Question

13 posts ยท Sep 12 1996 to Jan 19 2005

From: Joseph L. Haygood <jhaygood@a...>

Date: Thu, 12 Sep 1996 11:31:20 -0400

Subject: Question

I have a question. I have devised a small Mass 10 attack craft and I have a
question about is firing capability. It has an EMP missile, a needle gun, and
a cloaking device. Can I decloak and fire the missile as soon as I decloak?

Please advise.

From: Samuel Penn <sam@b...>

Date: Sat, 14 Sep 1996 10:51:04 -0400

Subject: Re: Question

> In message <199609122040.QAA22344@itchy.mindspring.com> you wrote:

> I have a question. I have devised a small Mass 10 attack craft and I

More Thrust seems to suggest that cloaking/decloaking occurs during
the movement phase, which comes after the missile phase, so by the time you've
decloaked, you've missed your chance to fire you missile.

OTOH, I'd say firing a missile would require far less targetting for the ship
than, say, a needle beam. But the needle beam can be dured in the same turn,
so in reality, there's not much reason why a missile shouldn't be able to
either (as long as its going in the right general direction, the missile can
work out the rest in flight).

Maybe the missile firing should be put into the original orders written when
the ship first cloaks. That way, you risk wasting a missile when you decloak
facing away from the enemy.

From: Paul Radford <paulradford@i...>

Date: Wed, 26 Jan 2000 18:47:13 -0000

Subject: Re: Question

> Stark Luke wrote:

> Any recommendations on web-links for interesting FT reading? (I've read

I've recently added a narrative (but only just) campaign to my web page
entitled 'The Battle For EQ Pegasi' featuring the 23rd Raider Group and the
NAC Fifth Fleet. The historical outcomes of the battles of the campaign have
not been written, but will appear as they are played by my gaming group.
Hopefully they will make for good reading.

From: Donogh McCarthy <donoghmc@h...>

Date: Fri, 30 Mar 2001 14:14:29 -0000

Subject: RE: Question

> Ground Zero Games wrote:

> foregoing example)?

I'd generally (in DS2) see myself in the role of the highest on board
commander: in my C3 vehicle trying to walk that fine line between looking
after my men and achieving those objectives.

> Rick wrote:

> the world is especially unkind to young

Especially when they are 2nd Lieutenants equipped with a map and a compass!
*grin*

On the possibility of a "bitz" pack for dirtside I'd be all on for it

CYA

From: Rrok Anroll <coldnovemberrain_2000@y...>

Date: Fri, 14 Jan 2005 20:35:49 -0800 (PST)

Subject: Question

Hay guys, is the link to Eric's Ship Builder down? I've tried following a few
of the links found in the list archives, and I've tried googling it, and can't
seem to find it???

From: Laserlight <laserlight@q...>

Date: Fri, 14 Jan 2005 23:43:42 -0500

Subject: Re: Question

http://www.geocities.com/Area51/Station/3565/ , in the ship design
section

> Hey guys, is the link to Eric's Ship Builder down?

From: Eric Fialkowski <ericski@m...>

Date: Fri, 14 Jan 2005 22:22:40 -0700

Subject: RE: Question

Which shipbuilder? The applet I did way back when? Apparently the site I was
hosting it on went away. I'm looking into it now.

[quoted original message omitted]

From: Rrok Anroll <coldnovemberrain_2000@y...>

Date: Fri, 14 Jan 2005 21:48:16 -0800 (PST)

Subject: RE: Question

Yeah that's the one I'm looking for...

> --- Eric <ericski@spro.net> wrote:

> Which shipbuilder? The applet I did way back when? Apparently the

From: Eric Fialkowski <ericski@m...>

Date: Tue, 18 Jan 2005 12:32:03 -0700

Subject: RE: Question

I've temporarily uploaded it to:
http://www.geocities.com/boise_java_dude/jship/

I haven't worked on it in awhile. I've been working on an application only
based version that can be found (again, temporarily) at:

http://www.geocities.com/boise_java_dude/full_thrust/

[quoted original message omitted]

From: Inire <inire@y...>

Date: Tue, 18 Jan 2005 12:45:15 -0800 (PST)

Subject: RE: Question

i like.

Is anyone working on a variety wherein FB2 rules are incorporated?

Also, how does one include armour in the applet?

> --- Eric <ericski@spro.net> wrote:

> I've temporarily uploaded it to:
http://www.geocities.com/boise_java_dude/full_thrust/
> -----Original Message-----

From: Eric Fialkowski <ericski@m...>

Date: Tue, 18 Jan 2005 13:57:41 -0700

Subject: RE: Question

Thanks.

The standalone one has FB2 systems in it.

Armor is listed as a weapon system in the applet.

[quoted original message omitted]

From: Inire <inire@y...>

Date: Tue, 18 Jan 2005 21:52:37 -0800 (PST)

Subject: RE: Question

> --- Eric <ericski@spro.net> wrote:

> Thanks.
wow. I like that even more. 8-)

This is really beautiful stuff! The fact that it makes
the SSD in-process is madcool!

Probably user-error shizzle, but I canna seem to get
it to save anything, and under the extras are these cool subroutines that I
can't seem to get to do anything useful. The damage boxes show up in a
seperate box, but what to do with them? can I do anything with them? The same
Q goes for the beambuilder(s): the matrix of possible beam types is nifty,
but...am I to cut n paste? it seems anytime I tag the SSD field something
evaporates (an image dissappears).

so in short, have you got directions? ;-)

BTW: FWIW, i'm running 1.4.1 AFAICT. on a G3 using OSX 1.2.8

From: Eric Fialkowski <ericski@m...>

Date: Wed, 19 Jan 2005 07:20:21 -0700

Subject: RE: Question

The SSD work is "in progress";) Currently, I take screen captures then use my
favorite graphics program to actually make a true SSD.

As for the not saving, could you give me some more details (probably
off-list so we don't bore everyone else ;)

Most of the extras do things behind the scenes. They make extra weapons that
show up next time you start the program.

The clicking on an item in the weapons SSD is the way to remove them. Maybe I
should make it double click.

I'll try to write some instructions up and post them to my site.

Everyone should feel free to email me off-list with any questions.