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Fish Evans

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Reply with quote  #16 
The Last order given is considered the priority

so
Target Throttle at Mavis 0.1
Target Throttle at Marvin 0.1

means it will go to Marvin, if Marvin is destroyed it will go to Mavis Instead.
 or a more usefull example

Target Throttle at Marvin 0.1
Follow Comms orders
Avoide black hole

means go to Marvin unless you have been given comms orders, but always avoid black holes.
ryleyra

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Reply with quote  #17 
Quote:
Originally Posted by Fish Evans
The Last order given is considered the priority


I suspected as much, but it is always good to confirm such things for yourself. [biggrin]

In addition, Mike wasn't clear whether the FOLLOW_COMMS_ORDERS and POINT_THROTTLE commands in his example were in that order, he said only that they were "active at the same time". If they were in the order implied, then it's not really a bug that the ship would ignore the FOLLOW_COMMS_ORDERS command in favor of POINT_THROTTLE, any more than it would ignore FOLLOW_COMMS_ORDERS in order to go around a black hole in your example. The difference is that AVOID_BLACK_HOLE only takes effect when near a black hole, while POINT_THROTTLE is always active and can never be inactive to let the FOLLOW_COMMS_ORDERS be active.

If, on the other hand, Mike was saying that FOLLOW_COMMS_ORDERS came after POINT_THROTTLE, and the ship still was ignoring Comms, then there's a problem because later commands should have higher priority. That probably indicates a bug, but I don't really think that's the case.

I think what Mike was saying was that it wasn't really a bug that the ship said it was going to follow Comms orders and didn't actually, because it's only doing exactly what it was told. If a ship is set to AVOID_BLACK_HOLEs, you don't want that ship to say "I can't follow your orders, I'm avoiding black holes" because it can still follow orders when it ISN'T avoiding black holes. But since there is no time a ship isn't going to POINT_THROTTLE, though, it should probably say, "I can't follow your orders" so the author of the script knows there is a problem.

Mike Substelny

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Reply with quote  #18 
I'll add that CHASE_ANGER only works on ships with a different side value from the firing ship. If I shoot a ship that matches my side value it does not shoot back.
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Arrew

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Reply with quote  #19 
Just a thought if a players side value matches the side value of a Torgoth base, does that mean it can dock with it?
Fish Evans

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Reply with quote  #20 
Yes, we have used that on a number of ocations in the TSN, sending Marines over Via a transport ship/other ship with sci text discribeing it a a Troop ship, waiting a bit then fliping the side value of the station after its been "secured". You can also switch players side value's as well mid stream.
Arrew

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Reply with quote  #21 
Didn't it have jump drive?

I thought I heard from an old TSN player that there was a jump missile cruiser, but it got changed to a warp light cruiser?
Fish Evans

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Reply with quote  #22 
Yes I would like some cheese too.

We did have a JMC for a while but for a number of reasons (could nto deal with drones, had to much heavy ordiance, and got blown up a number of times becuase we didnt put the time into setting up proceedures and getting used to it and burnt up energy to fast even with our fule collection system on long range missions.) we droped it, its one of the reasons the TSN Mod has a modified Missiles cruiser (mislse scuriser II).. going to look at latering the Jump drive co-efficiant on energy use for the next release of the mod
Arrew

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Reply with quote  #23 
I'm sorry Fish. Realize I've hijacked your thread a bit. But I've been doing a lot of Jump Ships stuff lately so I'm really into them right now.

As Captain pointed out, in almost every regard, Missile Cruisers are outstanding Jump Ships.

Even at level 11 when energy consumption is at it's maximum they have a theoretical maximum jump range of 250,000m. Also with appropriate strategy can handle fighters with boosted systems better than Warp ships can! Jumping to anomalies makes their range more than sufficient to jump around pre-made areas, particularly when Xavier builds in a Free Flight system like the USN uses in their sandbox. Makes for a fun and involved game for the Captain/Navigator, Helm and Science even outside of combat as they look for anomalies on the go. Which can make for a better game for Science officers.

I'm writing a Jump Strategy Doc. Would love to share it with you if you're interested?
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