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  #11  
Old April 17th, 2003, 03:38 PM
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Default Re: warp point opening technology - How?

I've no idea if you deserve my 5 stars or not Tobias, but I've just rated you 5 in an attempt to balance the low rating you could not possibly have earned in just 2 Posts.
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  #12  
Old April 17th, 2003, 03:41 PM
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Default Re: warp point opening technology - How?

Who really cares about how many stars you get?
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  #13  
Old April 17th, 2003, 03:44 PM
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Default Re: warp point opening technology - How?

Quote:
Who really cares about how many stars you get?
Not many people do care until they get a low rating. The reason it's important here though is taht it's not very welcoming for a newbie to come here asking for help and be branded a "one-star" for no reason at all.
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  #14  
Old April 17th, 2003, 04:57 PM
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Default Re: warp point opening technology - How?

Quote:
Originally posted by tobiasds:
Thanks for all the good answers and just curious how the rating system works. Does someone who rates you get to remain anonymous?
Yes, the name of the moron remain hidden.

BTW:
Welcome to the forum
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  #15  
Old April 17th, 2003, 05:00 PM
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Default Re: warp point opening technology - How?

Primitive, thanks for addressing that star issue. I was ticked about that as well because it gives the greatest board on the web a bad first impression.
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  #16  
Old April 17th, 2003, 05:11 PM
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Default Re: warp point opening technology - How?

Yeah, what a jerk. I had my rating lowered very recently... thankfully not enough to make me lose a star, though. I haven't participated in any controversial discussions in a long time either; so I don't know what prompted that. Probably a disgruntled child.

New people: welcome to the board! *hands out a coupla fivers*

Slick.
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  #17  
Old April 17th, 2003, 05:29 PM
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Default Re: warp point opening technology - How?

Quote:
Originally posted by Imperator Fyron:
Well thats why you should have a fleet with the WP Opener. Send it in to glass their system if need be!
I did have a fleet ready, but by a weird twist of fate (physics?) my WP opened onto an existing one...and this one was heavily mined . *sigh*

I didn't lose my whole fleet, but it was one nasty surprise...live an learn .

BTW, does anyone know if it is somehow possible to make WP bases? The component type says ship/base, but when I tried to use a set of paired WP comps (open/close) that I had put on a base I got a message stating that I had no movement points left. Is there any way around this in the unmodded game?
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  #18  
Old April 17th, 2003, 05:36 PM
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Default Re: warp point opening technology - How?

Quote:
BTW, does anyone know if it is somehow possible to make WP bases? The component type says ship/base, but when I tried to use a set of paired WP comps (open/close) that I had put on a base I got a message stating that I had no movement points left. Is there any way around this in the unmodded game?
Not now, no. Back in early Versions (about 1.27 I think) you used to be able to give movement points to bases using emergency movement pods, and so allow them to use stellar manip. It got patched out.

You could mod the game to do it, by using zero-movement ship hulls as bases. But that presents problems of its own...
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  #19  
Old April 17th, 2003, 06:29 PM
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Default Re: warp point opening technology - How?

And levels 8-10 give you Elerian Leather Goddesses I-III... oh wait, wrong SM tech tree
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  #20  
Old April 17th, 2003, 06:52 PM
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Default Re: warp point opening technology - How?

Quote:
Originally posted by raynor:
The *cautious* way to use warp openers is to also use warp closers. On the same turn, you can open a warp point, send a fleet through and then close the warp point. Talk about your ultimate hit and run technique...
Have you gotten this to work in a simultaneous game?

I've recently figured out how to open a warp point and send a fleet through in one turn, but my technique only works for destination systems you've explored. Here's how I do it:

Give the Stellar Manip ship the order to open the warp point to the other system, and give the fleet the order to "move to" the other system. The fleet will start to take the "long way around" but will notice the newly opened warp point, turn around, and go through.

But you can't give a fleet the order to "move to" a far away system if the system is either unexplored or if there is no connecting "path" (however long) between them.

I guess for closing I could imagine giving a second stellar manip ship the order to move away a couple of sectors, return to the original warp point, and then close it (to ensure the fleet made it through before you close it). But you can't give the ship the order to close a warp point if your ship is not on a warp point already.

Alright--this should work:
1. Start with the fleet and the warp opener in the same sector, at least 4 or 5 sectors away from the closest other warp point.
2. Start the warp closer on one of the existing warp points in the system, within one turn's movement from the ship and fleet.
3. Give the opener orders to open a warp point to the distant system.
4. Give the fleet orders to move to a key planet or target in the remote system.
5. Give the closer ship orders to move to the new warp point and then close it.

This should work because you can give the closer ship orders because its on an existing warp point, and it will move and then close the newly-opened one.

You still need to have seen the distant system, though. Is this the method you use? Or were you talking about solo games?
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