Rcole wrote:
Back in V1 the Tholian Sentinel was a waste, however I found a copy of Slice's (based on V2). It states the the Tholian Sentinel always gets 4:1 on defense. Is this true in V3? The ship catalog says 1:1 Defensive Odds.
As others said, the V1 and V2 bugs have both been fixed and it works exactly as the Tholian's description states.
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Plus if I am attacked in a Tholian Sentinel over my planet would I auto flee anyway?
Offline autoflee is automatically disabled for any ship with the Guardian Bonus for this reason. Keep in mind the ship has to be manned to get the special odds, though, so no one ever really uses them; too dangerous to just sit there over your planet. With certain edits, a ship with a guardian bonus may get used, though, so it's nice to know how they work.
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Do all ships that can have scanners, can have a Holo? If this is true the Orion would be a much better ship than it was in V1, same for the Constellation.
The answer to your question is no, but the Orion specifically DOES now have a holoscanner. Which does, yes, make it a ship actually worth flying in stock, whereas in stock before 3.08 (or thereabouts, when it was changed) the Orion was more often avoided due to being too dangerous to fly.
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Also why would some care if the "delay" is on? Does it mess up scripts or just cause your turns to take longer?
The #1 reason most people here hate delay so much is the majority of today's players enjoy the adreneline rush of fast-paced twitch reactions and play TW like an FPS, very unlike the old days of TW where it was more like a board game, similar to chess. There are major issues with delays as currently implemented, though, which make them worthless for trying to give a given TW game the old slow-paced turn-based feel rather than the new real-time react-in-1/4-of-a-second-or-you're-SD feel. The biggest issue is that certain things in the game, such as warping a planet or using a planetary transporter pad, don't have any delay even when delays are turned on, which gives that 1/4-of-a-second twitch-reaction advantage to anyone on a planet, while meanwhile anyone in a ship is just plain dead if they hit a fighter anywhere in the universe. Delays simply don't work, and as Sing said just give scripters an even greater advantage since their scripts running from a planet prompt can not only out-react you, but aren't subject to the same delays you are by the game itself.
Hopefully the next update (which is supposed to fix the mail system) will also do something about these delay issues, as well as (pleasepleaseplease) move delay settings to local games instead of global.