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May 18th, 2004, 09:07 AM
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Sergeant
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Join Date: Jan 2002
Location: Sacramento, CA
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Re: Stellar manip and movement in simultaneous game
That's right - you can do that to destroy a star as well. . . and if you don't initiate any movement it will happen instantly. You can delay these actions by moving, however, so they don't happen immediately, and if you do it will be the first thing that happens on the particular movement day that you order the action to happen.
For creating a planet it probably doesn't matter what day it's created - I can think of scenarios, however, where you might want to delay the destruction of a star.
This also applies to closing warp points - by delaying the closing you can warp into a system, attack it, come back through, and then close that warp point. The warp point had to be there, though - you can't close a warp point that didn't exist at the beginning of the turn, the game doesn't even give you the option.
Additionally the only way to be able to order the closing of a warp point is by sitting on a warp point and for whatever reason you can't move from one warp point to close another warp point - unlike, for instance, creating planets or destroying stars.
So . . . your warp closer has to be sitting on the warp point it is closing for it to close the point.
Anyway opening a warp point is a lot easier since you don't have to be sitting on a planet, a star, or a warp point to initiate an opening.
[ May 18, 2004, 08:54: Message edited by: rextorres ]
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May 18th, 2004, 02:21 PM
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First Lieutenant
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Join Date: Sep 2002
Location: Cannes, France
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Re: Stellar manip and movement in simultaneous game
By the way, when you destroy a star and/or create a back hole, your stellar manip ship must be right on the star ? so it's lost in action, I suppose....
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May 18th, 2004, 04:32 PM
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Private
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Join Date: Jan 2003
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Re: Stellar manip and movement in simultaneous game
You can delay the closing of a warp point however there are a few things that must be.
1) The warp point must be created.
2) The ship to close the warp point must be at that WP.
As long as that it true you can delay the close of the WP by simply ordering you WP closing ship to first move away then back then order close WP. Since your ship is at the WP your want to close, it will accept the orders.
Ex. The WP and your ship are at 5,5 your ship has 10 movements, then give the order move to 5,10 then move 5,5 then close WP.
This would give any fleet you have on the other side of the WP time to move and travel through before it was closed.
Ed
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March 14th, 2005, 09:34 AM
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Second Lieutenant
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Join Date: May 2003
Location: Oz
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Re: Stellar manip and movement in simultaneous gam
Heh wise old hands,
are we sure star killers go off immeadiately in sim pbw movement?
Do they do it on day 1? or on the first turn of their movement?
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March 14th, 2005, 01:20 PM
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General
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Join Date: Sep 2003
Location: United Kingdom
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Re: Stellar manip and movement in simultaneous gam
It seems to depend Joachim. I have seen Stellar Destroyers go off on day 3 or 4, while others went off at once; speed did not appear to have any effect, but I am not sure of that.
Sentry+Star Destruction does trigger the destruction as soon as an enemy vessel enters the system (it needs to survive one day however); if there are already enemy vessels in the system, the Sentried Destruction will happen on day 1.
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March 14th, 2005, 01:22 PM
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Major General
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Join Date: Nov 2004
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Re: Stellar manip and movement in simultaneous gam
Sentried star destroyers... Would be a wonderful trap
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March 14th, 2005, 01:39 PM
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Major
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Join Date: Apr 2004
Location: Atlanta, Georgia
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Re: Stellar manip and movement in simultaneous game
Too bad they go off for anything. Including that hull-with-engines escort sent explicitly to trigger it before the main fleet comes through.
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March 14th, 2005, 01:43 PM
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Major General
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Join Date: Nov 2004
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Re: Stellar manip and movement in simultaneous gam
Hehe... Use it to make a black hole
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March 14th, 2005, 01:50 PM
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National Security Advisor
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Re: Stellar manip and movement in simultaneous gam
Quote:
douglas said:
Too bad they go off for anything. Including that hull-with-engines escort sent explicitly to trigger it before the main fleet comes through.
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Well, that's what the mines on the warp point are for. That way you lose at least two LCs.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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March 14th, 2005, 01:56 PM
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Major General
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Join Date: Nov 2004
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Re: Stellar manip and movement in simultaneous gam
Heh... Can a destroyed star be destroyed again, or do you have to recreate it?
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