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Need a quick answer with detonating minefield question Thu, 02 March 2006 23:31 Go to next message
rowenstin is currently offline rowenstin

 
Crewman 1st Class

Messages: 38
Registered: December 2005
I have to submit the turn in 24 hours or less, so I need an answer before that. I tried to testbed it, but itīs quite difficult to set and Iīm unable to.

I have a fleet in position to bomb a planet next year. However, thereīs a minefield, set to detonate. The minefield has a 9 ly radius, and itīs center is 9 ly from the planet. However, has 97 mines in it, so itīs radius should really be around 9,9 ly. Will the mines damage my fleet (and destroy the bombers) if I reach the planet now?

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Re: Need a quick answer with detonating minefield question Fri, 03 March 2006 00:27 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

If you reach the planet (say at warp 4 so that you wouldn't trigger a mine), the remote detonation will still happen. Remote detonation happens in the order of events well before mine sweeping. The only solution is to chaff sweep the field to nothing on your way in. Either that or you'll have to move sweepers in 1 ly from the planet and wait one more turn before sending the bombers in.


Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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Re: Need a quick answer with detonating minefield question Fri, 03 March 2006 01:06 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
He may be talking about rounding... whether he is in minefield or not if he is for example 9.5ly away.

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Re: Need a quick answer with detonating minefield question Fri, 03 March 2006 02:10 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

It is a detonating minefield - if his ships are in it they will be hit.

Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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Re: Need a quick answer with detonating minefield question Fri, 03 March 2006 04:17 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quick testbed indicates you should count minefield size as 9.9 ly (your calculated value) rather than 9 ly (described value), so yes you will be in it and hit.

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Re: Need a quick answer with detonating minefield question Fri, 03 March 2006 07:09 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
multilis wrote on Fri, 03 March 2006 10:17

Quick testbed indicates you should count minefield size as 9.9 ly (your calculated value) rather than 9 ly (described value), so yes you will be in it and hit.

More extensive testbed will give different results. Wink

mch

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Re: Need a quick answer with detonating minefield question Fri, 03 March 2006 10:20 Go to previous messageGo to next message
rowenstin is currently offline rowenstin

 
Crewman 1st Class

Messages: 38
Registered: December 2005
Thanks for the answer. I finally managed to testbed now (it wasnīt so hard, after all Embarassed ) and found the planet is indeed inside the field and the fleet is hit. I should have added that the center of the minefield is located exactly south of the planet. Iīll have to check what happens otherwise, when fractional distances are possible.

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Re: Need a quick answer with detonating minefield question Fri, 03 March 2006 10:28 Go to previous messageGo to next message
PricklyPea is currently offline PricklyPea

 
Lieutenant

Messages: 534
Registered: February 2005
given the small radius, wouldn't it be possible to split your bomber fleet into small or single ship fleets and risk a small number detonating? i guess a hit will effectively 'chaff' sweep for you.

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Re: Need a quick answer with detonating minefield question Fri, 03 March 2006 11:26 Go to previous messageGo to next message
rowenstin is currently offline rowenstin

 
Crewman 1st Class

Messages: 38
Registered: December 2005
Interesting. I forgot the possibility, but it the fleet isnīt large enough for that; the largest part is a stack of bazooka DDs, large enough to destroy one his cruisers with each weapon slot shot (that makes three per round, or two the first round of shooting) and I donīt want to split that. Anyway, thereīs little danger in waiting one more round (though it would be nice to start bombing NOW Twisted Evil )

[Updated on: Fri, 03 March 2006 11:38]

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Re: Need a quick answer with detonating minefield question Fri, 03 March 2006 11:38 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:

More extensive testbed will give different results.

I am interested in knowing how to get those different results.

I started game with only 1 race, an SD. On the run SD original minelayer lays 160 mines which is described as 12ly but really 12.6ly. I place other SD ships 12 ly west and 4 ly north up so distance to minefield is also square root of 160. Ships always get blown up.

If described size of 12 (rather than 12.6 actual) was used the ships would survive, but they don't.


[Updated on: Fri, 03 March 2006 11:39]

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Re: Need a quick answer with detonating minefield question Fri, 03 March 2006 12:31 Go to previous messageGo to next message
PricklyPea is currently offline PricklyPea

 
Lieutenant

Messages: 534
Registered: February 2005
rowenstin wrote on Fri, 03 March 2006 11:26

Interesting. I forgot the possibility, but it the fleet isnīt large enough for that; the largest part is a stack of bazooka DDs, large enough to destroy one his cruisers with each weapon slot shot (that makes three per round, or two the first round of shooting) and I donīt want to split that. Anyway, thereīs little danger in waiting one more round (though it would be nice to start bombing NOW Twisted Evil )


Could you split the bombers and make sure they are low ID to act as chaff. Then have the large stack of cruisers move later. I wonder also if you can have a few low ID DDs separate from your fleet to sweep it first anyway.

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Re: Need a quick answer with detonating minefield question Fri, 03 March 2006 13:01 Go to previous messageGo to next message
rowenstin is currently offline rowenstin

 
Crewman 1st Class

Messages: 38
Registered: December 2005
Sorry, I didnīt explained myself well. The fleet is small: there are 5 bombers,1 Xport and 28 or so destroyers, and I donīt want to split them. Itīs my opponent who has cruisers in the zone, though in too small quantity (stacks of 4 at most) to be a threat to the fleet; he has no gates near and I can outproduce him (with my own cruisers if I need) using only the nearby planets, and reinforce the fleet with more ships I know for sure heīd be able to send. In this situation, sacrificing ships is pointless, I donīt want to gain 1 round of bombing and kill 90000 colonists to lose the bombers after that to a small stack of cruisers because I weakened the stack of destroyers.

You must be thinking why donīt I just go and smash his empire out of existence; itīs because I play a 5% (10%) 3-immune HE and only very recently my resocurce curve is shooting upwards (itīs first half of the 50s in a non-ACC BBS game). If iīm not dead is only because we are all beginners, he doesnīt know how to get the most from the minelayers and wasnīt aggresive enough in the early years.


[Updated on: Fri, 03 March 2006 13:08]

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Re: Need a quick answer with detonating minefield question Fri, 03 March 2006 15:03 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:

itīs because I play a 5% (10%) 3-immune HE

Here is a simple but very useful ship... Minicolonizer hull with nothing in mech slot.

They crash sweep for nice suprises, they orbital check enemy forces, at warp 6 or below they generate fuel, they act as fuel boosters, they transport long distance at warp 9, enemy will have trouble picking off your transports using jihads.

You can send them deep into enemy territory, it costs him more to chase them then you to send them if you play it right.





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Re: Need a quick answer with detonating minefield question Mon, 06 March 2006 10:28 Go to previous messageGo to next message
rowenstin is currently offline rowenstin

 
Crewman 1st Class

Messages: 38
Registered: December 2005
Thanks for the tip. I heard about that trick, but now that Iīve checked I realized I can make hundresd of them for a very small cost.

In case you were wondering, everything went as planned. He damaged his own cruisers with the detonating minefield; I arrived this turn, defeated his fleet, destroyed the gate and now Iīm bombing. Very Happy


[Updated on: Mon, 06 March 2006 10:29]

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Re: Need a quick answer with detonating minefield question Sat, 18 March 2006 11:03 Go to previous messageGo to next message
rowenstin is currently offline rowenstin

 
Crewman 1st Class

Messages: 38
Registered: December 2005
The same game. Two of my ships hit this turn minefields, but those failed to show in the scanner, when they always were shown before. Also, some ships should have left scrap in space, and itīs been two turns since no new scrap is left in space. ŋIs there a reason for that? Weīre using version 2.7i.

Another thing. This time I arrived with one scout and 5 scannerless minesweepers to one of his planets (one that wasnīt previously scanned). The minefield there was set to detonate, and destroyed the scout but only damaged the minesweepers. However, I got a scan of the planet, including minerals and population; population had to show a ???, assuming scanning takes place at the end of the turn.

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Re: Need a quick answer with detonating minefield question Sat, 18 March 2006 12:36 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
Quote:

destroyed the scout but only damaged the minesweepers.

You can occasionally get suprisingly good scans from ships without a scanner such as mentioned mini-colonisers without anything in mech slot, perhaps surviving combat or going to a planet previously scanned before it was colonised helps.

But beware, some info may become out of date without warning... for example you may think you have the latest pop numbers and terraforming but they may become several years old.

Quote:

some ships should have left scrap in space

Detonating minefields don't leave scrap but hitting regular ones does I believe. Funny how due to random nature of scrap, you may actually leave more scrap than the ships cost when crash sweeping with those mini-colonisers.

Quote:

hit this turn minefields, but those failed to show in the scanner


Minefields are cloaked until you spot them. From help file, "Contents->Guts->Guts of minefields"

Quote:

Detecting Minefields

Cloaked value of minefields:

Penetrating Scanners: 0%
Non-Penetrating Scanners: 82%

Conditions for detecting an opponent's minefield:

You can see both the center and radius of an opponent's minefields if:

Ļ the center of the minefield is in range of your penetrating scanner, OR

Ļ You have hit the minefield at least once and the center is in range of your normal scanners OR

Ļ You are IN the mine field.

Ship Cloak Effectiveness in Minefields

When a ship is in a minefield, its cloak effectiveness is always an absolute value (90% cloak = 10% chance of
detection).

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Re: Need a quick answer with detonating minefield question Mon, 20 March 2006 10:31 Go to previous messageGo to next message
rowenstin is currently offline rowenstin

 
Crewman 1st Class

Messages: 38
Registered: December 2005
multilis wrote on Sat, 18 March 2006 12:36


Quote:

some ships should have left scrap in space

Detonating minefields don't leave scrap but hitting regular ones does I believe. Funny how due to random nature of scrap, you may actually leave more scrap than the ships cost when crash sweeping with those mini-colonisers.


That explains it: the last turn the ship that left scrap was a minicolonizer going at warp 9, the other (that left no scrap) was a frigate minelayer, going at warp 6 or so. Surely the minicolonizer hit the minefield before it was detonated, hence the scrap and the fact that I can see it now.

Seems that you must hit the minefield, or travel through it for one turn, to make it visible in the radar, detonating the minefield prevents it.

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Re: Need a quick answer with detonating minefield question Mon, 20 March 2006 22:52 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
Commander

Messages: 1008
Registered: September 2003
Location: Finland

Detonating the miefield will not prevent you from seeingit if it is in scanner range with the criteria listed from thehelp file. i.e. if the minefield is outside of your scanners and your ship is destroyed by a detonation then you do not have a ship in the minefield so it can not be seen.

If you have a ship in the minefield and the field is remote detonated and your ship survives you will be able to see the minefield.

Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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Re: Need a quick answer with detonating minefield question Tue, 21 March 2006 11:40 Go to previous message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
But if you hit a mine field and the mine hit destroys that fleet, and not other scanners cover the field, you see the field (for one turn at least). An odd difference between dets and hits.


- LEit

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