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  #1  
Old February 15th, 2005, 03:54 PM

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Default Stellar Manipulation Questions

When does Stellar Manipulation happen? Is it possible to open a warp point and go through it the same turn?

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  #2  
Old February 15th, 2005, 04:08 PM

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Default Re: Stellar Manipulation Questions

Yep. Stellar Manipulation is the Very first thing that happens, IIRC... So giving the order to open a warp point and giving a move order to the target system will allow the ships to enter the warp point. I think you already have to know an alternate route to the target system though for that to work. Otherwise you can't give your ships orders to enter the target system. I'm sure someone will correct me if I'm wrong on that one.

Also, it is possible to delay Stellar manipulation by giving the Stellar Man. ship a movement order BEFORE the Stellar manipulation order. The caveat there is that if the order is to close a WP or destroy a certain Stellar object, you have to already be sitting on the target object to give the order. It doesn't have to be the exact target, just the same type. For instance, you can be sitting on a WP, give it a move order to a second WP and the close WP order. The ship will then move to the target WP and close it.

Am I fully correct on this? I'm sure someone will confirm or correct me shortly.
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  #3  
Old February 15th, 2005, 04:14 PM
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Default Re: Stellar Manipulation Questions

Warp point manipulation happens on the day your ship gets a chance to use the movement point required to perform the action.

Turns are broken into 30 days.
A speed 6 ship thus gets 1mp every 5 days. If you move 2 squares, and then open a warppoint, the warppoint should open on day 15, right in the middle of the turn.

To ensure your fleet gets through, start them one square away, and order them to First move directly to the square containing your opener ship. Secondly, they should have orders to move to the target system. The expected path line will be a long winding route around the galaxy, but that's ok.
The opener ship must be of comparable speed to the warships, and have orders to open the warppoint immediately.

If both fleet and SM ship are of speed 6, then on day 5, the fleet moves to the SM ship's coords and the SM ship opens a warppoint.
On day 10, the fleet will reconsider its long and winding route, and instead take the short warp jump that has just opened. Your fleet will enter the target system on day 10, and fight any defenders in the way.
On days 15-30, your warfleet may continue to move towards the specific target location in the system, depending on the results of day 10's warp jump and possible combat.

If you have a warppoint closer ship sitting on a nearby warppoint, you can even give it orders to move then close.
If you time the ship to arrive on the newly opened warp point around day 15-30 for the above example, then you can open, warp the fleet AND close all in one turn.
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Old February 15th, 2005, 04:35 PM
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Alneyan Alneyan is offline
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Default Re: Stellar Manipulation Questions

It is even possible to warp through two newly created wormholes on the same turn, and even more if you know where exactly the new wormhole will appear. Now we are talking about faster than faster than light travel! If you are using Emergency Propulsion, it should be possible to do the same thing with three wormholes on the same turn, if you really need to get somewhere fast.

Some Stellar Manipulation happens before everything else: Stellar Construction should happen before movement (Roanon created a Ringworld on the same turn as I sent in a fleet IIRC, but the Ringworld was created before my vessels could destroy those bases), and Stellar Destruction usually happens before movement.

Stellar Destruction is not exactly consistent however: it may happen before day 1, or it may happen on day 3 or day 4, though I have seen no link with speed (a vessel with a speed of 15 did not trigger the Stellar Destruction on day 2, and a speed of 1 did not result in the order being executed on day 30). Setting the vessel on Sentry should result in the Stellar Destruction happening at once if there is an enemy in the same system, regardless of speed, but sometimes it will happen immediately without this order.

Hmm, I am wondering if a similar pattern would not apply to other Stellar Manipulation orders.
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Old February 15th, 2005, 04:47 PM
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Default Re: Stellar Manipulation Questions

I have never thought of placing a ship on sentry with some dastardly order to follow. Interesting indeed.
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  #6  
Old February 15th, 2005, 04:56 PM
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Default Re: Stellar Manipulation Questions

You should thrown in a few defenders at the wormhole(s) though: it wouldn't be fun to blow up a whole system just to destroy a lone escort. Those defenders will ensure that no scout will be able to enter the system, though you shouldn't put too many defences either. You have the power to crush an invasion before it has even begun, but it will take a very wise leader to use it properly.
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Old February 15th, 2005, 05:15 PM

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Default Re: Stellar Manipulation Questions

Thanks for the advice, I have had some screwy things happen but it makes sense now.

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Getting ready to destroy Alneyan's homeworld in an unspecified game. just kidding.
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  #8  
Old February 15th, 2005, 09:13 PM
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Default Re: Stellar Manipulation Questions

Quote:
Suicide Junkie said:
Warp point manipulation happens on the day your ship gets a chance to use the movement point required to perform the action.

Turns are broken into 30 days.
A speed 6 ship thus gets 1mp every 5 days. If you move 2 squares, and then open a warppoint, the warppoint should open on day 15, right in the middle of the turn.

To ensure your fleet gets through, start them one square away, and order them to First move directly to the square containing your opener ship. Secondly, they should have orders to move to the target system. The expected path line will be a long winding route around the galaxy, but that's ok.
The opener ship must be of comparable speed to the warships, and have orders to open the warppoint immediately.

If both fleet and SM ship are of speed 6, then on day 5, the fleet moves to the SM ship's coords and the SM ship opens a warppoint.
On day 10, the fleet will reconsider its long and winding route, and instead take the short warp jump that has just opened. Your fleet will enter the target system on day 10, and fight any defenders in the way.
On days 15-30, your warfleet may continue to move towards the specific target location in the system, depending on the results of day 10's warp jump and possible combat.

If you have a warppoint closer ship sitting on a nearby warppoint, you can even give it orders to move then close.
If you time the ship to arrive on the newly opened warp point around day 15-30 for the above example, then you can open, warp the fleet AND close all in one turn.
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