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  #1  
Old March 19th, 2005, 07:18 PM
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Default Re: Stellar manip and movement in simultaneous gam

I ask again, what is the wrong info in the FAQ?

The only thing I can possibly find that might be applicable here is:

Quote:
Star-Exploding on Demand
This can backfire on you, so be careful using it. Park a star destroyer over the local star. Order it to sentry, then to destroy the star. When an enemy ship enters the system, the sentry order clears and..boom. (Phoenix-D)


I'm pretty sure that this works as stated.
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Old March 19th, 2005, 10:24 PM

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Default Re: Stellar manip and movement in simultaneous gam

I think Joachim did not get impression it was possible for someone to escape a system before star blew. As a result he wasted a star destroyer for nothing.
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Old March 20th, 2005, 01:38 AM
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Default Re: Stellar manip and movement in simultaneous gam

Quote:
Slick said:
I ask again, what is the wrong info in the FAQ?

The only thing I can possibly find that might be applicable here is:


From the FAQ:

14.1 Simultaneous.
14.1.1 Stellar manipulation happens before ship movement in simultaneous

Nope. 100 enemy ships flew away before the star destroyer killed the system, and the star killer was a much faster ship.
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Old March 20th, 2005, 02:07 AM
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Default Re: Stellar manip and movement in simultaneous gam

So what was the entire sequence of events. By inferring here, it seems that this is what happened:

- The game was simultaneous movement.

- Player A had a star destroyer sitting on a star in a system with the orders: Sentry, destroy star

- Player B entered system and exited system with > 100 ships. Not sure if he just peek-a-boo'd in and out the same warp point or if he went in one warp point and out another.

- Player A's star destroyer was faster, by movement speed, than all 100 of player B's ships.

- At some later "day" during the turn after player B's ships exited the system, the star destroyer destroyed the star.

edit: Based on recently discovered information about ship orders/movement/repairs/etc being influenced by ship ID number, this may have affected the particular event in question.

Is this correct and is there any other pertinent information?
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Old March 20th, 2005, 06:46 AM
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Default Re: Stellar manip and movement in simultaneous gam

100 ships already there, warped away, came back much later. From the move log it seems that it took at least 4 days to blow the star. The star destroyer orders were only kill star, not sentry.
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Old March 20th, 2005, 10:54 AM
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Default Re: Stellar manip and movement in simultaneous gam

What was the speed of the star destroyer? If the enemey ships had warped out already by day four they must have been pretty fast themselves. Are you sure your star destroyer was faster?

What was the various player numbers? If your star destroyer and his fleet had the same speed and he came first in the player number list than you that might explain why his ships got away. If they both executed orders on the same day, and he was a lower number player his ships would have moved before your ship blew up, even though it happened on the same day, right?

Is this a PBW game? I could take a look at it.
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Old March 20th, 2005, 02:48 PM

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Default Re: Stellar manip and movement in simultaneous gam

The speed of the star destroyer I don't know, it wasn't mine. though i thought it was slow from previous turn (speed 10?) anyway my ships where sitting on the warp point at beginning of turn, his on the star.

On day 2 my ships warped out a stately speed of 11, 4 guard ships he sent ahead of destroyer moved also, at speed 10.
day 3 no movement day 4 no movement (his ships), but i think star blew end of day 2 or beginning of day 3. i base this on what i also saw in another game, though in both cases i was listed ahead player with star destroyer.
the game in question is Atull.
my guess is the FAQ info is based on what ppl were initially experiencing with first lvls of SM tech. i wouldn't be surprised if blackhole creator and nebulae destroyers have the same 2 day delay.
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Old March 20th, 2005, 03:42 PM
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Default Re: Stellar manip and movement in simultaneous gam

Someone reported that you need to have at least 1 movement point to do SM. I haven't tested this but I am a little dubious that this is 100% correct. I believe some SM components will work on bases, which have no movement. I do however think that there is some hook in the SM routine which ties it to the movement schedule, which may be what was experienced here. Ship ID and player # both affect the exact sequence here. Exactly when Bases execute their SM components is somewhat of a mystery; although the logical assumption would be either the first day or last day of the turn due to its zero movement speed.
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Old March 21st, 2005, 11:38 PM
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Default Re: Stellar manip and movement in simultaneous gam

I just tested it, and retrofitting does not change ship ID. Note that ship ID is NOT strictly by build order, as any destroyed ship's ID becomes available again.
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Old March 22nd, 2005, 12:54 AM

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Default Re: Stellar manip and movement in simultaneous gam

I think your over looking a little detail, i think retrofit occurs before ship under construction completes. constructed items complete at end of turn, retrofit occurs at begining, so its possible under your test id gets reassigned to the retrofitshiped, if id's do change with retrofit. joachims sm ship has been around since before turn 66 i know his 4 ships other than the sm where designed and built afterward. There may be a ship or two of mine that predates it but not likely.
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