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Sword Of The Stars II - big fail

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  • Proteus_MST
    replied
    Seems like we have to start anew ... new database patch is out, to 6.10, which fixes some issues with 6.0

    http://aurora2.pentarch.org/index.php/topic,5447.0.html

    Leave a comment:


  • Proteus_MST
    replied
    Jep, I already started a new game with the new version.
    Definitely a little bit harder now, with the requirement to take into account the planned mission time and build larger crew quarters for long term mission ships.

    Fortunately haven´t encountered the bugs you mentioned, yet (but I am still rather early in game, so it might still come)

    Leave a comment:


  • Whoha
    replied
    6.0 is now out, if you see some stuff about a11.jpg or b20.jpg not found go into planet screen and just copy/rename 2 other jpgs into those.

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  • Proteus_MST
    replied
    Originally posted by Whoha View Post
    It might have only been charged up to 1500, but it could have a total pool of 45k. 45k is still a ridiculous # for a shield pool though, seems a bit too big, but the ship may have the very best shield tech and be mostly shield projectors.
    I know that swarm queens have
    Spoiler:
    epsilon

    (which I know because, when one of my first attacks against the queen in the Sirius-System failed, despite using lots of missiles and having her shields down for a long time, out of frustration I did a sneak peek into the Access-Database that is the core of the game and found out that I had de facto damaged her, with the damaged part being a
    Spoiler:
    shield generator epsilon class
    . [which was before I doubled the number of warships in my offensive fleet [6 instead of the former 3] and introduced my new Size 12 Queenbuster MIRV carrier missile class [which has a range of just 40m km, but features 8 size 1 MIRV ... enough to overwhelm any PD ] ... with these 2 additions, queens are rather easy to defeat]).

    Well, considering the fact that
    Spoiler:
    the unknown 200kt ship [which I christened Queen Mum ] would have to incorporate 750kt of shields, it must definitely contain higher developed shields ... but even with Omerga Shields, it would still be 150kt, leaving barely enough space for the engines [which, after all, bring it to 4.500 km/s] and any additional payload ... maybe the ship contains absorption shields ... Absorption shields with a rating of 30, for example, would explain the reading of 1500 in the info text for the ship within the system map [as it´s 1500 shield generators] ... and would also be small enough [75kt] to allow enough space for engines, armor and payload

    Leave a comment:


  • Whoha
    replied
    Originally posted by Proteus_MST View Post
    I´m a little unsure about this...
    the desription associated with the ship on the map said something about just 1500 shields...
    but the entry in the tactical intelligence for this ship class (which has separate entries for shields as well as EM signature)
    states something about the ship possessing 45.000 shields.
    It might have only been charged up to 1500, but it could have a total pool of 45k. 45k is still a ridiculous # for a shield pool though, seems a bit too big, but the ship may have the very best shield tech and be mostly shield projectors.

    Leave a comment:


  • Proteus_MST
    replied
    Originally posted by Whoha View Post
    Are you sure the 45k isn't the EM signature?
    I´m a little unsure about this...
    the desription associated with the ship on the map said something about just 1500 shields...
    but the entry in the tactical intelligence for this ship class (which has separate entries for shields as well as EM signature)
    states something about the ship possessing 45.000 shields.

    Originally posted by Whoha View Post
    Build a Hangar PDC to store the swarm workers/soldiers/queens that you capture, they are going to be maintenance sinks otherwise.
    Good to know...
    at the moment they are still orbiting Terra.
    Fortunately I have still enough points to instabuild a new PDC in SM mode.
    (well, I know, that I am not bound by the number of points ... but I like to "play by the rules")

    Leave a comment:


  • Whoha
    replied
    Originally posted by Proteus_MST View Post
    Understandable ...
    teaches me, to never ever assign them to their dropships, if I am not sure that I´ll really need them (and/or assigning them beforeehand gives me a huge tactical advantage).
    Fortunately I finally found another 2 swarm soldiers that had been crippled in the battle before, so I was able to use them for another boarding action and didn´t have to return to Terra with them still on board.

    Speaking of Swarms...
    wow, I thought that the Swarm Queens with their 600 shields and 60k tons were the grandest menace, the swarms possess ....
    well, that was, before I stumbled upon a 200k tons swarm ship that is able to gain a speed of 4k km/s and, according to intelligence reports, has shields with the strength of 45k
    Are you sure the 45k isn't the EM signature?

    Build a Hangar PDC to store the swarm workers/soldiers/queens that you capture, they are going to be maintenance sinks otherwise.

    Leave a comment:


  • Proteus_MST
    replied
    Understandable ...
    teaches me, to never ever assign them to their dropships, if I am not sure that I´ll really need them (and/or assigning them beforeehand gives me a huge tactical advantage).
    Fortunately I finally found another 2 swarm soldiers that had been crippled in the battle before, so I was able to use them for another boarding action and didn´t have to return to Terra with them still on board.

    Speaking of Swarms...
    wow, I thought that the Swarm Queens with their 600 shields and 60k tons were the grandest menace, the swarms possess ....
    well, that was, before I stumbled upon a 200k tons swarm ship that is able to gain a speed of 4k km/s and, according to intelligence reports, has shields with the strength of 45k

    Leave a comment:


  • Whoha
    replied
    Originally posted by Proteus_MST View Post
    Is there any way tro unload troops from drop modules on Shuttles into their own troop quarters?
    Nope, those troops are prepped for a combat drop. find some rock to drop them on, and your troop transport can pick them back up if you're not prepared to assault someones ships/planet. As near as I can tell everyone runs into this problem, and it gets posted to the main forum every so often.

    Leave a comment:


  • Proteus_MST
    replied
    Is there any way tro unload troops from drop modules on Shuttles into their own troop quarters?

    I made a nice Boarding ship, that sonsists of enough troop quarters to carry 8 marine companies with him, as well as enough hangar space to incorporate 8 drop shuttles (small 250 tons fighter craft with one drop module each) and a small escort of 2 500 ton fighters.

    Before its first assignment (boarding crippled enemy small craft that couldn´t get turned into wrecks but just disappeared after destruction [Star Swarm soldiers, as it later turned out to be]) I loaded all drop shuttles beforehand, so that I wouldn´t have to perform this lengthy process within the enemy system and boarded all crippled craft remaining with one marine company each, which only took hald of the units.
    Well, thanks to me not thinking all through, I forgot to add shipos with empty< hangars, so that now my boarding fleet (which is slower than my combat fleet) sits at the jump point to the enemy system and guards a lot of small craft, while my combat fleet has freed all of its hangars and uses them to ferry star swarm soldiers to Terra.

    Well, meanwhile my marines are sitting in their small drop shuttles in the roomy Hangar of the Tt Störtebeker all the time and get (understandably) grumpy, because I haven´t found a way to transfer them back from the drop shuttles into their nice roomy troop quarters aboard the ship.
    I can see them listes within the task group as xth Marine-Company CDM [CDM probably Company drop module] but I havent found any order like "Unload Ground toops from Drop Modules" or "Transfer Ground troops" ... only a command for ther other way round (i.e. transfer troops into drop modules) is available.
    Is there any way I overlooked or is the only way to unload troops from drop modules either via friendly colonies, of by doing boarding combat/combat drops (with no option to unload them in space)???

    Leave a comment:


  • Proteus_MST
    replied
    Yep, you´re right there, of course ... better a few 5 second sub-turns than the same number of full 1 day turns

    Seems like we don´t have to worry about it anymore in 5.70 ...
    dunno if Steve, by chance, stumbled upon my postings,
    or if he did it of his own accord ...
    either way, Steve has taken out the Autostop for messages that concern your leaders for version 5.70

    http://aurora2.pentarch.org/index.ph....html#msg49789

    Leave a comment:


  • Whoha
    replied
    Originally posted by Proteus_MST View Post
    Yep,
    unfortunately (at least I assume so) this would also mean that the game also doesn´t stop for really important events during this time
    (like ships getting attacked, important scientists getting killed due to accident (while working on Research Projects), or Research/orders being completed)
    Right, it doesn't stop. however, if you come under attack the time increment will slow, so instead of forcing 10 months, it will force 2 months, 1 day(interception possibility), 7x5 seconds(missile launches), assuming you have robust radar coverage on your fleets that are in danger. This does give up some of your ability to respond to danger however, and if you are defending a JP you'll want to have some automated defenses such as mines as your ships won't respond immediately. If you don't have said active/passive search you'll learn about the missiles when your ships blow up and it will plow through the rest of the increments.

    deaths due to accidents are fairly rare though, and in 10 months not a whole lot of time is likely to be wasted, likewise research can be qued up, and you can estimate how long until it will be done, then force that # increment.

    Leave a comment:


  • Proteus_MST
    replied
    Yep,
    unfortunately (at least I assume so) this would also mean that the game also doesn´t stop for really important events during this time
    (like ships getting attacked, important scientists getting killed due to accident (while working on Research Projects), or Research/orders being completed)

    Leave a comment:


  • Whoha
    replied
    Originally posted by Proteus_MST View Post
    Just tried it out...
    unfortunately it doesn´t seem to work ...
    I put "Filter Events" for "New Officer", as well as Officer health, updates and promotions and CIvilian Mining Colony messages.

    It resulted in autoturn at one point just stopping for no (in the event log visible) reason at all.
    Only after I deactivated the filters I discovered, that the reason for the stop was a new officer.

    So it seems like the event filter just affects the visibility of the events, not their ability to interrupt your auto turn
    Well thats wierd, if you know how long you want to wait for you can force increments though(if the ai decides to step down the increment time value that will change however).

    Leave a comment:


  • Proteus_MST
    replied
    Just tried it out...
    unfortunately it doesn´t seem to work ...
    I put "Filter Events" for "New Officer", as well as Officer health, updates and promotions and CIvilian Mining Colony messages.

    It resulted in autoturn at one point just stopping for no (in the event log visible) reason at all.
    Only after I deactivated the filters I discovered, that the reason for the stop was a new officer.

    So it seems like the event filter just affects the visibility of the events, not their ability to interrupt your auto turn

    Leave a comment:

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