Author Topic: Tach nuke issue  (Read 482 times)

Offline Blasphemy

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Tach nuke issue
« on: August 27, 2011, 02:07:58 PM »
Ok, I have an eye with 8 GPs supporting it.  1 is a lvl 3 cloaked GP.  I send in a lvl 1 tach nuke, it detonates, but the GP stays cloaked.  I have tried 6 time and every time I get nothing.  Not even the ships which the GP is cloaking uncloak.  Is this because my nuke is lower lvl than the GP?  That isn't mentioned in any of the descriptions I have read.

Offline Ranakastrasz

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Re: Tach nuke issue
« Reply #1 on: August 27, 2011, 02:11:48 PM »
What is a tacticle nuke? Do you mean a lightnign warhead, or a nuclear warhead, or what?

Offline Blasphemy

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Re: Tach nuke issue
« Reply #2 on: August 27, 2011, 02:21:20 PM »
The tachyon warhead.

Offline Ranakastrasz

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Re: Tach nuke issue
« Reply #3 on: August 27, 2011, 02:24:27 PM »
The tachyon warhead.

oh, Interesting. I know that some units are immune to tachyon beams (I think they are called perma-cloaked) But I also think that the cloaking super-booster gives the same effect. This unfortunately means that you are unable to reveal it unless you use an EMP warhead, or move ships close enough to attack it. I am not certain, so hopefully a Dev can help explain this.

Offline Blasphemy

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Re: Tach nuke issue
« Reply #4 on: August 27, 2011, 02:27:20 PM »
I tried with ships on the planet and without, both to no effect.  I will try the emp next.  Thx

Offline keith.lamothe

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Re: Tach nuke issue
« Reply #5 on: August 27, 2011, 02:32:02 PM »
Tachyon warheads are really supposed to uncloak _all_ AI ships.  Can you post a save?
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Offline Blasphemy

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Re: Tach nuke issue
« Reply #6 on: August 27, 2011, 02:33:56 PM »
How do I do that?

Would you a save before and after?

Offline keith.lamothe

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Re: Tach nuke issue
« Reply #7 on: August 27, 2011, 02:36:00 PM »
A save from before detonating the tachyon would be good (if you've already set one off that's fine, but with another one ready), and you can post it by replying here, clicking the "Additional Options" link below the post-typing-box, then "Browse" under "Attach", select the save (in your AI War directory under RuntimeData/Save), and click ok, then submit the post.

Thanks :)
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Offline Blasphemy

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Re: Tach nuke issue
« Reply #8 on: August 27, 2011, 02:38:41 PM »
Ok, will do.  Give me a few minutes to make sure I haven't done anything stupid.

Offline Blasphemy

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Re: Tach nuke issue
« Reply #9 on: August 27, 2011, 03:08:26 PM »
Never mind, after a reboot of the program it worked like it is supposed to.  Even decloaked my scout.

Thx anyway.

Offline keith.lamothe

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Re: Tach nuke issue
« Reply #10 on: August 27, 2011, 03:09:28 PM »
A restart really shouldn't have changed anything, but I'm glad it's working :)
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Offline Blasphemy

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Re: Tach nuke issue
« Reply #11 on: August 27, 2011, 10:36:44 PM »
It just failed again.  Does it have to do with whether or not I have other ships on the planet?  What about how it is destroyed?  That is, does it matter which AI ship destroys the the warhead?

Offline Coppermantis

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Re: Tach nuke issue
« Reply #12 on: August 28, 2011, 12:55:42 AM »
Is a warhead intereptor present? If it's destroying the missile, it will not do damage/whatever effect it is supposed to take.

Offline Blasphemy

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Re: Tach nuke issue
« Reply #13 on: August 28, 2011, 10:29:32 AM »
The warhead gets destroyed, the screen shows the +1 to progress and flashes as if the tach nuke had gone off.  Also, it has worked once.

Offline Blasphemy

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Re: Tach nuke issue
« Reply #14 on: August 28, 2011, 12:38:24 PM »
Here are the save games, one before and one immediately after.