Page 2 of 2

RE: World Annihilator

Posted: Mon May 17, 2010 7:54 pm
by taltamir
BTW, just as an aside:
I really hate the notion of annihilating worlds... I want to CONQUER the galaxy, not reduce it to rabble :)
(not saying that is how you should play, just that it is my preference)

RE: World Annihilator

Posted: Mon May 17, 2010 8:20 pm
by gijas17
I agree taltamir but with the time it takes to send fleets to fight it out planet-side with troops, troop ships, chance of revolt afterwards and taking out planetary defense it may save time and money... lol. And it could be a deterrent dealing with alien races in diplomacy saying if you don't agree to our demands then we will be forced to take the alternative - like modern day nuke diplomacy.

RE: World Annihilator

Posted: Mon May 17, 2010 9:13 pm
by Astorax
Gijas, the World Annhilator ship is *repaired* by one of your constructor ships. It is found in a field of other derelict ships (along with some Kaltors/creatures usually) and you just select a constructor and tell it to repair it. It will take a long time depending on your SY tech but you will get a general tech boost for as long as you are repairing it. A trick to circumventing this is to have a group of constructors idle, pause the game, then order each constructor to repair the WA. They will all rush to the ship and repair it. If you already have a constructor working on it, you cannot do this.

It is mobile, though slow, and it destroys whole planets (similar to Death Star). Its a giant capital class ship with a super weapon.

RE: World Annihilator

Posted: Mon May 17, 2010 9:25 pm
by gijas17
Thank you Astorax! So its a ruin location or space anomaly rather than a research item, oh I see now. I was looking through the research descriptions thinking where the heck is it and thought I needed something researched to unlock it.

RE: World Annihilator

Posted: Tue May 18, 2010 10:57 am
by Joram
ORIGINAL: Yarasala

Now I assembled a strong fleet with a lot of troops and sent it to attack the enemy my world destroyer defected to. I took one planet from them and then went to attack there main planet (they had only three planets or so left). And what happened? Shortly before leaving hyperspace the fleet ALSO DEFECTED to this same enemy!!! [:@][:@][:@]
While the first defection I could tolerate, this second one that practically ruins my military I don't understand. The enemy empire is nearly defeated (no idea where the world destroyer they got from me is at the moment) and I don't see en intelligence option to undermine enemy fleets so I take it the AI also has no such possibility. Then this can only be pure chance because of my bad reputation ... ?

Although normally I try to play more good / neutral and never attack first, it should be possible to play on the evil side without having to fight against one's own people all the time. The defection of my world destroyer already felt like in Star Wars the Death Star changing sides and joining the rebels  ... [X(]

I wasn't aware fleets could defect either. Is that right?

RE: World Annihilator

Posted: Tue May 18, 2010 3:31 pm
by Yarasala
Since now my two most powerful fleets defected it must be right ... [;)]

RE: World Annihilator

Posted: Tue May 18, 2010 6:54 pm
by taltamir
ORIGINAL: gijas

I agree taltamir but with the time it takes to send fleets to fight it out planet-side with troops, troop ships, chance of revolt afterwards and taking out planetary defense it may save time and money... lol. And it could be a deterrent dealing with alien races in diplomacy saying if you don't agree to our demands then we will be forced to take the alternative - like modern day nuke diplomacy.

in theory, yes.
in practice this isn't how it works. using it is suicide... everyone goes to war with you and you get civil war

RE: World Annihilator

Posted: Sat May 22, 2010 12:25 pm
by Xoltice
I was in a defense pact with some other nations when i found the World Annihilator, but while i was repairing it, the other nations sent their repair ships as well, and eventually one of the other nations took it... Is there any way to take it back?

RE: World Annihilator

Posted: Sat May 22, 2010 12:44 pm
by lordxorn
I think Fear needs to be modeled in the game just like hatred defection. Star Wars Rebellion had this modeled pretty well.

RE: World Annihilator

Posted: Sat May 22, 2010 1:53 pm
by Astax
Does putting more factories on your constructor increase its repair speed?

RE: World Annihilator

Posted: Sat May 22, 2010 7:21 pm
by Astorax
Astax, no, the speed of repair comes from the SY component, not the manufactory components. While its true you need to make the components, there is usually a backlog of available components made, just waiting on the SY to actually build it. I'm not sure how just straight up repairing something, rather than simply building it, is modeled but the point is that its your SY tech thats the key.

RE: World Annihilator

Posted: Sat May 22, 2010 9:05 pm
by Astax
Thank you. One more on this topic. If I want stations to be self retrofitting,t hey need to have the manufacturing components, or the shipyard components or both?

RE: World Annihilator

Posted: Sun May 23, 2010 3:19 am
by Theopolis
I found one and retired it.  It yielded a research bonus in armor.  Is this the best thing to do with it, since using it has such dire consequences? 

RE: World Annihilator

Posted: Sun May 23, 2010 5:24 am
by Iamblichus
There is no need to scrap it, as it is very useful for destroying other starships and stations. Just make sure not to target any planets with it.

RE: World Annihilator

Posted: Sun May 23, 2010 8:05 pm
by Falokis
Did 1.049 fix the bug where the World Annihilator self destructs after being repaired? I haven't tried it yet and I don't want to waste the time repairing it if it hasn't been fixed yet.

RE: World Annihilator

Posted: Mon May 24, 2010 2:56 pm
by Astorax
Astax, for space ports its the planet building and retrofitting it, even if it has SY components on the base already. You can see this yourself by going into the ships and bases screen, click on the planet and checking its build queue. This is why, ideally, you don't want that planet building a colonizer or whatever if you want it to build a space port (or retrofit one) because it can only build/retrofit one thing at a time.

For bases not at a planet? Hmm, not sure about those ..I'll have to experiment and get back to you. Perhaps someone else knows already.

RE: World Annihilator

Posted: Mon May 24, 2010 4:07 pm
by Yarasala
ORIGINAL: Astorax

Astax, for space ports its the planet building and retrofitting it, even if it has SY components on the base already. You can see this yourself by going into the ships and bases screen, click on the planet and checking its build queue. This is why, ideally, you don't want that planet building a colonizer or whatever if you want it to build a space port (or retrofit one) because it can only build/retrofit one thing at a time.

For bases not at a planet? Hmm, not sure about those ..I'll have to experiment and get back to you. Perhaps someone else knows already.
I don't know the solution, but have the problem myself: how can I retrofit (privately owned) mining stations at all? I mean, I don't want them to have the ability to self-retrofit like Astax, but do it with a constructor, but I seem not to be able to find a possibility to do so ...

RE: World Annihilator

Posted: Mon May 24, 2010 4:46 pm
by Astorax
Well, before, the only thing you could do was to go into the Editor and erase the offending station and then just rebuild it with an available constructor. I *thought* they had introduced a new feature, namely, being able to retrofit mining stations and the like. Perhaps not.

RE: World Annihilator

Posted: Mon May 24, 2010 5:36 pm
by Astax
I would love to be able to retro mining stations. I suppose only way to do it is to put a construction yard and component factories on it (expensive)

RE: World Annihilator

Posted: Mon May 24, 2010 6:27 pm
by Yarasala
ORIGINAL: Astax

I would love to be able to retro mining stations. I suppose only way to do it is to put a construction yard and component factories on it (expensive)
There should be a better way to do it:

- Provide constructors with a respective command

* and / or *

- Make the private sector update their assets regularly (and provide the player with some feedback about that, because I don't like when I don't know what's going on in my empire; it's ok when I elect to not micromanage, but there should be the possiblilty to find out what happens when I choose to do so)