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July 5th, 2005, 01:01 AM
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Lieutenant Colonel
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OK, that\'s annoying (another Stellar Manip Q)
OK, here's a weirdness that has totally doomed me in a game. Let me set it up:
I am in a DevNull game, wherein I have made judicious use of Create Storm components on ships. These ships have a couple repair bays, and lots of supply. I park them over a WP or a planet, set them to "create storm" and then hit "repeat orders" - and, voila, they plop out a lot of storms in one turn.
In another game, stock (no mod), I am a much more advanced race, and was hoping to do the same sort of thing. So I had create storm components on ships with quantum reactors (and a couple repair bays).
In the latter game, I plop the ships somewhere, hit create storm and then 'repeat orders'...and nothing happens. They don't even create one storm.
My first question is: why?
My second question is: how can I get these ships to plop out more than one storm in a turn, like in my DevNull game?
thanks,
Alarik
Ps: and, yes, I fully understand the strategic implications of plopping a whole bunch of storms in one sector. Part of it is to see what happens...I actually have one planet that is surrounded by 527 storms! (it's for a RP reason..and it's just cool)
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July 5th, 2005, 01:29 AM
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Major
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Re: OK, that\'s annoying (another Stellar Manip Q)
You should have gotten a log message about it if it actually failed to create any storms at all. BTW, there is a bug where the log message for failing to create a storm due to an enemy presence is erroneously indicated as insufficient supplies.
Creating huge numbers of storms in one turn is no longer possible in stock in the latest patch, because storm creators are now destroyed on use.
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July 5th, 2005, 01:48 AM
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Re: OK, that\'s annoying (another Stellar Manip Q)
Note that that only applies to the stock game and to mods that have been updated to reflect it. The mod Alarikf is playing is not altered to have storm creaters destroyed on use.
The latest version of Devnull, 1.71, has storm creaters properly set to be destroyed on use.
Devnull 1.71
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July 5th, 2005, 02:25 AM
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Major
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Re: OK, that\'s annoying (another Stellar Manip Q)
Quote:
alarikf said:
In another game, stock (no mod)...
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July 5th, 2005, 02:27 AM
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Shrapnel Fanatic
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Re: OK, that\'s annoying (another Stellar Manip Q)
Right, I was refering to the addition of the "destroyed on use" ability to storm devices in 1.91.
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July 5th, 2005, 05:21 AM
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Lieutenant Colonel
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Re: OK, that\'s annoying (another Stellar Manip Q)
Well, I got no message saying that the storm wasn't created in any case...
At this point all I want to figure out is how can I create storms with these guys at all?
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July 5th, 2005, 12:14 PM
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Re: OK, that\'s annoying (another Stellar Manip Q)
There were 2 changes regarding storm creation in the latest patch; the first has already been mentioned:
Version 1.89:
1. Changed - The Create and Destroy Storm components are now destroyed on use.
Version 1.88:
7. Changed - You must have movement remaining on your ship to create a storm.
__________________
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July 5th, 2005, 08:17 PM
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Second Lieutenant
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Re: OK, that\'s annoying (another Stellar Manip Q)
The 1.88 patch also excludes bases having stellar components. Which is a little annoying, is there a game balance issue about bases having storm components?
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July 5th, 2005, 08:21 PM
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Shrapnel Fanatic
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Re: OK, that\'s annoying (another Stellar Manip Q)
RW/SW comps and storm devices were the only SM comps that worked on bases prior to 1.88. Removing storms from working on them was just bringing them up to par with everything else. I'd say that it is good to have balance now, preventing the creation of more than one storm per turn. Do you really need bases to be able to create storms? Isn't it much better to have them on ships anyways, to get expanded mobility?
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July 5th, 2005, 08:46 PM
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Second Lieutenant
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Re: OK, that\'s annoying (another Stellar Manip Q)
Yep, it is generally better to put them on a ship that can move, however I can see role-play and mod reasons for why you should be allowed.
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