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en:games:star_trek_armada_1:obscure_game_mechanics [2022-04-15-18-31] – [Firing Stops when Someone Beams in] 7saturnen:games:star_trek_armada_1:obscure_game_mechanics [2022-06-27-17-41] – [Cloaked But not Invisible] 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...
 +===== Line of Sight of a Team Member is not Shown Entirely =====
 +Usually you can see all that your team members see, too. This goes with one exception: If a part is uncovered for a player only due to an active [[Romulan Spy]], then these units and stations are not part of the shared line of sight. Meaning a ship that is very much visible for your team mate due to being spied upon is still not visible for you, if it is cloaked.
 +===== 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 You Beam 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]].
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 ===== Units Vanish From Control Groups ===== ===== Units Vanish From Control Groups =====
 When grouping your ships into control groups (''CTRL'' + ''//digit-key//''), selecting them is supposed to make you get in control of the ships designated to be part of that group. However, once under the effect of the [[Holo-Emitter]] or [[Temporal Stasis Field]] or the [[Computer Override]], units will no longe be marked when using that digit key. This will return to normal, once the effect of the special weapon wears off. When grouping your ships into control groups (''CTRL'' + ''//digit-key//''), selecting them is supposed to make you get in control of the ships designated to be part of that group. However, once under the effect of the [[Holo-Emitter]] or [[Temporal Stasis Field]] or the [[Computer Override]], units will no longe be marked when using that digit key. This will return to normal, once the effect of the special weapon wears off.
 +===== 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

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