On Fri, Jun 13, 2008 at 1:14 PM, Victor Ivri <[EMAIL PROTECTED]> wrote: > Cool. Thanks for all the help, guys. Seems like I've got the majority > of what I wanted (and the rest I'll most likely get by playing > locally). Just a couple more questions :) > > On Wed, Jun 11, 2008 at 7:34 AM, Brett Nash <[EMAIL PROTECTED]> wrote: >> I'm not sure if PDBs count in system battles or a separate battle after? >> I have a horrible feeling it is a separate battle, which makes them >> even more useless (so 200 attacking ships vs 100 defenders + 100 PDBs >> becomes two battles 200 vs 100, followed by 150 odd remaining vs 100 >> PDBs). > > Any word on that?
Currently TP RFTS only usesd PDBs in separate battles of enemy fleet vs planet. IIRC, they do not play in to fleet vs fleet battles. >>> > Yes to all of the above in the original game, although it was >>> > intentionally not specified. Many more ships are more useful then >>> > higher tech, but higher tech nearly always beats lower tech of >>> > similar numbers. >>> >> Also changed the rules for invasions: >> Normally if Player B invades player As world, then player C invades, if >> C leaves it becomes player B's world. But if it's a homeworld, it's >> always player A's. It is in the rulebook (and if you ally with someone >> it's a great way to a) find homeworlds & b) permanently take over a >> world ;-) > > So "homeworlds" don't become neutral, interesting. Hmm, players leaving midgame is not well supported. >>> >> Ok, that was important to know :) >>> >> OH, what about Resource Points? Are they global?? >>> > >>> > There are local ones and global ones. Buying globals cost 2:1. >>> > (Spending still one for one). Globals earn interest, but can only >>> > be accessed if there are no enemy fleets in orbit. (Else the are >>> > interdicted). >>> >>> Oh yeah! I totally forgot to ad... I mean, I decided that feature was >>> lame and chose not to implement it. :P Currently all are local, global >>> would be useful (though I rarely used it). Should global points be >>> implemented? Also how/where would it display? >> >> Please implement. I think interest is only in the advanced >> ruleset thinking about it, but a large part of the strategy was global >> RP management. It makes colonisation _much_ easier as you use RPs from a >> strong colony to boost a weak one, but this works only while you >> control the space, also the pros and cons of spending the RPs (which >> cost 2 to buy remember)... or save for another turn. > > Would be nice to know if this would or would not be implemented in the > near future :) I'll see what I can do, but don't plan on it being done too soon (ie, future, maybe not near future). It's mostly a matter of (free) time. >>> Just double checked. Fleets have damage/health (not ships), and >>> damage carries over. I'd be fine to remove this :) The damage calcs >>> are only used during battle. Also... it may be a little broken. (shhh) > > Hmm... any way to calculate overall fleet hitpoints? (there was no > "hp" field in the ObjectParams.Fleet.ShipsType class in the TP03 class > library, and nothing like that in the fleet as well). What's the > mapping for that? I'm going to switch fleets to heal after battles so that it's more in line with the original. > Also, a related question: are PDBs considered ships with 0 velocity > that reside on planets, or are they "resources"? Yes? Technically speaking they're planet resources, but iirc they have the strength of a ship with the same tech. > > Later. > -- > Victor. > > Truth is greater than ten goats (Nigerian proverb). > _______________________________________________ > tp-devel mailing list > [email protected] > http://www.thousandparsec.net/tp/mailman.php/listinfo/tp-devel > - Tyler _______________________________________________ tp-devel mailing list [email protected] http://www.thousandparsec.net/tp/mailman.php/listinfo/tp-devel
