Hottest Free Downloads - DownloadPipe.com Over 197,000 downloads! Bookmark Now!
DownloadPipe.com - New Downloads Every Minute
 SEARCH:
FAQFAQ    SearchSearch      ProfileProfile    Private MessagesPrivate Messages   Log inLog in

avoid ground base

 
   Games (Home) -> VGA Planets 4 RSS
Next:  Raceview 2 - Cost of celestia  
Author Message
protomatter

External


Since: Apr 27, 2007
Posts: 181



(Msg. 1) Posted: Tue Jul 29, 2008 10:50 pm
Post subject: avoid ground base
Archived from groups: alt>games>vgaplanets4 (more info?)

if starships are set to avoid ground base, why do the fighters stored
within the base come out to defend it? shouldnt they be held in
reserve intil such time as the base is under attack? or am i missing
something regarding how this works

Proto
Back to top
Login to vote
protomatter

External


Since: Apr 27, 2007
Posts: 181



(Msg. 2) Posted: Tue Jul 29, 2008 11:29 pm
Post subject: Re: avoid ground base [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Part 2

if fleet A is set to avoid ground base and
fleet B is set to gaurd groundbase.

and both fleets are in orbit of the ground base.
arent they not supposed to engage each other?

my tests show that gaurd ground base = on is no different than gaurd
ground base = off

is this not functioning yet?

Protogaurd
Back to top
Login to vote
protomatter

External


Since: Apr 27, 2007
Posts: 181



(Msg. 3) Posted: Wed Jul 30, 2008 9:16 pm
Post subject: Re: avoid ground base [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Jul 30, 3:29 pm, Gabor Törö <g....DeleteThis@gtoeroe.de> wrote:
> "protomatter" <protomat....DeleteThis@buckeye-express.com> schrieb im Newsbeitragnews:95a2af6d-56f0-4c63-8775-49cf12c9de18@r66g2000hsg.googlegroups.com...
>
> > Part 2
>
> > if fleet A is set to avoid ground base and
> > fleet B is set to gaurd groundbase.
>
> > and both fleets are in orbit of the ground base.
> > arent they not supposed to engage each other?
>
> > my tests show that gaurd ground base = on is no different than gaurd
> > ground base = off
>
> > is this not functioning yet?
>
> > Protogaurd
>
> Be more exactly, please. Base guards start as at the perimeter and groups
> around the base. Non base guards won't do that. And as described in the
> other answer after a while of silence base guards leave their position and
> attack and return if they or the base comes under fire.
>
> Gabor

like i said it doesnt matter if they are base gaurds or not, both
outcomes are exactly the same. and all ships fight in the vcr and the
base never fires any weapons.

sim the following
Race A Fleet "avoid ground base"
Race B base " Fire at will" 110 AAA 20 ion cannons base shield.
Race B fleet " Gaurd Ground Base"

result = fleet A and b fight base does nothing. and nobody attacks the
base.

it was my impression that Fleet ships with "Gaurd Ground base" only
attack when the ground base will be included in the fight.

otherwise the switch seems useless. because i can always engage enemy
fleets. without the switch. switching it to on does not change
anything.


the base is not under fire and the invading fleet attacks and destroys
the gaurds without firing on the base. this switch was supposed to tie
the base and the gaurds together like 1 unit. attacking any 1 of the
gaurds allowed the base to enter Combat and fire upon the invaders.
what is currently happening is that invaders are right back to where
we started,,, theyre still destroying the base defenders without the
bases being able to protection which is the reason for the switch in
the first place to keep invaders from segragating bases from its
defenders. AKA the widely abused destroyed orbitals first turn then
destroy base second turn. this should all occur in the same turn.

PProtogaurd
Back to top
Login to vote
Gabor Törö

External


Since: Jul 17, 2005
Posts: 60



(Msg. 4) Posted: Wed Jul 30, 2008 9:26 pm
Post subject: Re: avoid ground base [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"protomatter" <protomatter DeleteThis @buckeye-express.com> schrieb im Newsbeitrag
news:5ac909f3-4b0b-451e-86be-c7af6415222f@8g2000hse.googlegroups.com...
> if starships are set to avoid ground base, why do the fighters stored
> within the base come out to defend it? shouldnt they be held in
> reserve intil such time as the base is under attack? or am i missing
> something regarding how this works

The base and the home guards cannot know the intention of the attacker. So
home gaurds launches and orbit around the base. Ship also groups around the
base. If after a while the base isn't under attack the guard leave their
position and attack until they or the base comes under fire. Then they
return to protect the base and to take profit from the accuracy bonus/malus
which base guard's/avoider's fire which comes from within the IC range and
hits outside and vice versa.

Gabor
Back to top
Login to vote
Gabor Törö

External


Since: Jul 17, 2005
Posts: 60



(Msg. 5) Posted: Wed Jul 30, 2008 9:29 pm
Post subject: Re: avoid ground base [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"protomatter" <protomatter.RemoveThis@buckeye-express.com> schrieb im Newsbeitrag
news:95a2af6d-56f0-4c63-8775-49cf12c9de18@r66g2000hsg.googlegroups.com...
> Part 2
>
> if fleet A is set to avoid ground base and
> fleet B is set to gaurd groundbase.
>
> and both fleets are in orbit of the ground base.
> arent they not supposed to engage each other?
>
> my tests show that gaurd ground base = on is no different than gaurd
> ground base = off
>
> is this not functioning yet?
>
> Protogaurd
>

Be more exactly, please. Base guards start as at the perimeter and groups
around the base. Non base guards won't do that. And as described in the
other answer after a while of silence base guards leave their position and
attack and return if they or the base comes under fire.

Gabor
Back to top
Login to vote
Gabor Törö

External


Since: Jul 17, 2005
Posts: 60



(Msg. 6) Posted: Thu Jul 31, 2008 8:36 am
Post subject: Re: avoid ground base [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Either you have an old host or youare drunk, Proto.

Please take for exemple

10 Raffas with DCs for Cent1 with Avoid base
Same for a Cent2 with guard base
Add a base for Cent2

Look at the sim Cent2 wins with huge advantage

Then switch off gaurd base (or change it to avoid bass in Diplomat)

Watch the sim. No unique winner.

To repeat it once more:

Guard base

- let a base with defense (wings or IC or AA guns) always follow its base
guards into space combat
- let units immediately group around friendly bases
- gives an weapon accuracy bonus when firing from inside the IC range at
base avoiders outside the IC range
- gives an weapon accuracy malus when baseavoiders are firing from outside
the IC range at base guards inside the IC range

Units give up their guarding position if they or the base are too long not
under fire anymore.

Avoid base does not mean that no units are attacked. It means "do not attack
bases and stay outside the corresponding base defense ranges (ships - IC,
wings - AA guns,even is such systemsare not present).

Better now?

Gabor


"protomatter" <protomatter.TakeThisOut@buckeye-express.com> schrieb im Newsbeitrag
news:56f00561-aa4d-44c5-889c-5f988147be85@m45g2000hsb.googlegroups.com...
On Jul 30, 3:29 pm, Gabor Törö <g....TakeThisOut@gtoeroe.de> wrote:
> "protomatter" <protomat....TakeThisOut@buckeye-express.com> schrieb im
> Newsbeitragnews:95a2af6d-56f0-4c63-8775-49cf12c9de18@r66g2000hsg.googlegroups.com...
>
> > Part 2
>
> > if fleet A is set to avoid ground base and
> > fleet B is set to gaurd groundbase.
>
> > and both fleets are in orbit of the ground base.
> > arent they not supposed to engage each other?
>
> > my tests show that gaurd ground base = on is no different than gaurd
> > ground base = off
>
> > is this not functioning yet?
>
> > Protogaurd
>
> Be more exactly, please. Base guards start as at the perimeter and groups
> around the base. Non base guards won't do that. And as described in the
> other answer after a while of silence base guards leave their position and
> attack and return if they or the base comes under fire.
>
> Gabor

like i said it doesnt matter if they are base gaurds or not, both
outcomes are exactly the same. and all ships fight in the vcr and the
base never fires any weapons.

sim the following
Race A Fleet "avoid ground base"
Race B base " Fire at will" 110 AAA 20 ion cannons base shield.
Race B fleet " Gaurd Ground Base"

result = fleet A and b fight base does nothing. and nobody attacks the
base.

it was my impression that Fleet ships with "Gaurd Ground base" only
attack when the ground base will be included in the fight.

otherwise the switch seems useless. because i can always engage enemy
fleets. without the switch. switching it to on does not change
anything.


the base is not under fire and the invading fleet attacks and destroys
the gaurds without firing on the base. this switch was supposed to tie
the base and the gaurds together like 1 unit. attacking any 1 of the
gaurds allowed the base to enter Combat and fire upon the invaders.
what is currently happening is that invaders are right back to where
we started,,, theyre still destroying the base defenders without the
bases being able to protection which is the reason for the switch in
the first place to keep invaders from segragating bases from its
defenders. AKA the widely abused destroyed orbitals first turn then
destroy base second turn. this should all occur in the same turn.

PProtogaurd
Back to top
Login to vote
protomatter

External


Since: Apr 27, 2007
Posts: 181



(Msg. 7) Posted: Thu Jul 31, 2008 2:53 pm
Post subject: Re: avoid ground base [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Jul 31, 2:36 am, Gabor Törö <g....RemoveThis@gtoeroe.de> wrote:
> Either you have an old host or youare drunk, Proto.
>
> Please take for exemple
>
> 10 Raffas with DCs for Cent1 with Avoid base
> Same for a Cent2 with guard base
> Add a base for Cent2
>
> Look at the sim Cent2 wins with huge advantage
>
> Then switch off gaurd base (or change it to avoid bass in Diplomat)
>
> Watch the sim. No unique winner.
>
> To repeat it once more:
>
> Guard base
>
> - let a base with defense (wings or IC or AA guns) always follow its base
> guards into space combat
> - let units immediately group around friendly bases
> - gives an weapon accuracy bonus when firing from inside the IC range at
> base avoiders outside the IC range
> - gives an weapon accuracy malus when baseavoiders are firing from outside
> the IC range at base guards inside the IC range
>
> Units give up their guarding position if they or the base are too long not
> under fire anymore.
>
> Avoid base does not mean that no units are attacked. It means "do not attack
> bases and stay outside the corresponding base defense ranges (ships - IC,
> wings - AA guns,even is such systemsare not present).
>
> Better now?
>
> Gabor
>
> "protomatter" <protomat....RemoveThis@buckeye-express.com> schrieb im Newsbeitragnews:56f00561-aa4d-44c5-889c-5f988147be85@m45g2000hsb.googlegroups.com...
> On Jul 30, 3:29 pm, Gabor Törö <g....RemoveThis@gtoeroe.de> wrote:
>
>
>
> > "protomatter" <protomat....RemoveThis@buckeye-express.com> schrieb im
> > Newsbeitragnews:95a2af6d-56f0-4c63-8775-49cf12c9de18@r66g2000hsg.googlegroups.com...
>
> > > Part 2
>
> > > if fleet A is set to avoid ground base and
> > > fleet B is set to gaurd groundbase.
>
> > > and both fleets are in orbit of the ground base.
> > > arent they not supposed to engage each other?
>
> > > my tests show that gaurd ground base = on is no different than gaurd
> > > ground base = off
>
> > > is this not functioning yet?
>
> > > Protogaurd
>
> > Be more exactly, please. Base guards start as at the perimeter and groups
> > around the base. Non base guards won't do that. And as described in the
> > other answer after a while of silence base guards leave their position and
> > attack and return if they or the base comes under fire.
>
> > Gabor
>
> like i said it doesnt matter if they are base gaurds or not, both
> outcomes are exactly the same. and all ships fight in the vcr and the
> base never fires any weapons.
>
> sim the following
> Race A Fleet "avoid ground base"
> Race B base " Fire at will" 110 AAA 20 ion cannons base shield.
> Race B fleet " Gaurd Ground Base"
>
> result = fleet A and b fight base does nothing. and nobody attacks the
> base.
>
> it was my impression that Fleet ships with "Gaurd Ground base" only
> attack when the ground base will be included in the fight.
>
> otherwise the switch seems useless. because i can always engage enemy
> fleets. without the switch. switching it to on does not change
> anything.
>
> the base is not under fire and the invading fleet attacks and destroys
> the gaurds without firing on the base. this switch was supposed to tie
> the base and the gaurds together like 1 unit. attacking any 1 of the
> gaurds allowed the base to enter Combat and fire upon the invaders.
> what is currently happening is that invaders are right back to where
> we started,,, theyre still destroying the base defenders without the
> bases being able to protection which is the reason for the switch in
> the first place to keep invaders from segragating bases from its
> defenders. AKA the widely abused destroyed orbitals first turn then
> destroy base second turn. this should all occur in the same turn.
>
> PProtogaurd

yes i understand now, however i was under the impression it meant
something completely different when we discussed it months ago prior
to implementation. but ok im understanding now.

Proto
Back to top
Login to vote
GFM GToeroe

External


Since: Apr 28, 2008
Posts: 37



(Msg. 8) Posted: Thu Jul 31, 2008 4:38 pm
Post subject: Re: avoid ground base [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 31 Jul., 23:53, protomatter <protomat....DeleteThis@buckeye-express.com>
wrote:
> On Jul 31, 2:36 am, Gabor Törö <g....DeleteThis@gtoeroe.de> wrote:
>
>
>
> > Either you have an old host or youare drunk, Proto.
>
> > Please take for exemple
>
> > 10 Raffas with DCs for Cent1 with Avoid base
> > Same for a Cent2 with guard base
> > Add a base for Cent2
>
> > Look at the sim Cent2 wins with huge advantage
>
> > Then switch off gaurd base (or change it to avoid bass in Diplomat)
>
> > Watch the sim. No unique winner.
>
> > To repeat it once more:
>
> > Guard base
>
> > - let a base with defense (wings or IC or AA guns) always follow its base
> > guards into space combat
> > - let units immediately group around friendly bases
> > - gives an weapon accuracy bonus when firing from inside the IC range at
> > base avoiders outside the IC range
> > - gives an weapon accuracy malus when baseavoiders are firing from outside
> > the IC range at base guards inside the IC range
>
> > Units give up their guarding position if they or the base are too long not
> > under fire anymore.
>
> > Avoid base does not mean that no units are attacked. It means "do not attack
> > bases and stay outside the corresponding base defense ranges (ships - IC,
> > wings - AA guns,even is such systemsare not present).
>
> > Better now?
>
> > Gabor
>
> > "protomatter" <protomat....DeleteThis@buckeye-express.com> schrieb im Newsbeitragnews:56f00561-aa4d-44c5-889c-5f988147be85@m45g2000hsb.googlegroups.com...
> > On Jul 30, 3:29 pm, Gabor Törö <g....DeleteThis@gtoeroe.de> wrote:
>
> > > "protomatter" <protomat....DeleteThis@buckeye-express.com> schrieb im
> > > Newsbeitragnews:95a2af6d-56f0-4c63-8775-49cf12c9de18@r66g2000hsg.googlegroups.com...
>
> > > > Part 2
>
> > > > if fleet A is set to avoid ground base and
> > > > fleet B is set to gaurd groundbase.
>
> > > > and both fleets are in orbit of the ground base.
> > > > arent they not supposed to engage each other?
>
> > > > my tests show that gaurd ground base = on is no different than gaurd
> > > > ground base = off
>
> > > > is this not functioning yet?
>
> > > > Protogaurd
>
> > > Be more exactly, please. Base guards start as at the perimeter and groups
> > > around the base. Non base guards won't do that. And as described in the
> > > other answer after a while of silence base guards leave their position and
> > > attack and return if they or the base comes under fire.
>
> > > Gabor
>
> > like i said it doesnt matter if they are base gaurds or not, both
> > outcomes are exactly the same. and all ships fight in the vcr and the
> > base never fires any weapons.
>
> > sim the following
> > Race A Fleet "avoid ground base"
> > Race B base " Fire at will" 110 AAA 20 ion cannons base shield.
> > Race B fleet " Gaurd Ground Base"
>
> > result = fleet A and b fight base does nothing. and nobody attacks the
> > base.
>
> > it was my impression that Fleet ships with "Gaurd Ground base" only
> > attack when the ground base will be included in the fight.
>
> > otherwise the switch seems useless. because i can always engage enemy
> > fleets. without the switch. switching it to on does not change
> > anything.
>
> > the base is not under fire and the invading fleet attacks and destroys
> > the gaurds without firing on the base. this switch was supposed to tie
> > the base and the gaurds together like 1 unit. attacking any 1 of the
> > gaurds allowed the base to enter Combat and fire upon the invaders.
> > what is currently happening is that invaders are right back to where
> > we started,,, theyre still destroying the base defenders without the
> > bases being able to protection which is the reason for the switch in
> > the first place to keep invaders from segragating bases from its
> > defenders. AKA the widely abused destroyed orbitals first turn then
> > destroy base second turn. this should all occur in the same turn.
>
> > PProtogaurd
>
> yes i understand now, however i was under the impression it meant
> something completely different when we discussed it months ago prior
> to implementation. but ok im understanding now.
>
> Proto

You may remember at the suggestion with the two "fire separated
areas", but at the end we got this:

http://groups.google.de/group/alt.games.vgaplanets4/browse_frm/thread/...3b5a385

The suggestion there finally found its way into space combat code...

Gabor
Back to top
Login to vote
protomatter

External


Since: Apr 27, 2007
Posts: 181



(Msg. 9) Posted: Thu Jul 31, 2008 6:14 pm
Post subject: Re: avoid ground base [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Jul 31, 7:38 pm, GFM GToeroe <gf... RemoveThis @gtoeroe.de> wrote:
> On 31 Jul., 23:53, protomatter <protomat... RemoveThis @buckeye-express.com>
> wrote:
>
>
>
> > On Jul 31, 2:36 am, Gabor Törö <g... RemoveThis @gtoeroe.de> wrote:
>
> > > Either you have an old host or youare drunk, Proto.
>
> > > Please take for exemple
>
> > > 10 Raffas with DCs for Cent1 with Avoid base
> > > Same for a Cent2 with guard base
> > > Add a base for Cent2
>
> > > Look at the sim Cent2 wins with huge advantage
>
> > > Then switch off gaurd base (or change it to avoid bass in Diplomat)
>
> > > Watch the sim. No unique winner.
>
> > > To repeat it once more:
>
> > > Guard base
>
> > > - let a base with defense (wings or IC or AA guns) always follow its base
> > > guards into space combat
> > > - let units immediately group around friendly bases
> > > - gives an weapon accuracy bonus when firing from inside the IC range at
> > > base avoiders outside the IC range
> > > - gives an weapon accuracy malus when baseavoiders are firing from outside
> > > the IC range at base guards inside the IC range
>
> > > Units give up their guarding position if they or the base are too long not
> > > under fire anymore.
>
> > > Avoid base does not mean that no units are attacked. It means "do not attack
> > > bases and stay outside the corresponding base defense ranges (ships - IC,
> > > wings - AA guns,even is such systemsare not present).
>
> > > Better now?
>
> > > Gabor
>
> > > "protomatter" <protomat... RemoveThis @buckeye-express.com> schrieb im Newsbeitragnews:56f00561-aa4d-44c5-889c-5f988147be85@m45g2000hsb.googlegroups.com...
> > > On Jul 30, 3:29 pm, Gabor Törö <g... RemoveThis @gtoeroe.de> wrote:
>
> > > > "protomatter" <protomat... RemoveThis @buckeye-express.com> schrieb im
> > > > Newsbeitragnews:95a2af6d-56f0-4c63-8775-49cf12c9de18@r66g2000hsg.googlegroups.com...
>
> > > > > Part 2
>
> > > > > if fleet A is set to avoid ground base and
> > > > > fleet B is set to gaurd groundbase.
>
> > > > > and both fleets are in orbit of the ground base.
> > > > > arent they not supposed to engage each other?
>
> > > > > my tests show that gaurd ground base = on is no different than gaurd
> > > > > ground base = off
>
> > > > > is this not functioning yet?
>
> > > > > Protogaurd
>
> > > > Be more exactly, please. Base guards start as at the perimeter and groups
> > > > around the base. Non base guards won't do that. And as described in the
> > > > other answer after a while of silence base guards leave their position and
> > > > attack and return if they or the base comes under fire.
>
> > > > Gabor
>
> > > like i said it doesnt matter if they are base gaurds or not, both
> > > outcomes are exactly the same. and all ships fight in the vcr and the
> > > base never fires any weapons.
>
> > > sim the following
> > > Race A Fleet "avoid ground base"
> > > Race B base " Fire at will" 110 AAA 20 ion cannons base shield.
> > > Race B fleet " Gaurd Ground Base"
>
> > > result = fleet A and b fight base does nothing. and nobody attacks the
> > > base.
>
> > > it was my impression that Fleet ships with "Gaurd Ground base" only
> > > attack when the ground base will be included in the fight.
>
> > > otherwise the switch seems useless. because i can always engage enemy
> > > fleets. without the switch. switching it to on does not change
> > > anything.
>
> > > the base is not under fire and the invading fleet attacks and destroys
> > > the gaurds without firing on the base. this switch was supposed to tie
> > > the base and the gaurds together like 1 unit. attacking any 1 of the
> > > gaurds allowed the base to enter Combat and fire upon the invaders.
> > > what is currently happening is that invaders are right back to where
> > > we started,,, theyre still destroying the base defenders without the
> > > bases being able to protection which is the reason for the switch in
> > > the first place to keep invaders from segragating bases from its
> > > defenders. AKA the widely abused destroyed orbitals first turn then
> > > destroy base second turn. this should all occur in the same turn.
>
> > > PProtogaurd
>
> > yes i understand now, however i was under the impression it meant
> > something completely different when we discussed it months ago prior
> > to implementation. but ok im understanding now.
>
> > Proto
>
> You may remember at the suggestion with the two "fire separated
> areas", but at the end we got this:
>
> http://groups.google.de/group/alt.games.vgaplanets4/browse_frm/thread...
>
> The suggestion there finally found its way into space combat code...
>
> Gabor

actually i was refering to this subject
http://groups.google.com/group/alt.games.vgaplanets4/browse_thread/thr.../f1db8f
where you had quoted the following......

Qoute: 2) Let object which are set to "guard base" be handled like
bases (if
the vcr breaks off over a planet with a base) so that they are in the
same vcrs like the friendly base.
3) In vcr objects which are set to guard base can only be targetted if
the attacker is "in orbit", i.e. within a 400 distance to the
center. endQuote

thats what i was referring to
do you recall this?
Proto
Back to top
Login to vote
GFM GToeroe

External


Since: Apr 28, 2008
Posts: 37



(Msg. 10) Posted: Fri Aug 01, 2008 12:12 am
Post subject: Re: avoid ground base [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 1 Aug., 03:14, protomatter <protomat... DeleteThis @buckeye-express.com> wrote:
> On Jul 31, 7:38 pm, GFM GToeroe <gf... DeleteThis @gtoeroe.de> wrote:
>
>
>
> > On 31 Jul., 23:53, protomatter <protomat... DeleteThis @buckeye-express.com>
> > wrote:
>
> > > On Jul 31, 2:36 am, Gabor Törö <g... DeleteThis @gtoeroe.de> wrote:
>
> > > > Either you have an old host or youare drunk, Proto.
>
> > > > Please take for exemple
>
> > > > 10 Raffas with DCs for Cent1 with Avoid base
> > > > Same for a Cent2 with guard base
> > > > Add a base for Cent2
>
> > > > Look at the sim Cent2 wins with huge advantage
>
> > > > Then switch off gaurd base (or change it to avoid bass in Diplomat)
>
> > > > Watch the sim. No unique winner.
>
> > > > To repeat it once more:
>
> > > > Guard base
>
> > > > - let a base with defense (wings or IC or AA guns) always follow its base
> > > > guards into space combat
> > > > - let units immediately group around friendly bases
> > > > - gives an weapon accuracy bonus when firing from inside the IC range at
> > > > base avoiders outside the IC range
> > > > - gives an weapon accuracy malus when baseavoiders are firing from outside
> > > > the IC range at base guards inside the IC range
>
> > > > Units give up their guarding position if they or the base are too long not
> > > > under fire anymore.
>
> > > > Avoid base does not mean that no units are attacked. It means "do not attack
> > > > bases and stay outside the corresponding base defense ranges (ships - IC,
> > > > wings - AA guns,even is such systemsare not present).
>
> > > > Better now?
>
> > > > Gabor
>
> > > > "protomatter" <protomat... DeleteThis @buckeye-express.com> schrieb im Newsbeitragnews:56f00561-aa4d-44c5-889c-5f988147be85@m45g2000hsb.googlegroups.com....
> > > > On Jul 30, 3:29 pm, Gabor Törö <g... DeleteThis @gtoeroe.de> wrote:
>
> > > > > "protomatter" <protomat... DeleteThis @buckeye-express.com> schrieb im
> > > > > Newsbeitragnews:95a2af6d-56f0-4c63-8775-49cf12c9de18@r66g2000hsg.googlegroups.com...
>
> > > > > > Part 2
>
> > > > > > if fleet A is set to avoid ground base and
> > > > > > fleet B is set to gaurd groundbase.
>
> > > > > > and both fleets are in orbit of the ground base.
> > > > > > arent they not supposed to engage each other?
>
> > > > > > my tests show that gaurd ground base = on is no different than gaurd
> > > > > > ground base = off
>
> > > > > > is this not functioning yet?
>
> > > > > > Protogaurd
>
> > > > > Be more exactly, please. Base guards start as at the perimeter and groups
> > > > > around the base. Non base guards won't do that. And as described in the
> > > > > other answer after a while of silence base guards leave their position and
> > > > > attack and return if they or the base comes under fire.
>
> > > > > Gabor
>
> > > > like i said it doesnt matter if they are base gaurds or not, both
> > > > outcomes are exactly the same. and all ships fight in the vcr and the
> > > > base never fires any weapons.
>
> > > > sim the following
> > > > Race A Fleet "avoid ground base"
> > > > Race B base " Fire at will" 110 AAA 20 ion cannons base shield.
> > > > Race B fleet " Gaurd Ground Base"
>
> > > > result = fleet A and b fight base does nothing. and nobody attacks the
> > > > base.
>
> > > > it was my impression that Fleet ships with "Gaurd Ground base" only
> > > > attack when the ground base will be included in the fight.
>
> > > > otherwise the switch seems useless. because i can always engage enemy
> > > > fleets. without the switch. switching it to on does not change
> > > > anything.
>
> > > > the base is not under fire and the invading fleet attacks and destroys
> > > > the gaurds without firing on the base. this switch was supposed to tie
> > > > the base and the gaurds together like 1 unit. attacking any 1 of the
> > > > gaurds allowed the base to enter Combat and fire upon the invaders.
> > > > what is currently happening is that invaders are right back to where
> > > > we started,,, theyre still destroying the base defenders without the
> > > > bases being able to protection which is the reason for the switch in
> > > > the first place to keep invaders from segragating bases from its
> > > > defenders. AKA the widely abused destroyed orbitals first turn then
> > > > destroy base second turn. this should all occur in the same turn.
>
> > > > PProtogaurd
>
> > > yes i understand now, however i was under the impression it meant
> > > something completely different when we discussed it months ago prior
> > > to implementation. but ok im understanding now.
>
> > > Proto
>
> > You may remember at the suggestion with the two "fire separated
> > areas", but at the end we got this:
>
> >http://groups.google.de/group/alt.games.vgaplanets4/browse_frm/thread...
>
> > The suggestion there finally found its way into space combat code...
>
> > Gabor
>
> actually i was refering to this subjecthttp://groups.google.com/group/alt..games.vgaplanets4/browse_thread/th...
> where you had quoted the following......
>
> Qoute: 2) Let object which are set to "guard base" be handled like
> bases (if
> the vcr breaks off over a planet with a base) so that they are in the
> same vcrs like the friendly base.

It is the now other way arround: A base guard pulls friendly bases
into vcr if base defense is present (AA,IC, home guards). And I think
cloaked base guards follow their base into combat, too.

> 3) In vcr objects which are set to guard base can only be targetted if
> the attacker is "in orbit", i.e. within a 400 distance to the
> center. endQuote

It turned out that this would had been too good for base guards. Base
guards have the range advantage of LWs and the accuracy bonus for all
weapons. Base avoiders get additionally an accuracy malus.

In a civil war with identical fleets base avoiders will always lose.

Gabor
Back to top
Login to vote
Display posts from previous:   
Related Topics:
Base Modus "Attack and Run" - A big ground combat "anomaly" exists and I don't know whether one should call it a bug or a feature. I am referring to tests with the Ground Assault Simulator, but expect the host to give the same result. If two bases A and B are both set to &...

Bonus and penalty from Base Attack Modus - In an earlier host the following changes were announced: Host 196 New: Bases with a Peaceful setting get a 50% troop attack bonus New: Bases with a Roaming Defense setting get a 40% troop attack bonus New: Bases with a Deep Ground Patrol..

Ground Combat who attack first ? - http://planets4.hood-net.org/wiki/index.php/Ground_Combat In my experience the attacker is always random (50% each side when 2 races on the same planet). The lower attack mode goes first is wrong. Anyone had the same result ? The wiki say: ..

Ground combat question - I haven't played for a couple of years, so I'm sure I'm doing something stupid, I just need someone to point out what it is... I'm trying to initiate a ground combat in a test game I'm running. I have race 1 landing troops and HG on race 2's homeworld....

Ground Combat Bugs - There seem to be a few bugs in the ground combat code gleaned both from the code in the Ground Assault Simulator and confirmed with the latest host. * Ground Combat Reporting - The initial marshalling report is somehow garbled up and not reporting some....
       Games (Home) -> VGA Planets 4 All times are: Pacific Time (US & Canada) (change)
Page 1 of 1

 
You can post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
Categories:
 Windows Forums
  Game Forums
 Linux Forums
 Mac Forums
 PDA Forums
 Mobile Forums
  Top  |  Store  |  RSS Feeds RSS  |  Data Feeds  |  Advertise  |  Submit  |  Bookmark  |  Newsletter  |  Contact