Author Topic: Neinzul rocketry corps silos problem  (Read 2539 times)

Offline voiddarkness

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Neinzul rocketry corps silos problem
« on: August 14, 2010, 10:20:56 pm »
Not sure if its a bug but i cant destroy or capture them.
Plus they keep pumping out missiles long after i've moved onto other planets which is quite annoying when they pump out an emp missile from behind my defenses and make me wipe out.
Been keeping a shield near them for them to target it so I won't have random missiles sneaking up onto my front lines.
Possibly modify next update please?

Offline keith.lamothe

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Re: Neinzul rocketry corps silos problem
« Reply #1 on: August 14, 2010, 10:22:36 pm »
Well, I'm happy to listen to feedback and make some changes but what you're describing is what I was asked to implement (they are supposed to be invincible, and they're never supposed to shut down).
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Offline keith.lamothe

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Re: Neinzul rocketry corps silos problem
« Reply #2 on: August 14, 2010, 10:24:06 pm »
One thing we can do is make emp's more rare, I'll go ahead and do that.
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Offline keith.lamothe

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Re: Neinzul rocketry corps silos problem
« Reply #3 on: August 14, 2010, 10:28:37 pm »
For 3.181 (if Chris hasn't already starting packing it up) :

* Neinzul Silos now have a 1/15 chance of producing an emp warhead, instead of 1/5 like before.  However the mk I and II versions now also have a 1/15 chance of producing a lightning warhead 1 mark higher than normal.
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Offline orzelek

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Re: Neinzul rocketry corps silos problem
« Reply #4 on: August 15, 2010, 05:18:22 am »
Hmm do I understand correctly that these silos-es are meant to be permanent and annoy player even long time after planet was captured/neutered?

If it's the truth I guess they may join the astro-trains in being disabled because of annoyance factor.

Offline RCIX

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Re: Neinzul rocketry corps silos problem
« Reply #5 on: August 15, 2010, 06:42:39 am »
Astro trains are much better now that the protection radius of the anti-dark-matter turret haas been expanded :)
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Offline keith.lamothe

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Re: Neinzul rocketry corps silos problem
« Reply #6 on: August 15, 2010, 08:19:26 am »
Well, astro trains are a ship category that is enabled by default, the Neinzul Rocketry Corps are a niche minor faction that is disabled by default, and can afford to not fit with every game ;)

But, for perspective, please realize that these things only generate a warhead about every 15 minutes, and in the next version there's only a 1/15 chance of it being an emp warhead which works out to about once every 4 hours on the average.

Further, there should generally only be something like 6-7 of these in the entire galaxy on an 80 planet map.

Probably what I would do is just not capture the planet, or at least not put a lot of importance on keeping it, and just station some stuff around it to take out the warheads as they spawn.
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