Turn off Auto Mission End

Command a squadron of spaceships
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Warmaster
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Turn off Auto Mission End

Post by Warmaster » Thu Aug 03, 2006 6:57 pm

The thing that ticks me off most while I am playing a nice game of CM is when you are on those "Kill the Politician" missions and you take out the enemy fleet, and then go searching for the ship you need to kill. The problem is that after a certain number of turns the mission auto ends with you losing because you have not killed it yet.

I would suggest that there is a way to turn off the thing that ends your mission so that you could find your ship without losing. You would have a little switch of sorts that you could turn on and off mid-game so you could end it if you were stuck, or keep it from ending if you still have something to do.

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qwas
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Post by qwas » Fri Aug 04, 2006 8:54 am

Not just on kill the politician missions, but that would be good for every single attack missions. If you end it, it should be a failure because you could just end the game straight away on defense missions. :twisted:
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ima_gnu
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Post by ima_gnu » Sat Aug 05, 2006 1:08 am

the round ends if a shot is not fired for 30 consecutive turns. So just count if off and shoot a missile off every 25 or so. You can hunt for a long time.
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qwas
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Post by qwas » Sat Aug 05, 2006 12:09 pm

I forgot, I kept thinking it was for 30 turns of no visible enemy, but then you would be wasting missiles...
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ima_gnu
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Post by ima_gnu » Sat Aug 05, 2006 8:03 pm

but still, missiles are free, and a successful mission is an extra 4 credits!
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qwas
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Post by qwas » Sun Aug 06, 2006 9:26 am

Well... it does add a bit of extra difficulty...
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Warmaster
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Post by Warmaster » Mon Aug 07, 2006 5:35 pm

The thing is that after a full fight taking out almost the whole enemy armada by myself (I need to work on my Custom Wingmen), I am amazingly low on missiles, my wingmen have hyper-spaced or died, and the target is nowhere to be found.

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BoxZone_Author
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Post by BoxZone_Author » Tue Aug 08, 2006 12:18 am

It is annoying, especially when my high scanner wingmen hyperspace out (because they are out of missiles) when they would still be scout very useful looking for the enemy freighter (or whatever).

Still, thats life.

To some extent it can be offset by starting with at least 5 wingmen and setting them to "search for the enemy". Since the "once my wingmen have seen a ship they always know exactly where it is (despite the '?' being somewhere totally different)" bug still exists. Provided they spot the target once they will always be able to find it quickly (as long as at least one wingman is still alive).

Scouts are useful. Try my "Nelson", I've no idea why it survives as well as it does (because it's slow and not very well shielded) perhaps it's low missiles make it 'less attractive' to the opposition but they seem to survive a high percentage of missions.

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ima_gnu
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Post by ima_gnu » Tue Aug 08, 2006 7:11 am

the "?" is not a bug :P its an extrapolation of where they would be based on the last known direction and trajectory!
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Post by umeboshi110 » Wed Aug 09, 2006 1:42 am

actually, hes saying talking about the bug that allows AI controlled ships to know the location of enemy ships they have seen before

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Post by ima_gnu » Wed Aug 09, 2006 7:32 am

woops, my bad! :oops:
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