Grand Master Snap Grand Master Snap is offline
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Default Bug with Satellites?

I've noticed (since loading latest patch) that ships have been "slipping" past warp points defended by satellites. Checking the enemy ship designs I've seen doing this, I don't see anything special (unless crsytalline armour has stealth properties...)

PS since the new patch, I've always finding myself consistently relegated to "middle power status" (i.e. 4th-5th in 13-15 race games), so much so that I'm thinking that my fleet's only good for "peacekeeping" missions...
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Old March 5th, 2001, 01:39 AM

jimbob55 jimbob55 is offline
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Default Re: Bug with Satellites?

Satellite mounted weapons have a very limited range. A ship with reasonable engines can outrun a capital missile easily. The beam weapons would only get one or two shots off at best.
Try simulating a combat with your satellites and 1 ship....

Use fighters instead of satallites to picket warp points. They can chase ships with "Don't get hurt" strategy and kill em.
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Old March 5th, 2001, 04:15 AM

Aussie Gamer Aussie Gamer is offline
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Default Re: Bug with Satellites?

There should still at least combat, even if no ships or satellites were destroyed.

I have notice that with fighters it sometimes occurs as well.
I thought that it was something that I was doing.

Post the game file to MM for there look at the bug.
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Old March 5th, 2001, 04:50 AM

Codo Codo is offline
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Default Re: Bug with Satellites?

Picket warp points with mines.... They catch even a cloaked ship nicely....
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Old March 5th, 2001, 09:31 AM
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raynor raynor is offline
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Default Re: Bug with Satellites?

At one time, I built medium satellites with heavy PPB V's and a combat sensor. A dozen or so of these satellites were pretty effective against stuff coming through the wormholes.

Nowadays, I'm too lazy to lay mines *or* satellites. Instead, I just build tons of fighters which I can launch from the planet and then move to the wormhole the next turn. I've found that 200-400 small fighters does a pretty good job of discouraging the enemy from sending ships my way.

Forgot... In my current game, I switched the #1 player to human control to see how he was doing. Lots and lots of cloaked dreadnoughts with Cloaking Device 3. I just declared war on him. Hope they come my way. I haven't researched scanners yet...

[This message has been edited by raynor (edited 05 March 2001).]
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Old March 5th, 2001, 09:37 PM
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DirectorTsaarx DirectorTsaarx is offline
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Default Re: Bug with Satellites?

The only time I've had a problem initiating combat is in a nebula system (i.e., one of those "block sensor" systems). Even when I have sensors good enough to see the enemy ship, and get the message "enemy ship present - do you want to enter that sector anyway?", combat will not start. Combat will occur if the enemy ship moves into my sector, so that shouldn't be the problem with the satellites (although it could be related)...
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Old March 5th, 2001, 09:52 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Bug with Satellites?

quote:
Originally posted by Grand Master Snap:
I've noticed (since loading latest patch) that ships have been "slipping" past warp points defended by satellites. Checking the enemy ship designs I've seen doing this, I don't see anything special (unless crsytalline armour has stealth properties...)

PS since the new patch, I've always finding myself consistently relegated to "middle power status" (i.e. 4th-5th in 13-15 race games), so much so that I'm thinking that my fleet's only good for "peacekeeping" missions...



There's a problem with cloaking in the latest patch. It has to do with the automatic "toggle" of status when ships go into combat. If even ONE of your satellites has a cloaking device or stealth armor then entire sat group is toggled to CLOAKED when a ship comes through the warp point. This results in ships just sailing by your pickets. Remove any satellites with cloaking components in the group and it will work properly again. Also, if any enemy ships just HAPPEN to sail into the sector where your cloaked spy ship is lurking it will automatically be toggled to UNCLOAKED and they will be able to see and attack it. Hopefully this will be fixed in the next iteration.
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