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Movement Ships can be ordered to move from their current waypoint to any waypoint you want: a planet, starbase, point in space, current position of another ship, an UFO-object (such as wormholes), anything. To have a ship move simply set it's waypoint to the desired location and give the ship a warpsetting. Next to 'normal' movement, ships can also tow other ships or intercept other ships. Some special ships move twice as fast as others, one ship generates fuel while flying and some ships can perform hyperjumps. The different types of movement are performed at different stages of the Host order of actions. Simplified, towing ships move first, then most ships move and then ships intercept. Lock towbeam Towing If the ship that is the target of the tractor beam has a warp factor greater than or equal to the ship using the tractor beam, and the waypoint of the target is further than it's warpsetting squared (warp^2), the target ship will break free of the tractor beam. When comparing warpsettings between tower and target, the value for the tower is doubled if that ship has gravitonic accelerators (the BR4, BR5 and MBR). So a BR4 at warp 5 will count as being at warp 10, and always overpower the target ship. Ships with only one engine can only tow when this is allowed in the Host configuration. Ships with less than 25 kilotons of fuel can not escape a tractorbeam, neither can ships with only one engine. It is possible to tow a cloaked ship, as long as the ship is not cloaked when the tow-order is given, i.e. when the towbeam is locked. The towed ship may start it's cloak in the same turn as the tow starts. A ship performing a hyperjump cannot tow another ship. Ships that are towed have their warpspeed set to zero, and their waypoint reset. The "try to tow" mission is executed in order of ship ID. So if multiple ships at the same location are attempting to tow, host.exe starts wit the lowest ID-ship present. It checks if it can successfully tow it's target following the rules above. If successful, tower and target will move away. After moving these two ships, the Host program checks if they are influenced by a warpwell. After that, the Host program moves to the next lowest ID-ship and the process is repeated. This means:
Towcapturing For a successful towcapture, the capturing ship does not actually have to move. In fact, the ship does not even need a warp speed setting greater than 0 (zero). However, at warp 0, even a fuelless ship (if allowed to move in the host configuration) can escape the towcapture. As stated above the crew of the captured starship is ejected into space except for Solar Federation, Privateer, Evil Empire and Colonial starships. With these races some of the crew members will rather go traitor than be ejected into space. The following shows the percentage of original crew members that grovel well enough to be kept on as lesser crew members.
Most ships move
There are three ships in the game that have Gravitonic Accelerators. These are the Meteor Class Blockade Runner, the BR4 Gun Boat and the BR5 Kaye Class Torpedo Boat. These three ships travel at a rate of twice that of a normal ship. At warp factor 9 these ships will travel 162 light years in one turn. If a cloaked ship hits a mine or webmine and the amount of damage it suffers is greater than the amount of damage that prevents cloaking, the ship will be immediately decloaked - even if it has enough supplies to repair the damage. Hitting a mine or having been damaged in any other way can impact the maximum speed with which ships move. Which ships are or are not slowed down immediately by hitting a mine is host-configurable. By default, ships of hulltech 7 or higher do not slow down immediately. It is possible that a starship hitting a mine will be slowed by 10 lightyears for every mine hit the ship takes. Starships below a host-configurable techlevel (level 7 by default) that hit a space mine will be slowed by 10 lightyears if they have more than 10 lightyears to travel when hitting the mine.
When hitting a webmine, ships are stopped dead in their tracks. Their warp gets reset to zero immediately. Movement There is a handy little utility on Tanascius' website that will tell you the exact coordinates of a ship with a long waypoint, which takes care of these calculations for you. It is based on the actual movement code as used in the Host program, provided by Tim himself. (For the formulas used and an explanation how to manually compute a ship's ending coordinates, check the details page) Fuelconsumption It is a very good idea to invest the best engine technology possible. With high tech engines your ships can travel very fast and use very little neutronium fuel. Engine tech may be the most important factor in expanding your empire faster than your enemies. The weight of your ship is the sum mass of all parts that make up your ship. The mass includes the hull, weapons, cargo and fuel. Engines have no weight. The amount of fuel your ship needs to burn to move increases proportionately to your ship's mass. When towing another ship, this ship's mass is added to your own. There is a handy little utility on Tanascius' website that will tell you the exact fuelconsumption. It is based on the actual movement code as used in the Host program, provided by Tim himself. (For the formulas used and an explanation how to manually compute a ship's fuelconsumption, check the details page) There are three shiptypes equipped with a hyperdrive, able to perform hyperjumps through space:
A friendly code of "HYP" will cause a hyperdrive equipped starship to initiate hyper jump if it has a warp setting (1 or higher), a waypoint beyond 20 light years and at least 50 units of fuel. If a ship set to hyperjump does not have enough fuel to perform a hyperjump, it will move normally. To use the hyperdrive set the ship's waypoint to a point farther than 20 light years and set the friendly code to "HYP". The ship will jump about 350 light years and burn 50 units of fuel. The ship will come out of hyperspace at speed zero and with no waypoint set. Ships in hyperspace avoid all minefields. The hyperdrive can not be used to escape a tow. Hyperjumping can not be combined with the intercept mission. A ship using its hyperdrive can not tow another ship. Upon completing the hyperjump, the ship's warpspeed is set to zero and it's waypoint reset. Hyperjumping ships are only influenced by warpwells if they end up within a box (-2,-2)-(+2,+2) from a planet. If the player sets a waypoint to any point that is between 340 and 360
lightyears away, instead of jumping about 350 lightyears the ship will jump to
this exact point in space. Waypoints shorter than 340 or longer than 360
lightyears will result in a 350 lightyear hyperjump in the direction of the
waypoint, using the following formulas: Ships that have made a hyperjump are only pulled into orbit by the planet's warpwell if they end up within a box (-2,-2)-(+2,+2) from the planet. If a ship lands outside that box but still inside the warpwell, it will not be pulled in since it's warp is reset to 0 right after the hyperjump. Intercepting It is impossible to intercept cloaked ships that do not belong to you. If the ship which is to be intercepted cloaks and is still cloaked at the time of intercepting, the interceptor's mission is reset to 'intercept' (with no target ID number) and the ship does not move. If a cloaked ship hits a mine or webmine and the amount of damage it suffers is greater than the amount of damage that prevents cloaking, the ship will be immediately decloaked - even if it has enough supplies to repair the damage - and can be intercepted. The intercept mission does not order the ship to attack the ship it is intercepting. It will attack the ship if the Primary Enemy is set to the race of the ship that it is intercepting. You may intercept your own ships, if you wish. Ships with Ramscoop generate fuel
Though the Cobol will often generate more fuel than it burns, note from the host order that it generates fuel after movement and not during movement. So yes, the following scenario is possible: Your Cobol is set to tow your filled superfreighter. It runs out of fuel halfway, and stops. Further down the host process, the fuel is generated based on the moved distance. So when you open up your next RST, you'll have received a message from your Cobol stating that is does not have the fuel to tow your ship at the current speed. You will also find your Cobol sitting somewhere between where it started and where it should have been, but WITH FUEL. So always be sure you have enough fuel to reach your destination. Although the order of actions might implicate otherwise, the Cobol does scoop fuel when it is intercepting. So perhaps there should be another 'Cobol scoops fuel' phase after intercepting, but we'll leave it as it is for now. If a Cobol's tank is full it has no place to store any generated fuel, so it will burn some fuel when moving, and then fill the tanks up again. Excess fuel gets wasted. Warp wells influence ships The Host programs checks to see if the warpwell is needed after each individual shipmovement in the towing, normal movement and intercept phases. Ships traveling with a speed of warp 1 are not effected by warp wells, they can fly around inside the warpwell. To intercept a ship inside a planet's warpwell you have to fly at warp 1 or you will be pulled back to the planet each turn. Ships inside the warpwell may have a warpsetting higher than 1, as long as they do not move inside the warpwell (in other words: only ships that actually travel are affected). Ships that have a warpsetting of 0 (i.e. do not move) are not affected by the warpwell. Hyperjumping ships are only influenced by warpwells if they end up within a box (-2,-2)-(+2,+2) from a planet. Contrary to the normal warpwell, this is a box-shaped area. |
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