dangrous wormholes |
my ships keep auto moveing throught these dangrous things and taking 50% damage rendering the colonie modulies usless and the ships a waste of time. is they are way of stoping them going that route and taking the safer longer route?
Re: dangrous wormholes
You can try and mark the system on the other side as a "System to avoid", but depending on how it is connected that might cause other problems.
I'll sometimes use the "fake minefield" trick to try and keep noncombatant ships from taking a shortcut through a combat zone, which doesn't always work the way I intend but is better than nothing.
Re: dangrous wormholes
you can also put some armor or better yet Shields on your ships so they can take the hits they will take by going that way.

Re: dangrous wormholes
Look at the warp point details, I think you can see the amount of damage it deals there. If you have shield and/or armor above that value then you should no longer lose the colony module.
Re: dangrous wormholes
yup, I think about 400kt of armor will see you through any wormhole, and some shield will absorb all the damage (even when said shields are not supposed to work in black holes)
Just put 4-5 armor plating on your colony ships and accidental damage like that wont be a problem anymore.
But make sure to use said damaging warp points to your advantage..
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Without ammo, nice guns are just sophisticated clubs.
Re: dangrous wormholes
Armor will work, but personally I just put the colony module on an Internal slot
The engines and cargo slots will take any damage given by a warp point. This will also keep the cost down, whereas adding a load of armor or a shield will increase the cost a bit more.
Re: dangrous wormholes
i used to do that too, but with just enough damage the engines will be crippled when going inside a bad warpoint.. leaving your ship with 2 or less move remaining.. in a blackhole. And that means that the ship is doomed. I lost a few ships this way, and the CPU even more.
but i find it kind of funny to see an ennemy frigate with 2 moves remaining near a black hole... it make me think about the "hang in there baby!" thing.. he will survives as long as he have supplies.
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Without ammo, nice guns are just sophisticated clubs.
Re: dangrous wormholes
If you just want your ships to avoid it, manually mark the sector a minefield.
That works nicely.
Re: dangrous wormholes
One more question about warp points.
Almost in every game, I encountering warp points, which are warping ships incorrectly. When ship warping through it, it appears in the target system at the edge of system, outside of system hexes. After that it's impossible to click on this ship (except to select it via ship list) and inpossible to move it anywhere. The only solution I have for this - is to gift it to another empire, to not waste resources for maintenance of this ship.
What is this?
Re: dangrous wormholes
Are you playing a mod? I've never seen this happen.

Re: dangrous wormholes
I have experienced something similar with satellite launches when I was playing a BM game with the Shadows as custom race. I launched the sats at a system warp point location but instead they ended up in a hex with co-ordinates outside of the map.
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See my PBW game stories on http://users.pandora.be/banzaiboy/sevpbw/.
Re: dangrous wormholes
Sorry, I forgot to write this - yes, I using the Devnull + FQM. Maybe, it's because of FQM :-/ And I simply would like to understand, it's a bug or feature? 




Re: dangrous wormholes
I don't know if there is an elegant way to do this, but you could try selecting the hex that contains the warp point and mark it as a minefield (CTRL+SPACE). As long as you have the "ships avoid minefields" setting in Empire Options, your ships shouldn't enter the hex. I don't know if the auto-route function will recognize the minefield and route around it, but at least your ships won't mindlessly plow into the thing.