Welcome to The Pit 5

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Kassengestell
Posts: 228

Re: Welcome to The Pit 5

Post#16 » Thu Dec 03, 2015 11:33 am

and the Banshee didn't unload natives...
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Havok
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Re: Welcome to The Pit 5

Post#17 » Thu Dec 03, 2015 5:51 pm

Kassengestell wrote:and the Banshee didn't unload natives...
Kassengestell

I show your turn went out with everyones when the game hosted. You have 2 email addresses on your account as well, but the 2nd one isn't active. You may want to switch it on.

As for your turn, I show 65 commands on your regular turn however for Jupiter there's nothing listed form the Feds. You may want to check your turn history and review the codes you have on the Banshee.

][avok
Regards,
][avok

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Kassengestell
Posts: 228

Re: Welcome to The Pit 5

Post#18 » Fri Dec 04, 2015 11:27 am

i loaded the natives "LNR" and got a success-message.
nothing other loaded on board, except fuel.

no the ship has "UNR" above a fed-planet with no natives.
nothing happened...
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Havok
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Re: Welcome to The Pit 5

Post#19 » Sat Dec 05, 2015 9:49 am

Kassengestell wrote:i loaded the natives "LNR" and got a success-message.
nothing other loaded on board, except fuel.

no the ship has "UNR" above a fed-planet with no natives.
nothing happened...
Try making your warp speed 0 and if you used a gravity well assist when coming into the planet to save fuel make sure it's not still on.
Regards,
][avok

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Kassengestell
Posts: 228

Re: Welcome to The Pit 5

Post#20 » Sat Dec 05, 2015 11:03 am

warp 0 - done.
i am sitting on that planet for 2 turns now ;)
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Havok
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Re: Welcome to The Pit 5

Post#21 » Fri Dec 11, 2015 10:02 am

Kassengestell wrote:warp 0 - done.
i am sitting on that planet for 2 turns now ;)
Sorry it's not working. The Jupiter log shows no commands from you. I'll double check the settings after work. The only other option I see would be reaching out to the author.

One more thing that I pulled from the Jupiter Docs. Are you sure you've met all the conditions mentioned within.

# Federation:
Move Natives.

The Fed Banshee class ship can transport batches of (1600) native clans
in its modified and improved version of Lizard Cryo-Hold (see below for
details). With an FC of "LNR", a totally empty (except for fuel) Banshee can
load and store in its cryo holds the native clans of any race excluding the
amorphs (hard to catch) and the reptians (very strong family ties). The number
of native clans is determined by multiplying the cargo hold of a Bashee by
(20), configured capacity of Federation CryoTanks. It can then
take them to any Federation or allied planet and unload with a FC of "UNR".
Three things can occur:
if the planet has no natives, the native clans will unload and populate the
planet; but as a result of the move and accompanying chaos, their government
decreases by 1. If there already are natives of the same race, the natives add
to the already existing natives; the government and happiness are set to the
lower of the two, and happiness takes a 10-point hit due to new arrivals
faulting you for not finding a suitable home and old-timers annoyed at having
to share.
If there are natives of another race on the planet, nothing would happen,
since natives don't live well together in VGAP.
Just be careful not to load anything (besides fuel) onto the ship while the
natives are loaded, or the cryogenic units would break down and all natives
would die.
NOTE: it is possible to "steal" natives from planets owned by another race,
if their happiness level is lower than 80%.
Regards,
][avok

User avatar
Kassengestell
Posts: 228

Re: Welcome to The Pit 5

Post#22 » Mon Dec 14, 2015 12:11 pm

Havok wrote:
Kassengestell wrote:warp 0 - done.
i am sitting on that planet for 2 turns now ;)
Sorry it's not working. The Jupiter log shows no commands from you. I'll double check the settings after work. The only other option I see would be reaching out to the author.

One more thing that I pulled from the Jupiter Docs. Are you sure you've met all the conditions mentioned within.

# Federation:
Move Natives.

The Fed Banshee class ship can transport batches of (1600) native clans
in its modified and improved version of Lizard Cryo-Hold (see below for
details). With an FC of "LNR", a totally empty (except for fuel) Banshee can
load and store in its cryo holds the native clans of any race excluding the
amorphs (hard to catch) and the reptians (very strong family ties). The number
of native clans is determined by multiplying the cargo hold of a Bashee by
(20), configured capacity of Federation CryoTanks. It can then
take them to any Federation or allied planet and unload with a FC of "UNR".
Three things can occur:
if the planet has no natives, the native clans will unload and populate the
planet; but as a result of the move and accompanying chaos, their government
decreases by 1. If there already are natives of the same race, the natives add
to the already existing natives; the government and happiness are set to the
lower of the two, and happiness takes a 10-point hit due to new arrivals
faulting you for not finding a suitable home and old-timers annoyed at having
to share.
If there are natives of another race on the planet, nothing would happen,
since natives don't live well together in VGAP.
Just be careful not to load anything (besides fuel) onto the ship while the
natives are loaded, or the cryogenic units would break down and all natives
would die.
NOTE: it is possible to "steal" natives from planets owned by another race,
if their happiness level is lower than 80%.
yes, i met all required conditions.

but now - with not unloading the natives - i went back to another planet and made LNR again. without "UNR" before...
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Havok
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Posts: 7557
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Re: Welcome to The Pit 5

Post#23 » Mon Dec 14, 2015 3:10 pm

Kassengestell wrote:
Havok wrote:
Kassengestell wrote:warp 0 - done.
i am sitting on that planet for 2 turns now ;)
Sorry it's not working. The Jupiter log shows no commands from you. I'll double check the settings after work. The only other option I see would be reaching out to the author.

One more thing that I pulled from the Jupiter Docs. Are you sure you've met all the conditions mentioned within.

# Federation:
Move Natives.

The Fed Banshee class ship can transport batches of (1600) native clans
in its modified and improved version of Lizard Cryo-Hold (see below for
details). With an FC of "LNR", a totally empty (except for fuel) Banshee can
load and store in its cryo holds the native clans of any race excluding the
amorphs (hard to catch) and the reptians (very strong family ties). The number
of native clans is determined by multiplying the cargo hold of a Bashee by
(20), configured capacity of Federation CryoTanks. It can then
take them to any Federation or allied planet and unload with a FC of "UNR".
Three things can occur:
if the planet has no natives, the native clans will unload and populate the
planet; but as a result of the move and accompanying chaos, their government
decreases by 1. If there already are natives of the same race, the natives add
to the already existing natives; the government and happiness are set to the
lower of the two, and happiness takes a 10-point hit due to new arrivals
faulting you for not finding a suitable home and old-timers annoyed at having
to share.
If there are natives of another race on the planet, nothing would happen,
since natives don't live well together in VGAP.
Just be careful not to load anything (besides fuel) onto the ship while the
natives are loaded, or the cryogenic units would break down and all natives
would die.
NOTE: it is possible to "steal" natives from planets owned by another race,
if their happiness level is lower than 80%.
yes, i met all required conditions.

but now - with not unloading the natives - i went back to another planet and made LNR again. without "UNR" before...
If you don't mind, email me the info. Ship, planet natives were taken from, planet natives were taken to, etc.
Regards,
][avok

User avatar
Kassengestell
Posts: 228

Re: Welcome to The Pit 5

Post#24 » Mon Dec 14, 2015 5:15 pm

Havok wrote:
Kassengestell wrote:
Havok wrote:
Sorry it's not working. The Jupiter log shows no commands from you. I'll double check the settings after work. The only other option I see would be reaching out to the author.

One more thing that I pulled from the Jupiter Docs. Are you sure you've met all the conditions mentioned within.

# Federation:
Move Natives.

The Fed Banshee class ship can transport batches of (1600) native clans
in its modified and improved version of Lizard Cryo-Hold (see below for
details). With an FC of "LNR", a totally empty (except for fuel) Banshee can
load and store in its cryo holds the native clans of any race excluding the
amorphs (hard to catch) and the reptians (very strong family ties). The number
of native clans is determined by multiplying the cargo hold of a Bashee by
(20), configured capacity of Federation CryoTanks. It can then
take them to any Federation or allied planet and unload with a FC of "UNR".
Three things can occur:
if the planet has no natives, the native clans will unload and populate the
planet; but as a result of the move and accompanying chaos, their government
decreases by 1. If there already are natives of the same race, the natives add
to the already existing natives; the government and happiness are set to the
lower of the two, and happiness takes a 10-point hit due to new arrivals
faulting you for not finding a suitable home and old-timers annoyed at having
to share.
If there are natives of another race on the planet, nothing would happen,
since natives don't live well together in VGAP.
Just be careful not to load anything (besides fuel) onto the ship while the
natives are loaded, or the cryogenic units would break down and all natives
would die.
NOTE: it is possible to "steal" natives from planets owned by another race,
if their happiness level is lower than 80%.
yes, i met all required conditions.

but now - with not unloading the natives - i went back to another planet and made LNR again. without "UNR" before...
If you don't mind, email me the info. Ship, planet natives were taken from, planet natives were taken to, etc.
you've got mail ;)
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User avatar
Kassengestell
Posts: 228

Re: Welcome to The Pit 5

Post#25 » Wed Dec 16, 2015 7:45 am

HAHA, i searched this forum for "UNR" - it goes back to 2012.
conclusion: "UNR" does not work.

it happened to me years ago and now again...;)
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Havok
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Re: Welcome to The Pit 5

Post#26 » Wed Dec 16, 2015 8:36 pm

Kassengestell wrote:HAHA, i searched this forum for "UNR" - it goes back to 2012.
conclusion: "UNR" does not work.

it happened to me years ago and now again...;)
Someone recently in the last year or so reached out to the author of Jupiter and made a request to update a command that wasn't working and actually got the guy to make an update. You may be able to do the same.

Here's his site: http://www-personal.umich.edu/~oshvarts/
Regards,
][avok

User avatar
Hawkeye
Posts: 1029

Re: Welcome to The Pit 5

Post#27 » Tue Apr 05, 2016 3:55 am

I'd just like to take the opportunity to reply to the player who sent an anonymous in-game message which read:

(-r000)FROM: -G6B?V3W, R!,7O%:G9-
<<< Universal Message >>>

Poll: Vote to end "The Pit 5".

Should we end "The Pit 5" (game #413)?
What do you think?

*w*



C'mon dude seriously? #-o You may be about to crash and burn, but this game is only at turn 49 and some of us are only just starting to get into fifth gear.

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Gilgamesh
Posts: 4938
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Re: Welcome to The Pit 5

Post#28 » Tue Apr 05, 2016 10:07 am

Oh hell no - I have a Robot to kill! :twisted:
QI'DaS tuQ SoSlI'

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Gilgamesh
Posts: 4938
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Re: Welcome to The Pit 5

Post#29 » Tue Apr 26, 2016 11:08 pm

So this may sound like whining because the Robot is kicking my butt, but I think the Viral Field ability is way overbalanced. Nothing can stop it - it doesn't fail like a cloak - it can't be swept like a missile, it doesn't have a turn limit, and one crappy ship can immobilize an entire fleet.

Essentially it gives the Bots, who always have incredible fire power, the abilities of an unsweepable Crystal webmine. I think there should be a limit on this thing in some way. The only chance you have is to be able to attack the Cybernaut and kill it from outside the field. If the bot commander is smart (and Hawkeye is) he will have another Cybernaut lined up and have the first one fall back so you come into the range of a second viral field.

If anyone has a way to beat this thing, I'd love to hear it. To me, this Jupiter mod needs a little tweaking.
QI'DaS tuQ SoSlI'

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Havok
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Re: Welcome to The Pit 5

Post#30 » Tue Apr 26, 2016 11:33 pm

Gilgamesh wrote:So this may sound like whining because the Robot is kicking my butt, but I think the Viral Field ability is way overbalanced. Nothing can stop it - it doesn't fail like a cloak - it can't be swept like a missile, it doesn't have a turn limit, and one crappy ship can immobilize an entire fleet.

Essentially it gives the Bots, who always have incredible fire power, the abilities of an unsweepable Crystal webmine. I think there should be a limit on this thing in some way. The only chance you have is to be able to attack the Cybernaut and kill it from outside the field. If the bot commander is smart (and Hawkeye is) he will have another Cybernaut lined up and have the first one fall back so you come into the range of a second viral field.

If anyone has a way to beat this thing, I'd love to hear it. To me, this Jupiter mod needs a little tweaking.
You have many tools in Jupiter to use. Remember one point of damage will bring that field down and the Robot ship cannot move when the field is in use. It's a sitting duck.
Regards,
][avok

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