Interception fleet movement order |
Fri, 18 July 2008 02:46 |
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Adacore | | Chief Warrant Officer 2 | Messages: 156
Registered: February 2005 Location: Shanghai | |
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I understand that, normally, fleets move in an order determined by fleet number, but what happens when a fleet has an order to intercept another fleet?
Does the fleet move after all the fleets without interception orders (ie are there two 'passes' through the fleet list, the first for standard movement, the second for interceptions)? Does the fleet move immediately after the fleet it is to intercept?
This makes a difference with things like minefields - if you set a warfleet with a low fleet number to intercept a fleet which is in, or enters, a minefield, would chaff with higher fleet numbers be able to chaff-sweep the field before the fleet moves?
Also - how does dependancy on player number work (ie player 1 moves first, then player 2, etc; if player 2 sets a fleet to intercept player 1's fleet, would it move at its point in the fleet-number order, since player 1 has already moved, or would it be delayed until after all of player 2's fleets have moved?)
[Updated on: Fri, 18 July 2008 02:46] Report message to a moderator
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Re: Interception fleet movement order |
Fri, 18 July 2008 03:02 |
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Adacore wrote on Fri, 18 July 2008 18:46 | I understand that, normally, fleets move in an order determined by fleet number, but what happens when a fleet has an order to intercept another fleet?
Does the fleet move after all the fleets without interception orders (ie are there two 'passes' through the fleet list, the first for standard movement, the second for interceptions)? Does the fleet move immediately after the fleet it is to intercept?
This makes a difference with things like minefields - if you set a warfleet with a low fleet number to intercept a fleet which is in, or enters, a minefield, would chaff with higher fleet numbers be able to chaff-sweep the field before the fleet moves?
Also - how does dependancy on player number work (ie player 1 moves first, then player 2, etc; if player 2 sets a fleet to intercept player 1's fleet, would it move at its point in the fleet-number order, since player 1 has already moved, or would it be delayed until after all of player 2's fleets have moved?)
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In this article...
Jeff Jeff McBride wrote on 27 Jun 1996 | All fleets move if not blocked by waypoint zero tasks that could not be completed (Wait for...). If fleet A has fleet B as its destination waypoint and fleet B is moving then the movement of fleet A is postponed until fleet B is done moving. If fleet B is following fleet C then it too is postponed until fleet C has moved. If fleet C is chasing fleet A then (we detect a circular case) and allow each fleet to move 1/10th of it's total movement value and repeat 10 times. This causes these fleets that are chasing each other in a circle to spiral in on each other. This is also where fleets hit minefields, run out of fuel, go through wormholes, stargates and so on.
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So theoretically, I suppose you could dispense with the crash-sweepers-must-have-lower-fleet-ids issue by making them target another fleet
[Updated on: Fri, 18 July 2008 03:05] Report message to a moderator
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Re: Interception fleet movement order |
Mon, 21 December 2009 12:42 |
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Excuse me for my bad english, I must have explained my thought very unclear.
You are right, there is no exploit in the first scenario. The exploit is in the second one. When setting army fleet as waypoint 1 for the cargo ships results in the army being capable to intercept enemy ships.
I just wanted to compare this scenarios - the second one seems to be illogical but leads to the desired result.
That is why I think the system of movement calculation in stars a bit buggy. Just think - we have army that is positioned on the path of the enemy. And still the army can't intercept the enemy. Unless we use the scenario 2 (which may lead to interception and may not). I don't think that it is a pure bug, but for the player who doesn't know the guts of fleet movement (and I haven't found any documentation of it in stars) it may seem obvious that the army should always intercept the enemy.
Luckily, I've found this thread and now understand when I will intercept the fleet and when will not.
[Updated on: Mon, 21 December 2009 12:43] Report message to a moderator
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Re: Interception fleet movement order |
Tue, 22 December 2009 03:09 |
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So, there is no interceptions in the game at all?
Well, then it makes sense...
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Re: Interception fleet movement order |
Fri, 25 December 2009 18:51 |
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I have good news! The exploit works! The cargo is saved! Hurray!
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! 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 ) 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).
So, the exploit seems to work depending on the fleets numbers And... a new bug?
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Re: Interception fleet movement order |
Thu, 31 December 2009 07:25 |
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The enemy has definitely moved 20 l.y. And I have no idea how the army could get to 1120, as it was supposed to move in the opposite direction during the first step. You see - theoretically they should have met at 1110.
Cargo ship finished at 1164 in all experiments where the circular targeting was set (even when the enemy was able to reach the cargo - they met at 1164).
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