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Re: Stars! Order of Events |
Thu, 26 May 2005 07:13 |
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mazda | | Lieutenant | Messages: 655
Registered: April 2003 Location: Reading, UK | |
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So it's moving up the OOE from item 15 to somewhere in item 12 ?
Meaning item 12 will have to be split up.
Incidentally, can you use minerals mined the same turn in your packet ?
I ask because the rationale for having mins mined before production is that both happen continuously throughout the year, and so production late in the year can use the minerals mined earlier that turn. So the theory goes.
However, if your packet is being built, thrown and hitting all before any defenses can be built then there has been no time for any mins to be mined either, so the packet shouldn't be able to use that turns mineral production.
So something is not right here.
[Updated on: Thu, 26 May 2005 07:14] Report message to a moderator
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Re: Stars! Order of Events |
Thu, 26 May 2005 13:19 |
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m.a@stars | | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
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mazda wrote on Thu, 26 May 2005 13:13 | Incidentally, can you use minerals mined the same turn in your packet ?
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Definitely, yes. Done it just today.
Quote: | However, if your packet is being built, thrown and hitting all before any defenses can be built then there has been no time for any mins to be mined either, so the packet shouldn't be able to use that turns mineral production.
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I'm guessing defenses and starbases are built *after* damage from packets, comets, and assorted random events is computed.
I will be testing a lot on this matter soon, as part of my "packeting simulator tool" development, but there's no telling when I'll do it. :-/
So many Stars, so few Missiles!
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Re: Stars! Order of Events |
Thu, 26 May 2005 23:04 |
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Braindead | | Officer Cadet 2nd Year | Messages: 239
Registered: April 2005 Location: Ohio | |
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Minerals are excavated before production happens. Ever noticed how you might have 0 surface germanium, but your factories still get built the next turn?
Packets that were "en-route" the turn before hit before any mining or production takes place.
Braindead
[Updated on: Thu, 26 May 2005 23:08]
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Re: Stars! Order of Events |
Wed, 08 June 2005 21:32 |
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mlaub wrote on Wed, 04 May 2005 16:09 | Hi
[*] Inner Strength colonists grow in fleets. Overflows to player owned planets.
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So does pop growth overflow to ENEMY planets? (When there is no base present) I seem to remember that it does... but I may be wrong...
And if it does, when?
Raindancer
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Re: Stars! Order of Events |
Sat, 23 July 2005 05:50 |
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m.a@stars | | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
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Hi,
iztok wrote on Sat, 16 July 2005 12:24 | Hi!
mlaub wrote on Wed, 04 May 2005 22:09 | Bombing[code]
A. Player 1 bombing calculated
1. Retro Bomb, delayed effect.
2. Normal/LBU Bomb Damage Calculated
3. Smart Bomb Damage Calculated
4. Defences Recalculated (Retro Bombing takes effect).
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Somehow I always thought defenses are recalculated after normal/LBU bombs do damage and destroy defenses, and thereafter smart bombs do MUCH more damage. Unfortunatelly that's not true. Just found that the hard way killing only about 180k pop instead of 400k-500k.
Looks like all lines of bombing of one player can be grouped together in:
1. bombing.
2. defences recalculated.
again.
BR, Iztok
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Well, the original Order of Events clearly states Defenses are recalculated *last*.
And it explains why sometimes 400 colonists survive a combined normal/smart bombing, since the normal bombs would kill a lot of pop for starters, but then it would be the smart bombs' turn to finish the rest and not quite succeed, since they have no minimum kill.
So many Stars, so few Missiles!
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Re: Stars! Order of Events |
Sun, 22 January 2006 13:07 |
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Kotk | | Commander | Messages: 1227
Registered: May 2003 | |
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rowenstin wrote on Sun, 22 January 2006 08:58 | And when is a planet scanned? Itīs after battle, but itīs somewhat weird. If you arrive with a scout to a unscanned planet, and is shot down, it no longer shows the (?) picture in the summary pannel when you click on it, but the habitability and mineral content remains unknow.
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Plain/Penetrating/Robbing Scanners (both ground and ship based)must stay in your possession and alive during turn when they scan. What removes them (possibilities for ship scanners removal are scrapping, wp0 colonization, minefield hit, minefield detonation, battle, MT trade, wp1 colonization and transfer to other player) does not matter, they dont scan. Also the strength of scan (affected by merged tachylons or AR colony population changes) is decided at end of turn. If ship is lost then it may still give scannerless scan information however.
Scannerless scan is interesting thing. Presence(or absence) of orbital, fleets and ground pop in same location can be scanned without scanners. Minefield can be scanned by ship in it. Ship may die at same turn he entered there. Also remote mining done and bombing done and maybe some other operations seem to scan some properties of a planet. Traveling in WH removes its 75% cloaks so if the end stays within other scanners range it stays visible. Actually such non-scanner scanning seem to work not very intuitively ... sometimes these seem to give more information than they should. I havent tested them fully.
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Re: Stars! Order of Events |
Mon, 23 January 2006 05:18 |
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Just a note about the WH's:
Quote: | 9. Wormhole endpoints jiggle
10. Wormhole endpoints degrade/jump
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This is correct as is so wouldn't need to be changed since the jiggle and degradation/jumping are actually 2 different things entirely - i.e. jiggling being a slight movement in space and degradation being the state change (for instance; from 'volatile' to 'extremely volatile') with jumping being the major shift or even dissapearance of the wormhole.
It is probaly easier to visualize / understand if it is not combined into one event.
Ptolemy
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