Author Topic: Spire Shields  (Read 2322 times)

Offline Solarity

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Spire Shields
« on: February 19, 2012, 11:28:03 am »
What stops the shields on the spire capital ships working?  I know the planetary armour inhibitor stops shields working, but do other units?  I'm trying to escort back protected by about 400 spire warships and none of thier shields are working.  Also in the blob I have some scout starships and 2x cursed golems? Thoughts?

Offline Ranakastrasz

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Re: Spire Shields
« Reply #1 on: February 19, 2012, 11:34:30 am »
Did you check adjacent planets for interplanetary armor inhibitors? I know that those suppress shields on adjacent planets as well.

Offline Solarity

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Re: Spire Shields
« Reply #2 on: February 19, 2012, 11:38:55 am »
Doesnt appear to be any kicking about.

EDIT : The systems I am travelling through are either completely neutral or neutered, I would provide a save however I dont think I remembered to save the game before I started the retrevial, opting to wait for an exo to pass.
« Last Edit: February 19, 2012, 12:59:54 pm by Solarity »

Offline keith.lamothe

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Re: Spire Shields
« Reply #3 on: February 19, 2012, 01:49:18 pm »
If you have a save during the time that the shields are not working, I can probably figure it out from there.
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Offline Solarity

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Re: Spire Shields
« Reply #4 on: February 19, 2012, 01:57:22 pm »
Ok, control group 3 is the spire fleet escourting the shard home, I think the shard is control group 5.  I hope you dont frown upto my "bunching up" tactic, it's worked quite well so far...

Offline keith.lamothe

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Re: Spire Shields
« Reply #5 on: February 19, 2012, 07:48:02 pm »
Ok, control group 3 is the spire fleet escourting the shard home, I think the shard is control group 5.  I hope you dont frown upto my "bunching up" tactic, it's worked quite well so far...
Good grief that's a lot of ships.  And planets.  And oh my the aip.  Well, glad you can play that way if you like it :)

The problem with the DD's and CA's in control group 3 is that they have no modules, and thus no shield modules :)
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Offline Ranakastrasz

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Re: Spire Shields
« Reply #6 on: February 20, 2012, 01:40:26 am »
Ok, control group 3 is the spire fleet escourting the shard home, I think the shard is control group 5.  I hope you dont frown upto my "bunching up" tactic, it's worked quite well so far...
Good grief that's a lot of ships.  And planets.  And oh my the aip.  Well, glad you can play that way if you like it :)

The problem with the DD's and CA's in control group 3 is that they have no modules, and thus no shield modules :)

That would do it :p

Offline Solarity

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Re: Spire Shields
« Reply #7 on: February 20, 2012, 11:17:18 am »
Well there is something about pushing a game to the limits. They arent wave type ais so 1200 aip is ok, since there is not much a huge spire fleet cant handle... I hope, but I'm still not looking forward to the first attack on the ai homeworld.

Anyway, do modules get destroywd or did I probably miss click on the build Que?

Offline keith.lamothe

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Re: Spire Shields
« Reply #8 on: February 20, 2012, 11:52:04 am »
Anyway, do modules get destroywd or did I probably miss click on the build Que?
Modules aren't destroyable anymore but that was a recent change.  My guess is that these were built without modules and you didn't notice because the total firepower of your MegaBlob (tm) didn't really miss them.  Which is frightening.
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Offline Solarity

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Re: Spire Shields
« Reply #9 on: February 20, 2012, 12:00:59 pm »
Yes, that might be it, will check that out when I get home.  It is pretty cool that you can instagib anything that gets In your way. 16 battleship and a few dreadnaughts to come yet too ;)

Offline Arcain_One

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Re: Spire Shields
« Reply #10 on: February 24, 2012, 02:28:54 pm »
I have noticed that loading a save with modular ships in a transport will have those transported ships without modules.
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Offline HellishFiend

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Re: Spire Shields
« Reply #11 on: February 24, 2012, 03:05:25 pm »
Wow, 37 hours into a 10/10 game, jeez, and that shard is at 0% HP!  Riveting.  :o

Let us know how it turns out!
Time to roll out another ball of death.

Offline TechSY730

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Re: Spire Shields
« Reply #12 on: February 24, 2012, 03:07:13 pm »
I have noticed that loading a save with modular ships in a transport will have those transported ships without modules.

Uh oh. That seems like a legitimate bug. Have you put it on the bugtracker yet?

Offline Arcain_One

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Re: Spire Shields
« Reply #13 on: February 24, 2012, 05:24:23 pm »
http://www.arcengames.com/mantisbt/view.php?id=3018

It will be fixed eventually, for now I just empty my transports before saving
Quote from: keith.lamothe
In general, the level of complaining is driving Developer-Progress up and we're considering launching a wave ;)

Offline Solarity

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Re: Spire Shields
« Reply #14 on: February 25, 2012, 03:18:52 am »
Wow, 37 hours into a 10/10 game, jeez, and that shard is at 0% HP!  Riveting.  :o

Let us know how it turns out!

Yeah, got it back with 1200 HP left or something crazy like that, then for my troubles got 2 MASSIVE spire exos that had me pausing every 10 seconds to "adjust" things.  BTW I really, really hate HK's.  I hope there arent Mark V versions...