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Home » Stars! 2.6/7 » The Academy » Interception fleet movement order
Re: Interception fleet movement order Fri, 25 December 2009 18:51 Go to previous messageGo to previous message
paul_ik is currently offline paul_ik

 
Master Chief Petty Officer

Messages: 98
Registered: November 2009
Location: Belarus GMT+2

I have good news! The exploit works! The cargo is saved! Hurray! Very Happy

So the thing are a bit more complicated than we expect them to be.
This time I decided to run different tests and here are the results.

I've created two players game. Both players were JoaT. The attacking enemy was player #1. The fleet was stalwart defender. The army was stalwart defender as well and the cargo was santa maria. I've set the conditions described in my example: positioned fleets on (1100;1200), (1112;1200) and (1180;1200) (yeah, I've added 100 to each x); set circular targeting with warp 10, 7 and 4 respectively.

magic #1: the army catched the enemy! Shocked The battle took place at (1120; 1200). I've run the situation several times (with the same fleets, until my poor defender was destroyed by warp 10 Sad ) and the result was the same. I've tried changing the battle orders for enemy to attack only unarmed ships, this had no effect.

Then I removed circular reference, making santa maria running away in the opposite direction. The next turn enemy catched it and the army was positioned at (1161;1200). No intercepting, nice.

magic #2: then I've changed the sides, making player #2 attacking. Set circular targeting. This time the result was as I've described earlier: the enemy hit the cargo, the army was positioned at (1141;1200). Shocked

So, the exploit seems to work depending on the fleets numbers Wink And... a new bug?

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