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Home » Stars! 2.6/7 » The Academy » Failing to Close to Range 2 with Sappers and R2 Beams: A Work Around
Failing to Close to Range 2 with Sappers and R2 Beams: A Work Around Wed, 16 February 2011 23:36 Go to previous message
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Officer Cadet 1st Year

Messages: 215
Registered: November 2005
Location: TO, ONT, CA
[I have played Stars here for a number of years now and this is my contribution back to our community. I will add to this thread as time permits.]

This is a work around to the Stars Coding Bug as explained in

the "Stars! - Must Know" topic in the thread "Known Bugs (JRC3) - Coding bugs" at

http://starsautohost.org/sahforum/index.php?t=msg&th=238 7&start=0&rid=824&S=8289a41cebc309beaae98a8408f7 b1e0


Short Answer: A BB with mostly Range 2 beams (Blaster), Sappers and one/two Range 3 beam (i.e. Colliodal) will close atleast under max dmg orders.

Long Answer: Think of Stars with a rules engine for combat with

Rule (1) - no need to move forward if current in-range weapons have max effect - the sapper wpns have max effect if it can take down all the shields - other examples, a ship also does not move forward if its wpns (beams) can destroy the opposing ships.

Rule (2) - a lack of a rule really - it does connect the "what if" it moves forward one step results (for example its calculations for max dmg ratio) with Rule (1) - or you could look at it as it stops at Rule (1) without going to Rule (2).

In later threads, ManicLurch and I will describe some of the other rules and the subtle results (i.e. tricks) of these rules to suck in Undead/Barbarian Missile ships (but they found a counter solution) - Dynamic Duos game.

.


[Updated on: Thu, 17 February 2011 14:30]

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