View Full Version : Warp Point Opening - how to measure distance?
UseOfWeps
May 4th, 2004, 12:23 PM
The 5 different levels of warp point openers have increasing range, 100ly up to 500ly iirc. How can you tell how far apart systems are? I can't see any obvious method, thanks.
Slynky
May 4th, 2004, 12:52 PM
There is a "switch" (on that screen) you can turn on that shows distances to systems from the system you are pointing at.
Suicide Junkie
May 4th, 2004, 12:55 PM
Its 10 per square, and don't forget your pythagorean theorem.
UseOfWeps
May 4th, 2004, 02:02 PM
What screen are you talking about Slynky? I haven't yet built any ships with opening components, as I don't want to build a ship with a lvl X opener and find out that the place I want to open to is X+1 ly away. http://forum.shrapnelgames.com/images/icons/icon7.gif
spoon
May 4th, 2004, 03:19 PM
Yeah, you need an opener to access that screen...
Like SJ said, the only other way is to manually calculate it...
Slynky
May 4th, 2004, 05:40 PM
Originally posted by UseOfWeps:
What screen are you talking about Slynky? I haven't yet built any ships with opening components, as I don't want to build a ship with a lvl X opener and find out that the place I want to open to is X+1 ly away. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">First of all, no one would build anything but the hightest lvl component anyway http://forum.shrapnelgames.com/images/icons/icon10.gif . And remember to put a repair bay on it.
But, more likely what you are concerned about is building, say lvl 1 (100 sectors) when you don't know if it will reach and if it doesn't, then wait till you have researched lvl 2 before you build. Upgrading them is expensive. So, until then, you are left with SJ's formula (a squared plus b squared = c squared). (sorry)
spoon
May 4th, 2004, 05:50 PM
Originally posted by Slynky:
And remember to put a repair bay on it. <font size="2" face="sans-serif, arial, verdana">This brings up a totally off-topic modding question -- if you put the "Emergency Energy" ability on a component (the ability that Emergency Propulsion uses), will this require that that component be repaired over a spaceyard?
Fyron
May 4th, 2004, 06:19 PM
Yep!
AMF
May 4th, 2004, 08:29 PM
Hmmm...I've never tried this, but what if you put an emergency pod on a craft with a repair bay? Couldn't it get repaired each turn after you use it so you could keep using it? Maybe I'll try this tonight...
Originally posted by spoon:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Slynky:
And remember to put a repair bay on it. <font size="2" face="sans-serif, arial, verdana">This brings up a totally off-topic modding question -- if you put the "Emergency Energy" ability on a component (the ability that Emergency Propulsion uses), will this require that that component be repaired over a spaceyard? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">
rdouglass
May 4th, 2004, 08:34 PM
I believe that repairing an Emergency Resupply Pod in open space was considered an exploit and removed. Hence the SpaceYard requirement in recent Versions.
Iansidious
May 4th, 2004, 10:25 PM
Originally posted by rdouglass:
I believe that repairing an Emergency Resupply Pod in open space was considered an exploit and removed. Hence the SpaceYard requirement in recent Versions. <font size="2" face="sans-serif, arial, verdana">He's right. Once it's used she gone. I don't know about a spaceyard though.
Baron Grazic
May 5th, 2004, 12:25 AM
Does it require a Planet-bound SY or can the SpaceYard be on a ship?
spoon
May 5th, 2004, 12:45 AM
It requires a planet-based spaceyard, I believe...
Aiken
May 5th, 2004, 01:04 AM
AFAIK, Spaceyard component is also able to repair Emergency Propulion. At least it works on my EP+SY equiped stellar manipulators.
Kamog
May 5th, 2004, 01:25 AM
It works for me too. The spaceyard component fixes those emergency propulsion components.
freduk
May 6th, 2004, 05:28 PM
quite unfair IMO, does it also fix emergency resupply?? that would truly be an exploit.
Another offtopic thing: engines use 10 supply per movement, so 6 ion engines use 360 supply. Does bonus also need supply, like solair sail 3 on top of 6 ione engines would use 9x60= 540 supply???
Phoenix-D
May 6th, 2004, 05:29 PM
No, bonus doesn't need supply. And the spaceyard thing is hardly an exploit.
spoon
May 6th, 2004, 07:04 PM
I dunno, sounds kind of exploitish to me. Getting 5 extra movement every turn out of a 10k component, but only if you are willing to do all that micromanagement.
Phoenix-D
May 6th, 2004, 07:20 PM
No, you're getting 5 extra movement out of a 10kt component AND a 400kt shipyard. http://forum.shrapnelgames.com/images/icons/tongue.gif Sure, you can repair more than one, but a shipyard can only repair so many, especially if you've dropped your repair characteristic. Then you need more space yard ships. Which means you need at least BCs, because a Cruiser isn't going to have enough space for the shipyard, engine, and pod.
Roanon
May 6th, 2004, 07:22 PM
Originally posted by freduk:
Another offtopic thing: engines use 10 supply per movement, so 6 ion engines use 360 supply. Does bonus also need supply, like solair sail 3 on top of 6 ione engines would use 9x60= 540 supply??? <font size="2" face="sans-serif, arial, verdana">Correct. Every space moved costs 10 supply / engine, regardless if standard movement, bonus movement, or solar sail movement. If you are out of supplies the ship will move only 1 space, even with solar sails.
spoon
May 6th, 2004, 07:46 PM
Originally posted by Phoenix-D:
No, you're getting 5 extra movement out of a 10kt component AND a 400kt shipyard. <font size="2" face="sans-serif, arial, verdana">No, the 400kt shipyard isn't on your ship, it's just somewhere in your fleet. Just because you have to wait for the mid-late game doesn't make it less of an exploit... I mean, who builds a late-game death-fleet without a SY and a gajillion repair ability??? http://forum.shrapnelgames.com/images/icons/tongue.gif
Phoenix-D
May 6th, 2004, 08:46 PM
The SY ship needs the component too, which means you can support a maximum of four other ships per space yard ship. Not exactly a potent force, and I challenge you to find -anyone- who deploys main combat fleets that are 20% SYS.
Spoo
May 6th, 2004, 09:20 PM
Not exactly a potent force, and I challenge you to find -anyone- who deploys main combat fleets that are 20% SYS. <font size="2" face="sans-serif, arial, verdana">Maybe they really like drones http://forum.shrapnelgames.com/images/icons/icon10.gif
Fyron
May 6th, 2004, 09:27 PM
Originally posted by Phoenix-D:
No, you're getting 5 extra movement out of a 10kt component AND a 400kt shipyard. http://forum.shrapnelgames.com/images/icons/tongue.gif Sure, you can repair more than one, but a shipyard can only repair so many, especially if you've dropped your repair characteristic. Then you need more space yard ships. Which means you need at least BCs, because a Cruiser isn't going to have enough space for the shipyard, engine, and pod. <font size="2" face="sans-serif, arial, verdana">Yes, but repair bays can still repair them. You just have to have the presence of a SY in the sector...
spoon
May 6th, 2004, 09:29 PM
Originally posted by Phoenix-D:
The SY ship needs the component too, which means you can support a maximum of four other ships per space yard ship. <font size="2" face="sans-serif, arial, verdana">I was under the impression you only needed a single SY component in the sector to repair as many Emergency Propulsion comps as you have repair capacity for (including repair ships). Am I wrong about that? So if you have like 50 ships, one space-yard ship, and a couple repair ships, you'd be fine.
edit: like Fyron just said http://forum.shrapnelgames.com/images/icons/icon12.gif
[ May 06, 2004, 20:50: Message edited by: spoon ]
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