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View Full Version : Is this a bug??


Admiral Grover
May 14th, 2001, 11:16 PM
Not sure if this is a bug or not but, when designing ships, it is possible to build a ship without any engines. I use 1.35 and the TDM-ModPack.

IMO, this should not happen, ships should be required to have at least one engine.

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Admiral Grover
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"There is a theory which states that if ever anyone discovers exactly what the Universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarrely inexeplicable.
There is another theory which states that this has already happened."
- Hitch Hiker's Guide to the Galaxy - Douglas Adams

Suicide Junkie
May 14th, 2001, 11:22 PM
Why not? You could use an engineless ship for many things.
Put a solar sail on the thing, and it has unlimited range, no supply usage.

Taqwus
May 15th, 2001, 12:24 AM
And a stranger use for an engine-less ship is a star destroyer. Seriously. If you're paranoid and want to build one long before you have a useful target, and you don't want somebody to CI it and demolish your own system, you can just park it away from a star and remove the engines. Then refit and repair them when you're ready to deploy, to minimize the possible Window of Really Unlucky/Stupid Mass Death.

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-- The thing that goes bump in the night

PvK
May 15th, 2001, 01:04 AM
A small ship with cargo bays and maybe launchers can also help with certain limitations of the dang unit launch/recover abilities. This is a cheap way to reduce problems such as not being able to launch or recover only one type of satellite or fighter without launching or recovering all of them at once from a planet, etc.

PvK

Marty Ward
May 15th, 2001, 01:12 AM
Engine-less ships? No pollution, must be the Green Party race or an Organic race.
I guess you could even have an engineless fighter, with an afterburner it could move in combat.

Phoenix-D
May 15th, 2001, 08:24 PM
Also use engineless ships as expensive to maintain bases, if you don't have the tech for big bases. See, this way if the enemy captures it..they can't do all that much with it. Perhaps more importantly, they can't take it to their shipyards to analyze it- unless they bring a shipyard TO the ship, of course.

Phoenix-D

AJC
May 16th, 2001, 01:20 AM
You have to have movement available to use stellar manipulations.....

A ship with only a solar sail for propulsion - will not move.

rdouglass
May 16th, 2001, 01:34 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by suicide_junkie:
Why not? You could use an engineless ship for many things.
Put a solar sail on the thing, and it has unlimited range, no supply usage.<HR></BLOCKQUOTE>

Does this work??? I know it would only have 3 move points, but it could go on forever...can anyone say 'V-ger'!!!

Suicide Junkie
May 16th, 2001, 02:21 AM
Solar Sail only fighters DO move, both combat & map movement. My nomads get +2 levels in fighters so they can build mediums from turn 1.

They don't have engines, but I gave 'em a 12kT solar sail. You get the cockpit, a gun and the sail, and its a 1 movement defence fighter by turn 2.



Damn you're right. I'll just have to give the solar sail a movement ability of zero or something.

It's definitely a bug! Sails should pull ships around without engines!!!


[This message has been edited by suicide_junkie (edited 16 May 2001).]

Marty Ward
May 16th, 2001, 03:21 AM
I created 10 fighters with only 1 x cockpit, 1 x lifesupport and 1 x after burners III. They had a movement of 0/1 on main map and 0 supplies. In tactical combat they had 4 moves.
Why would they have 4 combat moves?

Magnum357
May 16th, 2001, 08:48 AM
Because Afterburners only work in Tactical Combat. They provide zip for Strategic (map) movement. That is why they are "0" form Map and "4" for combat.

jc173
May 16th, 2001, 09:45 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Magnum357:
Because Afterburners only work in Tactical Combat. They provide zip for Strategic (map) movement. That is why they are "0" form Map and "4" for combat.<HR></BLOCKQUOTE>

Um but afterburners III only generate 3 combat movement.

Baron Munchausen
May 16th, 2001, 07:52 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Marty Ward:
I created 10 fighters with only 1 x cockpit, 1 x lifesupport and 1 x after burners III. They had a movement of 0/1 on main map and 0 supplies. In tactical combat they had 4 moves.
Why would they have 4 combat moves?<HR></BLOCKQUOTE>

That's the answer to someone's request to make fighters that cannot move on the strategic map. Just give "small" engines combat movement rating instead of standard movement. And since combat movement is not halved, you'd also have to cut the number of engines allowed per hull to keep them from becoming ridiculously fast. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif Wish I could remember who it was that wanted to change fighters now.

The reason they had 4 combat movement instead of 3 is probably that they have been given a bonus in VehicleSize.txt -- check your config files.

[This message has been edited by Baron Munchausen (edited 16 May 2001).]