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| Interdictor Generator http://classictw.com/viewtopic.php?f=13&t=10607 |
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| Author: | nrowe [ Thu Jan 20, 2005 2:24 am ] |
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When an Interdictor Generator holds a ship in a sector and the quasar cannons fire, do they fire at the Sector setting or the Atmospheric setting??? I ask because I just lost my ship after having invading a sector. Obviously since I invaded the sector, the quasar's couldn't kill my ship with max fighters. So I teleported out of the sector, brought my base planet in the sector and reloaded my fighters. Then I tried leaving the sector but got completely toasted because the quasar's fired at a much higher level than they should have for Sector level. I wonder if this is just some BUG in TW??? |
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| Author: | Slim Shady [ Thu Jan 20, 2005 2:34 am ] |
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yes. its known. Qcannons hit harder after you invade the sector. it has nothin to do with atmosphere settings. itll never get fixed. but do take note of it Slim |
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| Author: | Lucky Dog [ Thu Jan 20, 2005 7:07 am ] |
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Taking note. What is formula for it? or is there one |
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| Author: | Draconis [ Thu Jan 20, 2005 5:13 pm ] |
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nrowe, Were the planets rogue? Or owned by someone? Jhereg |
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| Author: | Harley Nuss [ Sat Jan 22, 2005 5:08 pm ] |
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It typically happens with rogue planets or planets that haven't been used in a very long time. It's like once you try to land, it updates the planets with all the regen from the last time someone tried to land on them. |
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| Author: | nrowe [ Mon Jan 24, 2005 8:14 pm ] |
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Yes they were rogue planets. |
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| Author: | Draconis [ Wed Jan 26, 2005 5:18 pm ] |
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Black Fox had a theory of what caused it and how to make it reset as quickly as possible so it won't happen again, I'll have him post his theory when he gets time. Jhereg |
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| Author: | Mantis [ Wed Feb 02, 2005 7:37 pm ] |
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There's been more than one time that I've drained a sector cannon down to zero then taken a pod trying to land because of this bug. The easiest way that I've found to get the planet(s) fuel level to reset is to start a landing as soon as you can get into the sector - make sure you have a planet scanner as you don't really want to land. Once you get to the planet # listing hit Q to abort, that should cause the planet fuel to update. Exit the sector, reload on shields and figs, and go back in. Beware that if the planet has been abandoned for a long time it may be maxed on fuel. Good Luck, Mantis |
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| Author: | StormRider [ Sun May 08, 2005 6:11 pm ] |
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Awwww, man! Im in a game w/19 preset rogue planets colos, figs, shields & 10M ore max <each is harder than last set> they've been sitting and building for 2 weeks <at 1 to 1 everything> as I haveta restock cash & figs for each invasion. I've been mothing daily using capped AT's <6 poddings a day, supposedly> don't get to the landing cuz the cannons toast me LONG before. So u are saying, WHEN I do, it's ore may jump WAY up? I'd hate to haveta use the issued ships, other than furballs only 2 in game are a mod MC w/400k figs and 16k shields <base cost 21M> and that trusty ole pod. Takes about 80M per ship and no colos on terra, so u almost haveta be red and WSSM like crazy. Last time I took a maxxed ship in there it did NASTY things to it <shiver |
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| Author: | Harley Nuss [ Mon May 09, 2005 4:34 am ] |
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If no one has updated the planets recently (pressed L in the sector), the ore will regen from the last view when you try to land. |
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| Author: | Xentropy [ Thu May 12, 2005 6:50 am ] |
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Doing a corporate or personal planet listing (TL or CY) will have the same effect (refreshing commodity values of listed planets), which is why this most often occurs with rogue planets. Planets belonging to active players will likely be refreshed even if not physically visited as info gathering scripts do planet listings and such. Sometimes a player being absent just two or three days can cause a nasty surprise when you try to take advantage of their absence. Just something to take into consideration when invading. Always re-test the sector hits after trying to land then aborting as Mantis suggested. |
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