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en:games:star_trek_armada_1:obscure_game_mechanics [2022-04-10-14-45] – [Cloaking Uses Energy] 7saturnen:games:star_trek_armada_1:obscure_game_mechanics [2022-06-27-17-37] – [Raising Shields Will not Stop the Beam-in] 7saturn
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 ===== Cloaked But not Invisible ===== ===== Cloaked But not Invisible =====
 When turning off the fog of war, cloaked ships will still appear visible for an opponent, once inside the already visible map space of him. You will still need to use a [[detector_mechanics|detector]] to uncover the >>invisible<< unit, in order to be able to target it. You will however, not need to uncover it in order to beam in... When turning off the fog of war, cloaked ships will still appear visible for an opponent, once inside the already visible map space of him. You will still need to use a [[detector_mechanics|detector]] to uncover the >>invisible<< unit, in order to be able to target it. You will however, not need to uncover it in order to beam in...
 +===== Freighters Behavior =====
 +All [[Freighter|Freighters]] will continue gathering Dilithium from a newly chosen Dilithium Moon, once the Moon they are working on runs dry. They will select the nearest Moon still having Dilithium. That usually leads to the situation, that two empty Freighters and one partially filled one will head into the direction of a new moon. They will gather Dilithium there and return it to the [[Mining Stations|Mining Station]] they were returning the Ore to before. If that partially filled Freighter does empty entirely and stay at the Mining Station instead of heading out and filling the rest of their cargo hold, you can be sure that there is no Dilithium out there anywhere any more.
 ===== Discovering Cloaked Ships without a Tachyon Detection Grid ===== ===== Discovering Cloaked Ships without a Tachyon Detection Grid =====
 There are several ways to discover cloaked ships without actually having a [[detector_mechanics|detector unit or building]] uncovering it. There are several ways to discover cloaked ships without actually having a [[detector_mechanics|detector unit or building]] uncovering it.
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 Although there is a depiction of allowed and forbidden areas for building new facilities (yellow grid) this is not entirely accurate. Building inside or close to nebulae is still not possible, even when using the trick from the previous section. As a matter of fact, even the starting grid limitations are not covering the whole range of no-build-areas around nebulae. There is no other way than moving around with your mouse, in order to find the nearest spot to be build next to a nebula. Although there is a depiction of allowed and forbidden areas for building new facilities (yellow grid) this is not entirely accurate. Building inside or close to nebulae is still not possible, even when using the trick from the previous section. As a matter of fact, even the starting grid limitations are not covering the whole range of no-build-areas around nebulae. There is no other way than moving around with your mouse, in order to find the nearest spot to be build next to a nebula.
 ===== Raising Shields Will not Stop the Beam-in ===== ===== Raising Shields Will not Stop the Beam-in =====
-By default, your ships cannot beam in crew into opposing ships, that have their shields raised. That's normal behavior. But once you started beaming in, the beaming will only stop, when you run out of crew, the destination ship is full, the source ship gets destroyed or leaves beaming range or you stopped it manually. This also goes for the case, if the opposing ship regains shield generators. The shields may be raised, but the beaming continues. +By default, your ships cannot beam in crew into opposing ships, that have their shields raised. That's normal behavior. But once you started beaming in, the beaming will only stop, when you run out of crew, the destination ship is full, the source ship gets destroyed or leaves beaming range or you stopped it manually. This also goes for the case, if the opposing ship regains shield generators. The shields may be raised, but the beaming continues. Only exception: The shields were dropped by the [[Shield Disruptor]] or [[Cloak]]
-===== Firing Stops when Someone Beams in =====+===== Firing Stops when You Beam in =====
 If your ships are around an opposing ship, engaged in firing at it and one of your ships manages to beam crew over, all your ships and stations stop firing at that ship, until you explicitly tell one of them to do so. Once you attack with one ship or station, //all// ships in firing range and on read alert will continue firing. A similar behavior is seen when using the Borg's [[Holding Beam]]. If your ships are around an opposing ship, engaged in firing at it and one of your ships manages to beam crew over, all your ships and stations stop firing at that ship, until you explicitly tell one of them to do so. Once you attack with one ship or station, //all// ships in firing range and on read alert will continue firing. A similar behavior is seen when using the Borg's [[Holding Beam]].
 ===== The AI Cheats ===== ===== The AI Cheats =====
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 What the AI will //not// do however, is cheating itself more resources. So it is possible to starve the AI out. As the AI never deconstructs ships or stations, it has no way of recovering, once it has no freighters and less than 160 Dilithium left (to build a new freighter). What the AI will //not// do however, is cheating itself more resources. So it is possible to starve the AI out. As the AI never deconstructs ships or stations, it has no way of recovering, once it has no freighters and less than 160 Dilithium left (to build a new freighter).
 ===== Cloaking Uses Energy ===== ===== Cloaking Uses Energy =====
-Although not explicitly mentioned, when cloaking ships, an amount or 100 special weapon energy is used up at the moment of cloaking. Very often that does not really make a (big) difference, but for some units (e.g. the [[raptor|Raptor class]] of the Romulan faction) this means after decloaking they will not be able to use their [[special weapons|special weapon]] right away, as the energy is too low. Also when energy is drained and drops to zero, the ship may decloak momentarily, as it happens for instance in the [[Factions#Romulans]] mission [[single-player_campaign#tasks9|Call to Power]].+Although not explicitly mentioned, when cloaking ships, an amount of 100 special weapon energy is used up at the moment of cloaking. Very often that does not really make a (big) difference, but for some units (e.g. the [[raptor|Raptor class]] of the Romulan faction) this means after decloaking they will not be able to use their [[special weapons|special weapon]] right away, as the energy is too low. Also when energy is drained and drops to zero, the ship may decloak momentarily, as it happens for instance in the [[Factions#Romulans]] mission [[single-player_campaign#tasks9|Call to Power]].
 ===== Phoenix Bug ===== ===== Phoenix Bug =====
 The [[Rift Creator]] of the [[Phoenix]] has a control key definition bug. By default, all normal [[cloak|cloaks]] are used with the ''F5'' key. This also goes for the Phoenix, which actually has a cloak. But as its special weapons F-key slot is also activated by ''F5'', the cloak is not usable for human players. It is neither visible as a button nor can it be used with the F-key. Instead, the [[super_weapons|super weapon]] is triggered. The AI on the other hand can use both functions independently, which leaves the AI with the advantage of being able to send the Phoenix into battle cloaked. The [[Rift Creator]] of the [[Phoenix]] has a control key definition bug. By default, all normal [[cloak|cloaks]] are used with the ''F5'' key. This also goes for the Phoenix, which actually has a cloak. But as its special weapons F-key slot is also activated by ''F5'', the cloak is not usable for human players. It is neither visible as a button nor can it be used with the F-key. Instead, the [[super_weapons|super weapon]] is triggered. The AI on the other hand can use both functions independently, which leaves the AI with the advantage of being able to send the Phoenix into battle cloaked.
en/games/star_trek_armada_1/obscure_game_mechanics.txt · Last modified: 2023-04-16-11-44 by 7saturn

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