en:games:star_trek_armada_1:obscure_game_mechanics
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en:games:star_trek_armada_1:obscure_game_mechanics [2022-04-10-14-45] – [Cloaking Uses Energy] 7saturn | en:games:star_trek_armada_1:obscure_game_mechanics [2022-06-27-17-39] – [Units Vanish From Control Groups] 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 >> | 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 >> | ||
+ | ===== 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 | + | Although not explicitly mentioned, when cloaking ships, an amount |
===== 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 '' | The [[Rift Creator]] of the [[Phoenix]] has a control key definition bug. By default, all normal [[cloak|cloaks]] are used with the '' | ||
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===== Units Vanish From Control Groups ===== | ===== Units Vanish From Control Groups ===== | ||
When grouping your ships into control groups ('' | When grouping your ships into control groups ('' | ||
+ | ===== Units Returning to Control Groups ===== | ||
+ | The opposite is also true. If you lose a ship to an opponent, e.g. by beaming in crew from his ships or using other means of taking over the ship, the control group is actually still stored. Meaning, if you regain control over that ship, it will also be part of the control group once again. Only exception: You were reassigning the control group in the meantime. | ||
===== Cloaked Phoenix ===== | ===== Cloaked Phoenix ===== | ||
The AI can cloak [[phoenix|Phoenix class ships]], but human players cannot. See section [[#Phoenix Bug]] on the matter. | The AI can cloak [[phoenix|Phoenix class ships]], but human players cannot. See section [[#Phoenix Bug]] on the matter. |
en/games/star_trek_armada_1/obscure_game_mechanics.txt · Last modified: 2023-04-16-11-44 by 7saturn