User talk:ChallengeSpaceYard

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When discussing, use ~~~~ or --~~~~ to sign your posts. Older discussions may be periodically archived to make it easier to maintain. A February 2012 archive is available for viewing.

seeking information

question regarding hyperspacejumps, i get confused because i play both vgap4 and vgap3 when hyperjumping in vgap3 do you end up at the end of the max range of hyperjump distance regardless how far u set the waypoint indicator? for example: the falcon hyperjump ring indicates a circle of 350 lyrs. but i only want to hit a planet at 302 lyrs. will i end up at the planet? or 38 lyrs beyond? additionally does warp movement occur after the hyper jump or before? or notall during hyperjumps? thanks for your answers in advance. will write the wiki page on this once i know the facts. --Protomatter 19:47, 16 June 2012 (UTC)

In Planets 3, you usually jump a flat 350ly (regardless of ship), but you can jump to a planet anywhere between 340 and 360ly. Therefore, with the 302 example, you would end up in space. Hyperjumping overrides standard movement, and your warp factor will be zeroed out after movement. --CSY 00:34, 17 June 2012 (UTC)
Also. When adding to a talk page, please add new topics and replies at the bottom. --CSY 00:34, 17 June 2012 (UTC)

Race template inclusions

Me again, since i cant recall on how to build tables etc, id like to see if i could bother you to add a climate template to the player races pages. basically a slide thermomenter that probably should go along the rignt side of the race picture. red means colonists die at this temp, yellow means livable but no growth. and green means livable but with growth. would be nice to see the climate likes of the races to better improve the game. see example --Protomatter 14:16, 19 June 2012 (UTC)
Thermometer1.png

Okay, did that do it? Rbos 03:04, 20 June 2012 (UTC)

Not a pleasant afternoon, but an educational one. Rbos 03:13, 20 June 2012 (UTC)

On the plus side, backups aren't backups unless you know you can restore them - it was a good dry run. I could have gone with the old db tree and attempted to repair it, but since splitting the InnoDB tablespace into individual files required a dump/reimport anyway, I decided to go with that and knock out two birds at once - testing backups, and doing some tweaking. I also tripled the transaction log file size, which started out the ruckus. Rbos 03:19, 20 June 2012 (UTC)

Looks great. When I noticed my changes disappeared, I initially thought I simply forgot to submit it. Once I found out that other changes were missing, then I noticed that something went astray. --CSY 05:51, 20 June 2012 (UTC)

Went to edit comments in the Aries Class transport to include alchemy information, next thing i know unknowingly to me i appear to be editing the ship template instead. please look over the template and see how bad i messed it up. --Protomatter 18:45, 30 June 2012 (UTC)

You did initially mess it up, but you've done well in cleaning up the mess. Considering the visibility of the template, and the number of pages it is used on, I have protected that template from further editing. All you have to do is type in information to each of the various arguments. I've updated the Aries example so that you can view its source. --CSY 19:06, 30 June 2012 (UTC)
awesome thankyou for the fix and ease to edit.--Protomatter 03:16, 2 July 2012 (UTC)

fed race advantage challenged

ok this one might be a bit tricky.

on The Solar Federation page, under race characteristics, the last sentence says three bonus fighter bays on any carrier and a good amount of special ships. this is repeated again under racial abilities in the same page.

while i think this is awesome, i dont see on any documentation that it is true. when i played vgap2 it was not true, when i played Winplan it was not true. and i just reread the race advantages on planets.nu and could not find it there either.

to be honest im hoping its true. but my gut says otherwise. --Protomatter 15:24, 8 August 2012 (UTC)

i guess my question is, is it true, and where do we find solid documentation on it. and if it is true, why doesn't it say on planets.nu?


further investigation yields some truths. perhaps there may be more, i just had a VCR fight kittyhawk vs superstar destroyer. inside the VCR the kittyhawk does in fact have 9 launch bays (reflecting a +3 fighter bay advantage for at least the kittyhawk). however after the fight ended i looked into the spec of the survivng kittyhawks details. and it clearly States 6 bays, so while this may be true for the kitty hawk (at least inside the vcr), it lists it as normal. now if i can get my hands on a foreign carrier i could verify even further. --Protomatter 19:29, 9 August 2012 (UTC)


Final results found the battlesimulator for this game. and used it to test information. all carriers that are owned by the feds do in fact recieve 3 extra fighter bays. as a result ships like the scorpion or bloodfang and valiant wind become veriabley formidable carriers in the hands of feds, and there is no cap on number of bays, thus ships like the virgo get 11 bays, and biocides and gorbies get 13 bays. interesting to say the least. --Protomatter 22:13, 9 August 2012 (UTC)