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  • in reply to: Questions & Answers #2579

    Thom
    Participant

    In order to repair ships the TL of the shipyard must be the same or higher than the ship being repaired.

  • in reply to: Questions & Answers #2562

    Thom
    Participant

    You can mobilize POP on a colony world. As for the HMU’s on a colony world, or any world for that matter, there is no action or build code to remove them yourself, likewise for ABM’s or TORP’s. Guess nobody ever had a reason to do so before.

    • This reply was modified 11 years, 2 months ago by .
  • in reply to: Troubleshooting Board #2436

    Thom
    Participant

    Sorry for the problem. Unfortunately the way the code was originally written to work is the amount of tramp mining cargo you could load on a planet was determined by the empty ships on your fleet. For instance if you had room for 100 cargo the fleet would go to a planet and try an load 100 cargo. There was no special number to put in to limit the take. This likely strip mined the planet and made it useless afterwards. Players complained that they had to have many fleets with exactly the right amount of room in the ships to mine each planet successfully without strip mining it making it a nightmare to keep straight. So I rewrote the code to give the players a choice on whether they wanted to strip mine by putting a cargo load number in the special number space. If they didn’t then the code defaulted to the mining potential of the world so a player wouldn’t just load zero cargo. Since the planet tells you how much cargo you can load the next time you can put that number in the slot and away you go. However I’ll see what I can do about making the default be the potentially highest amount of cargo the planet can be mined for without strip mining it if no number is put in the special number slot for playability purposes. Give it a week or two though as I may not get to it this week.

  • in reply to: Questions & Answers #2389

    Thom
    Participant

    The rulebook in this case is wrong. You do not have to own the planet to build PC’s on it. Foreign aid was added after the first rulebook and nobody noticed and corrected the original rule. Now as to habitat range for foreign aid. If a player who’s habitat range matches the planet he is sending foreign aid to then he can build as many PC’s in one action as he can afford.

  • in reply to: Questions & Answers #2385

    Thom
    Participant

    No. Torpedoes may not be built on a world just because there are forts present. I believe a planet must be terraformed or the equivalent such as a nomad platform.

  • in reply to: Questions & Answers #2378

    Thom
    Participant

    <strong>A fleets aggression level can never be raised above your empire’s aggression level but it can be lowered by 30 points. If you want to lower a fleet use action code 21, location #1, Fleet #1, Spec #. The fleet will lower it’s aggression level and then move to the location. So if your empire’s aggression level is 65 you can lower it by as much as 30 points, so you would put 35 in the spec #. The result is how long that fleet will fight before retreating, i.e. taking 35% losses, and a less likely chance they will trigger a fight with another alien fleet or planet.

  • in reply to: Questions & Answers #2361

    Thom
    Participant

    1) I thought I saw where you could scrap ships/fleets with a 255 command, but quite possibly misread it. What is the order syntax for scrapping ships/fleets? Action code is 255. Location #1 is a planet you own where you have a shipyard. Fleet #1 is the fleet you want to scrap. All ships will be scrapped in the fleet. You’ll get an RU payment for the ships from the planet.

    2) Rules state that you can raise or lower your aggression level by up to 30. How do you raise it using one order? I know a work around, but that usually requires an additional order. Action code is 21. Location #1 is the location you want to move the fleet to after the aggression level is lowered. You can leave this blank in which case the fleet will not move. Fleet Number 1 is the fleet. Put the new aggression level in the special number. Note if you want to lower your aggression level of one of your fleets down 30% which is the maximum for an empire who’s aggression level is 65 put 35 in the special number slot.

  • in reply to: Questions & Answers #2252

    Thom
    Participant

    All invading troops invade in waves of 100 x planet size regardless of how many you commit to the attack. The number of troops you indicate will invade is the limit on how many you want to use. But they still attack in waves of 100 x planet size till the number is equaled or exceeded.

  • in reply to: Questions & Answers #2251

    Thom
    Participant

    Yes you may tramp mine a colony world and then terraform it in the same turn as long as you do it in that order.

  • in reply to: Troubleshooting Board #2239

    Thom
    Participant

    I’m not quite sure if you mean the page doubled the line you tried to add or the turn results you received showed that the same action ran twice. Basically the insert will clear one line, push every other action one slot down or higher in number, i.e. 22 becomes 23 for instance, and allow you to enter an action on the blank line becoming action 22. Go back and load your turn into the page again and see if the turn looks right. You should have actions 1-50, no doubled numbers, and all your actions listed. There are no hidden lines. If you open your turn with notepad for instance you’ll see the same. Just don’t edit it in notepad as the tabs which you can’t see in notepad are important field separators and messing one up will mess up your turn. Really I’d take a closer look at the action you tried to insert and see if you can find an error there depending on what message you received from the turn results.

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