apochboi wrote:QUOTE (apochboi @ Mar 19 2008, 05:33 PM) <{POST_SNAPBACK}>Reading that again.
lets put this really simple Terms.
DEVELOPMENT
Advanced Scouts
PRE = 1 21 102
DEF = 185
So once you have researched this ^^ you gain the number 185
Now to access Adv Scouts
You need
PRE = 1 21 102 185
DEF = 185
In the development part you gained the number 185 which is a prerequirement for the ship.
Now, if you didnt have the 185 pre requirement in the ship itself all you would need to get the ship is 1, and 21 ie a starbase and development on.
So as soon as you upgraded your garrison you would get the advanced scout free. Since there is no pre-requirement (185) for the development.
Does this make anymore sence.
i know that, that wasn't what i was asking.
i was asking
Ship: Adv Scout (585):
Pre = 1 102 185
Def = 185<- why is this a def here
hence i was confused why you were saying they would get them free if that wasn't there, when i thought it quite clear they wouldn't
but vly answered my question explaining that my assumption was correct, it does nothing.Last edited by madpeople on Wed Mar 19, 2008 6:43 pm, edited 1 time in total.
A Guide to ICE
Solaria wrote:QUOTE (Solaria @ Mar 19 2008, 09:27 PM) <{POST_SNAPBACK}>For ships, really, I don't know. It works just fine if you don't have it there.
It may be something with keeping ships after you loose the techbase though
i did wonder about that, but i decided the game probably wouldn't explode your ship if you lost one of its pres
... i wonder if it would take it off you if it didn't define its self and you docked when that pre was missing due to base destruction (thinking adv figs here, not adv scouts)
where as with it there, you can dock, and keep your ship as long as you don't change from it (at which point it looses the pre defining it)
that's what I was thinking.
You have a Heavy int when your Exp is lost. You land. The pres on your ships and weapons keep those weapons and you don't auto-loose them.
You have a Heavy int when your Exp is lost. You land. The pres on your ships and weapons keep those weapons and you don't auto-loose them.
Last edited by Andon on Wed Mar 19, 2008 10:40 pm, edited 1 time in total.
so you could do interesting things like
station A
local: 1
station B defs nothing
ship A
pre 1
def 1
ship b
pre 1
def 1
ship c
pre 1
you could launch ship A or B at station A, and switch between them in station B, but not switch to them if you didn't already have one of them. ship c you could launch from station A but would loose when you dock in station B,
but if you docked ship A or b in station B, you could select ship C and as long as you clicked launch you could launch it (if you clicked confirm change then you will loose it as you will loose the def of 1 in the switch then you won't be able to get it)
station A
local: 1
station B defs nothing
ship A
pre 1
def 1
ship b
pre 1
def 1
ship c
pre 1
you could launch ship A or B at station A, and switch between them in station B, but not switch to them if you didn't already have one of them. ship c you could launch from station A but would loose when you dock in station B,
but if you docked ship A or b in station B, you could select ship C and as long as you clicked launch you could launch it (if you clicked confirm change then you will loose it as you will loose the def of 1 in the switch then you won't be able to get it)
am i right in guessing the "energy usage" for a weapon is "energy used per shot" rather then "energy used per second"
as most scouts have 60 recharge (per second i assume) and nan 1 and 2 have energy usage of 30, and shoot 4* a second so that would mean a total of 120 energy used per second (meaning the scout would run out of energy constantly using the nan, which it does)
what would happen if i were to give a weapon use masks say 5 and F
would a ship with either 5 or F or both be able to mount that weapon
or
would only a ship with 5 and F (and more) be able to mount that weapon?
as most scouts have 60 recharge (per second i assume) and nan 1 and 2 have energy usage of 30, and shoot 4* a second so that would mean a total of 120 energy used per second (meaning the scout would run out of energy constantly using the nan, which it does)
what would happen if i were to give a weapon use masks say 5 and F
would a ship with either 5 or F or both be able to mount that weapon
or
would only a ship with 5 and F (and more) be able to mount that weapon?
madpeople wrote:QUOTE (madpeople @ Mar 24 2008, 09:06 AM) <{POST_SNAPBACK}>what would happen if i were to give a weapon use masks say 5 and F
A lot of screwy things.
Say you have Weapon A with mask 1, weapon B with mask 2, and weapon C with Masks 1 and 2. Because of Weapon C, any ship with either Mask 1 or Mask 2 would be able to mount Weapons A, B, and C