Google Groups no longer supports new Usenet posts or subscriptions. Historical content remains viewable.
Dismiss

When do people die

0 views
Skip to first unread message

Paul Grogan

unread,
Oct 15, 2001, 1:52:33 PM10/15/01
to
Regarding tech trading over a planet by keep swapping control.

I did this in another game and it works great.

Basically.
Planet owned by player 2 - colony 100
Player 1 has a transport in orbit and manually unloads 200 people.
Ground combat takes place as a waypoint 0 order and PLayer 1 takes the
planet
Then, on a waypoint 1 order, player 2 has a ship arrive and unload 200
people taking the planet back.
If player 2 has 2 ships alternating moving to and from the planet, the
planet changes hands twice a turn.

Anyway, the question.

When do people die? This is important is the planet is green for one player
and red for another. If people die in the middle of the turn, then we need
to leave the player who the planet is green for in control of it when that
occurs.

Cheers


Daniel Neely

unread,
Oct 15, 2001, 1:58:49 PM10/15/01
to
"Paul Grogan" <paulg...@btinternet.com> wrote

wp0 drops
pop grow/dies
wp1 drops

one caution, stars keeps a hidden varible on planetary pop, the number
of 10's you have is stored but not display. when the planet is red
for both races, this will eventaully result in the pop dieing off
entirely, dunno how it'd work in your case, but dropping 300 pop
instead of 200, solves it in the former case.


James McGuigan

unread,
Oct 15, 2001, 3:00:42 PM10/15/01
to
"Paul Grogan" <paulg...@btinternet.com> wrote in message
news:9qf7m6$q0s$1...@neptunium.btinternet.com...

http://www.starsfaq.com/order_events.htm
I've marked it out with '***'


Stars! Order of Events

Scrapping fleets (with possible tech gain)
* Waypoint 0 load tasks (if done by hand) *
Waypoint 0 unload tasks
Waypoint 0 Colonization/Ground Combat resolution (with possible tech gain)
Waypoint 0 load tasks (if done via task tile order)
* Other Waypoint 0 tasks *
MT moves
In-space packets move and decay
PP packets (de)terraform
Packets cause damage
* Planets with 0 colonists become uninhabited (lose starbase and defences) *
Wormhole entry points jiggle
Fleets move (run out of fuel, hit minefields (fields reduce as they are
hit), stargate, wormhole travel)
Inner Strength colonists grow in fleets
Mass Packets still in space and Salvage decay
Wormhole exit points jiggle
Wormhole endpoints degrade/jump
SD Minefields detonate (possibly damaging again fleet that hit minefield
during movement)
Mining
Production (incl. research, packet launch, fleet/starbase construction)
SS Spy bonus obtained

*** Population grows/dies

Packets that just launched and reach their destination cause damage
Random events (comet strikes, etc.)
Fleet battles (with possible tech gain)
Meet MT
Bombing
* Player 1 bombing calculated *
* Normal/LBU Bomb Damage Calculated *
* Smart Bomb Damage Calculated *
* Defences Recalculated *

* Player 2 bombing calculated and so on in order with players 3, 4... *
* Planets with 0 colonists become uninhabited (lose starbase and defences) *
Waypoint 1 unload tasks
Waypoint 1 Colonization/Ground Combat resolution (with possible tech gain)
Waypoint 1 load tasks
Mine Laying
Fleet Transfer
CA Instaforming
* Minefield Decay *
Mine sweeping
Starbase and fleet repair
Remote Terraforming

Notes:

If you see a packet will hit your planet next turn and you don't have a
freighter already in orbit, there is nothing you can do; the packet will hit
before you can build a mass driver or defenses and before you can get any
freighter there to move the pop.


If you plan on abandoning a planet to an ally by moving a freighter to the
planet with orders to Set Waypoint to 1(00) on the same turn that the ally
moves a freighter to the planet with orders to Unload All, the ally will
face your entire population, not just the 100 colonists you had intended (a
very painful lesson).


Remote Terraformers are very effective against narrow-hab CAs since they
terraform *after* the CA instaforms.


Since SD mine detonation occurs between fleet movement and production, the
arriving enemy fleet can be damaged while the fleet that you produce that
turn can enter combat undamaged.


If you intercept an enemy freighter going to meet the MT, you can prevent
him from trading.


A fleet that you give away will still be yours until the end of combat
(pre-"i" patch allowed waypoint 0 fleet transfers).


A fleet with a waypoint 0 load task in orbit around a planet that you don't
own will not proceed to waypoint 1 (very painful Robber Baron lesson).


* Note that fleet scrapping can only be carried out as a waypoint zero
tasks. This means that if a ship has orders to move, and then scrap itself
at the destination, the scrapping will not take place until the next turn.


* As bombing is done sepereatly for each player (starting with the lowest
player #) an allience can have one player bring LBUs to knock out a planets
defences, and the second player to bring smarts / normals to kill the now
undefended pop in a single year.


* As SD detonations occur after fleet movement but before minefield laying,
a fleet can only be caught in a detonation of they actually move into the
location of an existing standard minefield.


* If you waypoint 1 load all a planet's colonists, the planet will still
count as a colonized planet at the beginning of the next turn


* If an incoming packet (not fired in the same turn) kills all the
colonists, then the planet will count as uncolonized before (and thus lose
the starbase gate) before fleet movement

Courtesy SB Posey, with a several additons / clarifications (marked with *)
tacked on by myself


--
Rules are written for those who lack the ability to truly reason,
But for those who can, rules become nothing more than guidelines,
And live their lives governed not by rules but by reason.
- James McGuigan

The Stars! FAQ (www.starsfaq.com)

0 new messages