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Next: preventing combat on turn 1
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Since: Jan 20, 2007 Posts: 6
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(Msg. 1) Posted: Fri Jan 04, 2008 6:39 pm
Post subject: preventing combat on turn 0 Archived from groups: alt>games>vgaplanets4 (more info?)
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| A friend of mine has designed an extremely complicated script that we
want to play. Several of the races involved have to be allies. It is
scripted that some of their bases are on the same planet and some of
their ships orbit each other's planets.
Question: How do we prevent ALL combat on turn 0 so the allies don't
tear each other to pieces?
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>> Stay informed about: preventing combat on turn 0 |
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Since: May 29, 2004 Posts: 451
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(Msg. 2) Posted: Sun Jan 06, 2008 12:05 am
Post subject: Re: preventing combat on turn 0 [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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1. SHIPS: Make sure their starting ships are over 5LY apart. Best make
it 10LY to be sure - there have been reports of combat at just over 5LY
(possibly because of rounding errors).
2. BASES: Do a small script with 2 bases of different races on the same
planet. Most likely, they'll start off in "Peaceful" mode and not do any
ground combat. If not, well, not sure what to - perhaps something
complex like use an NPC to ground-chunnel their bases together on turn
2.
--
KlingonKommand >> Stay informed about: preventing combat on turn 0 |
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Since: May 09, 2007 Posts: 97
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(Msg. 3) Posted: Sun Jan 06, 2008 12:51 pm
Post subject: Re: preventing combat on turn 0 [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Jan 5, 4:05 pm, KlingonKommand <P....TakeThisOut@nurk.fnord> wrote:
> 1. SHIPS: Make sure their starting ships are over 5LY apart. Best make
> it 10LY to be sure - there have been reports of combat at just over 5LY
> (possibly because of rounding errors).
>
> 2. BASES: Do a small script with 2 bases of different races on the same
> planet. Most likely, they'll start off in "Peaceful" mode and not do any
> ground combat. If not, well, not sure what to - perhaps something
> complex like use an NPC to ground-chunnel their bases together on turn
> 2.
> --
> KlingonKommand
The combat range is 6 ly.
I'm working on a new version of Master.exe that will allow you to set
allies from the start of the game.
Magik >> Stay informed about: preventing combat on turn 0 |
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Since: Apr 17, 2007 Posts: 33
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(Msg. 4) Posted: Mon Jan 07, 2008 2:17 am
Post subject: Re: preventing combat on turn 0 [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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I thought (but I'm not sure) that scripted ships start with attack
off. So it wouldn't be the ships that pose a problem, but any fighters
present, which initiate combat. You could do without the fighters.
I'm not 100% sure though about this scripted ships are on attack off
thing. >> Stay informed about: preventing combat on turn 0 |
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Since: May 29, 2004 Posts: 451
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(Msg. 5) Posted: Mon Jan 07, 2008 11:13 am
Post subject: Re: preventing combat on turn 0 [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Surely the fighters would be in the base (unless they're in Wings) so as
long as the bases can be prevented from fighting, the fighters will not
start fighting.
>it wouldn't be the ships that pose a problem, but any fighters
>present, which initiate combat. You could do without the fighters.
>I'm not 100% sure though about this scripted ships are on attack off
>thing. >> Stay informed about: preventing combat on turn 0 |
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Since: Apr 17, 2007 Posts: 33
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(Msg. 6) Posted: Fri Jan 11, 2008 1:40 am
Post subject: Re: preventing combat on turn 0 [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Hm, tested it myself now, scripted ships don't actually start
automatically with attack turned off, sorry.
On Jan 7, 11:17 am, Lord Owl <lord.....RemoveThis@gmx.de> wrote:
> I thought (but I'm not sure) that scripted ships start with attack
> off. So it wouldn't be the ships that pose a problem, but any fighters
> present, which initiate combat. You could do without the fighters.
> I'm not 100% sure though about this scripted ships are on attack off
> thing. >> Stay informed about: preventing combat on turn 0 |
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Since: May 09, 2007 Posts: 97
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(Msg. 7) Posted: Fri Jan 11, 2008 8:03 am
Post subject: Re: preventing combat on turn 0 [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Jan 11, 1:40 am, Lord Owl <lord.... RemoveThis @gmx.de> wrote:
> Hm, tested it myself now, scripted ships don't actually start
> automatically with attack turned off, sorry.
Of course they start with attack on or else Diplomat wouldn't work.
You can change this by using ATTACKENEMY=0.
Magik >> Stay informed about: preventing combat on turn 0 |
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Since: Jan 20, 2007 Posts: 6
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(Msg. 8) Posted: Fri Jan 18, 2008 12:44 pm
Post subject: Re: preventing combat on turn 0 [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Jan 11, 11:03 am, Magik <rickglo....TakeThisOut@paulhastings.com> wrote:
> On Jan 11, 1:40 am, Lord Owl <lord.....TakeThisOut@gmx.de> wrote:
>
> > Hm, tested it myself now, scripted ships don't actually start
> > automatically with attack turned off, sorry.
>
> Of course they start with attack on or else Diplomat wouldn't work.
> You can change this by using ATTACKENEMY=0.
>
> Magik
We've tried that but it seems that 33% of the time combat occurs
anyway. Can a base initiate combat? If so, can it be prevented? >> Stay informed about: preventing combat on turn 0 |
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