View Full Version : Testing
Aeon Flux
July 11th, 2002, 12:48 PM
Just checking that I have this system down right...
Question: I've finished my 1st game, or "They" did! Trounced me! sniff
I tried to capture the Krill? ship but nothing happened. Is their technology not susceptable? Or, did I do something wrong? Probably!
Captain Kwok
July 11th, 2002, 12:58 PM
In order to capture a ship you need to have boarding parties on it. They can be researched through military science > advanced military science > ship capture.
Another method you can use if you are a psychic race is to use the Allegiance Subverter which can take over a ship through telepathy.
Also note that you have to be beside the ship and it can't have any shields...
DirectorTsaarx
July 11th, 2002, 05:50 PM
Crew quarters provide a small portion of defense against boarding; therefore, larger ships (with more crew quarters) have more defense against boarding parties. So you either have to use more boarding parties, or damage the ship until some (or all) crew quarters are gone.
And, as Cap'n Kwok mentioned, the target's shields have to be completely down before boarding. Also note that boarding another ship will cause your OWN shields to go down, and they won't come back up unless you have shield regenerators. It's best to use at least some armor on your boarding vessels (along with enough shields to survive long enough to engage the enemy).
Ed Kolis
July 11th, 2002, 07:43 PM
Crew quarters in the unmodded game don't have the Boarding Defense ability... how much defense do they provide exactly? It would be nice if instead of having this hardcoded they just had it as an ability so it could be modified... http://forum.shrapnelgames.com/images/icons/icon8.gif
DirectorTsaarx
July 11th, 2002, 11:35 PM
Originally posted by Ed Kolis:
Crew quarters in the unmodded game don't have the Boarding Defense ability... how much defense do they provide exactly? It would be nice if instead of having this hardcoded they just had it as an ability so it could be modified... http://forum.shrapnelgames.com/images/icons/icon8.gif <font size="2" face="Verdana, Helvetica, sans-serif">Not sure how much defense; in fact, now I'm questioning my memory - I'm fairly certain I've had trouble using small ships to capture large ships, but I don't know if that was an early Version of SE4 (or even just SE3)...
Anyone else remember how much defense crew quarters provide?
Fyron
July 11th, 2002, 11:42 PM
CQ provide 1 less point than unmodded Boarding Parties I provide. IIRC, it is 4 points.
DirectorTsaarx
July 11th, 2002, 11:48 PM
Originally posted by Imperator Fyron:
CQ provide 1 less point than unmodded Boarding Parties I provide. IIRC, it is 4 points.<font size="2" face="Verdana, Helvetica, sans-serif">Thanks, IF. At least I know I'm not going crazier... http://forum.shrapnelgames.com/images/icons/icon12.gif
And the value makes a certain amount of sense; this way, 1 boarding party can subdue 1 crew quarters. Although I agree with Ed that it should be moddable...
Suicide Junkie
July 12th, 2002, 12:47 AM
It is moddable, in that you can increase it.
You might try adding a negative boarding defense ability to counteract the hardcoded defense...
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