View Full Version : Events!!!
November 14th, 2000, 09:38 PM
I just got my copy Last night and I'm sittin' in my office still suckin' down the caffine at 3 PM 'cause I stayed awake 'till about 3 AM playing. Great job on this one guys!!!
I wanted to add this experience. In SE3, I'd always turn on the random events 'cause I never turn on "All Warp Points Connected". What happens to me many times is I'll get transported across the galaxy by some "Spacial Anomoly" (although it was called something else in SE3).
All of you that played SE3 are saying "Big Deal - what's your point?". Well, Last night, I had a Space Station with a Space Yard on it transported all the way across the galaxy to a system I could not have gotten to until Warp Point Manip. I had only ships do that before and not stations. COOL!!! A new way to plant yourself in another part of the galaxy - I even had a Cap Ship Mis for a little protection. Too bad I ended up in a Black Hole system and was sucked in in about 3 turns!!!
However, I'm waiting for it to happen again so I can build an offensive force without endagering my homeworlds at all (at least in the early going and as long as I build enough counter-Intel). If it happens again, I'll emergency build some Sat's to protect my base, build a fleet, and maybe force a wimpy neutral to give me his homeworld (although I hear that is much harder now).
[This message has been edited by rdouglass (edited 14 November 2000).]
November 15th, 2000, 04:46 AM
I had a Spatial Anomaly grab one of my ships out of orbit. Due to a supernova, one of my main mineral resource sites had gone "bamf" so I was a little short and had mothballed some ancillary ships (this one was a troop transport) to save on expenses until they were needed.
It was (understandably) still mothballed after coming out the other side of the anomaly, so I had a perfectly good ship sitting out there until I could build a hull large enough to bring a space yard facility there to unmothball it!
I like even the "unlucky" events when they make sense and add a unique twist like this!
January 2nd, 2001, 06:48 PM
Did a little searching of the board and found this old post that was close to my question, so I thought I'd resurrect it w/my new question.
Playin a game w/events turned on set to the "catastrophic" level - I think that's the name and had my 1st "event" happen in my game yesterday. Got a message from the end turn summary thingy that said "A plasma instability has been detected within the star [%StarName]. Our scientists predict it will destroy itself in approximately 3 years." The system designated was one w/one of my homeworlds and a couple of other nicely developed colonies already in it.
My question is What the heck does this mean? Will the star blow up in 30 turns? What will happen to my planets? Will they just live in the dark? Is there any way to stop it, ie, MOO II building research facilities? Help!
January 2nd, 2001, 07:00 PM
Sorry to say but the are DOOMED! Evacute them! Get them out! Start to panic! There is now way to avoid it. The star will explode and destroy everything within the system, all planets, als ships, all beings. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
January 2nd, 2001, 07:08 PM
There my be one thing you can do. Build a ringworld or sphere world around the star before it blows. This act will 'replace' the star in question. As to building a constructed world in less than 30 turns is a subject for another thread
January 2nd, 2001, 07:40 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by rdouglass:
[B]Well, Last night, I had a Space Station with a Space Yard on it transported all the way across the galaxy to a system I could not have gotten to until Warp Point Manip. I had only ships do that before and not stations. COOL!!! A new way to plant yourself in another part of the galaxy /B]<HR></BLOCKQUOTE>
I was recently complaining about never seeing a random event, but a few nights ago a repair cruiser from an ELITE +42% fleet was spacial anomalied accross the quadrant, causing the fleet to be broken up and lost all experience. ARGH!
I dont think you can use a spacial anomalie to establish your self in another part of the glalxy. without a warp path to trace back to a homeworld, you can not actually gather any resource points, and you cant make contact with aliens (sure your ships can fight them, but you will have no diplomatic contact without a warp path between them and your homeworlds.) so they cant surrender a homeworld to you. wierd, eh?
January 2nd, 2001, 07:52 PM
Puke said "I dont think you can use a spacial anomalie to establish your self in another part of the glalxy."
You can establish an empire, if a shipyard base/ship is moved it would be possible by using troops to take over a planet.
January 2nd, 2001, 07:53 PM
What about using that Stellar Manipulation tech that lets you blow up a star? Will that destroy the star w/o destroying the worlds? Or will that just destroy everything in the system also?
By the way, GREAT MOD Mr. Mophisto.
Had another quest but can't recall it right now - I'll be back.
January 2nd, 2001, 10:58 PM
The Stellar Manipulator star-destroyers will both take out all the planets as well as the star. I don't know if the Stellar Plasma Sphere could make a stable star in place of an unstable one. I've never had the tech and opportunity to test it at the same time!
The System Gravitational Shield facility is supposed to stop stellar manipulation in a system but the description (at least, and possibly the actual functioning) only mentions nebula and black hole creation. I don't know if it'd stop the Stellar Nucleonic Torpedo, which blows up the star without making a nebula, or if it protects against random instabilities even if it does. Has anybody been able to test it until such circumstances?
I'm not sure what to think about sphere- and ringworlds aborting a stellar explosion. It seems pretty illogical to me, and I suspect they aren't actually supposed to be able to function that way, but there should be some way to prevent the big bang.
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