order of events |
Mon, 13 October 2003 14:44 |
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wendopaulo | | Crewman 3rd Class | Messages: 7
Registered: May 2003 | |
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Dear peeps
I have 2 related questions.
1. If a mineral packet is going to hit me next year and i build defences will my build cue take priority over his mineral packet hitting?
2. If 1 of my planets has enemy fleets in orbit and i send a freighter with fresh supplies with orders to quick drop, will the supplies be dropped before the ships are destroyed.
A guide on order events would be helpful.
Kind Regards
Paul
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Re: order of events |
Mon, 13 October 2003 14:49 |
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www.starsfaq.com has a full list of the order of events.
It's down currently but should be back up in around 24 hours.
Incase you can't wait that long....
1. Construction occurs after mass packets impact - as long as the mass packet is in space. The planet is going to be hit in it's current state.
2. Battles occur before waypoint 1 orders - so yes you'd lose the ships and the minerals - pray that lots of it falls to the planet's surface.
[Updated on: Mon, 13 October 2003 14:52] Report message to a moderator
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Re: order of events |
Mon, 13 October 2003 15:06 |
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LEit | | Lt. Commander | Messages: 879
Registered: April 2003 Location: CT | |
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wendopaulo wrote on Mon, 13 October 2003 14:44 | 1. If a mineral packet is going to hit me next year and i build defences will my build cue take priority over his mineral packet hitting?
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If the packet is in space, the only thing you can do to defend against it is to lift your pop to freighters that are already in orbit. It will hit before your production builds defenses or a driver.
However, if you anticipate that a packet will be launched, you can build the same turn and have the defenses active, even if the packet hits the same year.
wendopaulo wrote on Mon, 13 October 2003 14:44 | 2. If 1 of my planets has enemy fleets in orbit and i send a freighter with fresh supplies with orders to quick drop, will the supplies be dropped before the ships are destroyed.
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The ships will be destroyed before waypoint 1 orders are carried out. However the scrap from the ships (1/3 of the construction costs) and the cargo will fall to the surface. I havn't done testing on scrap from combat with cargo, but I am fairly certain that all of it will drop. This will take place after building for that turn.
This is what I have for the order of events (I'm fairly certain that it does not agree 100% with what is on StarsFaq, this is because I've corrected a few things):
Stars! Order of Events
Waypoint 0 load & unload tasks (if done by hand)
Fleet split/merge
Production orders assigned
Waypoint orders assigned
Scrapping fleets (with possible tech gain)
Waypoint 0 Colonization/Ground Combat resolution (with possible tech gain)
Waypoint 0 load tasks (if done via task tile order)
Other Waypoint 0 tasks
MT moves
In-space packets move and decay
PP packets (de)terraform
Packets cause damage
Planets that where hit and end up with 0 colonists become uninhabited (lose starbase and defences)
Wormhole points jiggle/degrade/jump
Fleets move (run out of fuel, hit minefields (fields reduce as they are hit), stargate, wormhole travel)
Spot all fleets in same location
Inner Strength colonists grow in fleets (if orbiting planet owned by same race, excess overflows onto it)
Mass Packets still in space and Salvage decay
SD Minefields detonate (possibly damaging again fleet that hit minefield during movement)
Mining
Production (incl. research, packet launch, fleet/starbase construction)
SS Spy bonus obtained
Population grows/dies
Packets that just launched and reach their destination cause damage
Planets that where hit and end up with 0 colonists become uninhabited (lose starbase and defences)
Random events (comet strikes, etc.)
Refueling at bases
Fleet battles (with possible tech gain)
Meet MT
Bombing
Player 1 bombing calculated
Normal/LBU Bomb Damage Calculated
Smart Bomb Damage Calculated
Defences Recalculated
Player 2 bombing calculated and so on in order with players 3, 4... Sum all bombing runs
Waypoint 1 unload tasks
Waypoint 1 Colonization/Ground Combat resolution (with possible tech gain)
Waypoint 1 load tasks
Planets with 0 colonists become uninhabited (lose starbase and defences)
Mine Laying
Fleet Transfer
Waypoint 1 Fleet Merge
CA Instaforming
Minefield Decay
Mine sweeping
Starbase and fleet repair move before waypoint 1 merge
Remote Terraforming
Spotting by scanners
Patrol orders given
[Updated on: Mon, 13 October 2003 15:07]
- LEitReport message to a moderator
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Re: order of events |
Fri, 25 February 2005 02:33 |
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I have question regarding order of colonization and unload
If you have a colonizer and freighter arriving at the same time(say 4 yrs). Which happens first
colonize task or unload task (via quickdrop)
This is imp because if unload happens first i will lose all colonists because the planet was not yet colonized.
Thanks
keshav
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Re: order of events |
Fri, 25 February 2005 04:00 |
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The colonisation order occurs *after* the unload order.
If you have a coloniser and a freighter arriving at an uninhabited planet simultaneously, the former with an order to colonise, and the latter with an order to drop pop, then you will end up with an inhabited planet, but you will also receive a message saying that the order to unload colonists was cancelled, as the planet is not inhabited.
** Storm **
"Yeah... but... Jar Jar makes the Ewoks look like f***ing Shaft!"
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Re: order of events |
Fri, 08 April 2005 02:25 |
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What happens when two players have waypoint 1 colonization orders and are scheduled to arrive at the planet same time?
Would the player with lower game number get to colonize that planet?
keshav
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