Log in

View Full Version : Satellites and CSMs in 0.99


Psitticine
October 13th, 2000, 08:58 PM
Err, I can't seem to target capital missiles at satellites in the new Version. Is this a bug or a feature? Are they supposed to be too small for missiles to lock on to?

Rambie
October 14th, 2000, 03:36 AM
Hmm, I'd send it to MM.

Cyrien
October 14th, 2000, 04:50 AM
Yah... seems like a bug since it lists satelites under accepted targets for cap ship missiles.

wingte
October 19th, 2000, 03:41 AM
I decided to play with satelites and noticed that it is possible to equip them with solar collectors and/or quantum reactors.
Do satelites need supplies???

------------------
Wingte

Darwin
October 19th, 2000, 07:16 AM
They Seem to need supplies to power there weapons I havn't done extensive testing on this so.... I just throw them in orbit so it doesn't matter one way or another.

Baron Munchausen
October 19th, 2000, 05:11 PM
In the Components.txt file the CSM is only given the ability to hit ships and planets. If something in the game info screens tells you it can target satellites it is wrong. Are you sure you are reading the right info, though? It can be _installed_ in satellites, and you might be misreading the line about what ships can carry it as what ships it can target.

And no, satellites do not need supplies. They are like tiny bases, except that they can be picked up and moved. This is their advantage over bases. Now if we could just get drones. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

[This message has been edited by Baron Munchausen (edited 19 October 2000).]

Psitticine
October 20th, 2000, 04:20 AM
Actually, MM's response indicates not being able to target satellites with CSMs is a bug. It's the in-game description that's right, not wrong.

Baron Munchausen
October 20th, 2000, 05:07 PM
Depends on your definition of "bug" I guess. In the data files missiles are NOT set to target satellites. This is how they work, so it's not a "bug" in the sense of a flaw in the program. If they intended to change missiles to be able to target satellites, then they made a mistake/oversight but it's hardly a bug when the program is working as designed.

Blue Lord
October 20th, 2000, 07:18 PM
I like the idea of puting Quantum Reactors on satelites. They'd be mobile resupply bases that you just dropp of.

Tomgs
October 20th, 2000, 08:34 PM
Has anyone tried to put point defence on Satellites? Mine never seem to fire even if the missles go right past them to hit the planet. Point defence on Weapons Platforms worked fine though. Maybe because Missles can't hit the Sattelites the point defence dosen't work from Satellites.

General Hawkwing
October 20th, 2000, 08:47 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Blue Lord:
I like the idea of puting Quantum Reactors on satelites. They'd be mobile resupply bases that you just dropp of. <HR></BLOCKQUOTE>

IIRC a satelite has unlimited supplies, like a station, then you don't need a QR. Just merge them with the ship, wait a turn and unmerge. I'll take a closer look and get back to you.

wingte
October 21st, 2000, 03:53 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by General Hawkwing:
IIRC a satelite has unlimited supplies, like a station, then you don't need a QR. Just merge them with the ship, wait a turn and unmerge. I'll take a closer look and get back to you. <HR></BLOCKQUOTE>

I tried this one and it does appear to work,, but,, it isn't picked up by the resuply minister so you are left manually watching your fleets and ships and moving them arround.. UUGGHH



------------------
Wingte

Taqwus
October 21st, 2000, 08:22 PM
Uh-oh. Allowing resupply via satellites... um, breaks things. If I understand correctly, you can do the following...

a) You can build satellites on turn 1, IIRC, even on low tech -- it's now "free" in the default setup.

b) Have one satellite bay per fleet. Store at least one satellite in it.

c) At the end of every move where you're running low on supplies, launch the satellites and merge fleets.

d) Then, at the beginning of next turn, pick up the sats (now you're at full fuel...) and continue on your merry way.

So, basically, you have an extremely low-cost, portable Quantum Reactor (Resupply level *5* IIRC, and it's not a cheap tech or component...) that you don't need to even research. It requires some MM, but only rarely -- you only need to do this when supplies, say, reaches the halfway point or so. Errrrrg.


------------------
-- The thing that goes bump in the night

Master Belisarius
October 22nd, 2000, 04:23 AM
Taqwus: although I can understand your argument, remember that you can use one ship as resuply ship, using a quantum reactor...
then you get the same effect without satellites.

Baron Munchausen
October 22nd, 2000, 04:38 AM
I've never been able to get a satellite added into a fleet. Bases, yes. This lets you give a base a "support squadron" that will never run out of supplies. But I have tried and have never got it to let satellites be included in a fleet. Have you _tried_ this yet? I'd be surprised if it worked.

Jubala
October 22nd, 2000, 10:48 PM
I've tried with the 0.99 demo. It doesn't work.

General Hawkwing
October 23rd, 2000, 04:25 PM
I see you managed to test this idea before I could. No it does not work. http://www.shrapnelgames.com/ubb/images/icons/icon9.gif It makes sense that it would not due to size differences and as mentioned would greatly imbalance the game. Next time I'll test then speak. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif