Ship ranges reported inaccurately

Shipyard says one thing, main screen says another, ship travels a third

Start game, build a cargo hull, and add one basic life support.
Shipyard says the hull has range 0.7, and adding the life support (1.1) takes it up to 1.8.

Go to planet, and build one. When it comes out, the mini-report says range is 2.5sct.

Look at actual range of vessel: It can travel 48 squares (3 large + 3 small).

It would be real handy if the 'range' value was listed in squares that the ship will travel in one turn, if you build it.
7,798 views 15 replies
Reply #1 Top
How do the numbers 1.8 (and/or 2.5) relate to 48 squares of range?
Reply #2 Top
It's supposed to be one of those big squares isn't it? How big are they?
Reply #3 Top
Big squares are fifteen little squares wide.

Best I could do is figure that you get one sector for free and then it starts counting from there. But the actual range of a ship you build is something you get a feel for and never really know precisely. The map shading works great, so it's all right.
Reply #4 Top
Well, the numbers appear to add up ... (0 .7 + 1.8 = 2.5)
Don't know why the computer would do that though ... (bug??)
I am with post#3, I always use the mini-map ship range function.
Reply #5 Top
I never put extra life support on ships and just use starbases to extend my range. I usually don't pick fights with enemies I can't reach from my home planets with basic range anyway.
Reply #6 Top
But if you see a resource or a planet X sectors away you should be able to design a ship and know if it has enough range to get there, and you can't.
Reply #7 Top
On the biggest maps in early game, there are places you can not go....
Even with a custom contructor filled with life support mods .... so what to do ???
Build strabases along the way to increase the range !!!!!
Reply #8 Top
Bear in mind that your Range ability may not be reflected in the shipyard screen. This ability increases when you research some life support technologies.
Reply #9 Top
I never put extra life support on ships and just use starbases to extend my range. I usually don't pick fights with enemies I can't reach from my home planets with basic range anyway.


I Personally use Starbases for Defense purposes only. Conquering the planets between me and said enemy works better, as you get a starport right next to the enemy. Rapid Deployment = Rapid Victory
Reply #10 Top
I Personally use Starbases for Defense purposes only. Conquering the planets between me and said enemy works better, as you get a starport right next to the enemy. Rapid Deployment = Rapid Victory


Which needs to be addressed in politics and diplomacy add ons I think. I too use this theory and practice quite extensively, and have to wonder, what the hell would any race think if you showed up in near space and built a starbase that has obvious military intent written all over it? Self defense? BS I know what the Pryde does when it sees military starbases being built. We take em out, usually by building one or two myself at the key juncture of one or two multiple planetary bodies that race has than invading, during the invasion the home fleet whacks anything that race has in the immediate area, the interplanetary fleet deals with encroaching troop ships and escorts, plus takes out any starbases that might be being used as steps on the ladder.

In the fledgling story I am working on the Pryde actually do a military sorte in the form of a military exercise in near space when the Yor use the nearby Kilia star system as a rally point even. Not even a starbase.

Anyhow, I believe the reaction needs to be a bit harder at the AI level to players and other AI members building starbases in and around your 'hood. I have seen the messages many times from races about.. "Hey ya know that bases a grid points such and such... yeah, could you do something about it?" Perhaps one of the new AI intensive CPU routines will provide a limited warfighter exchange to take out such problems, with the alien race launching a limited attack and "appologizing" with suitable tax monies or techs to soothe any hurt feelings.

W/R
Suralle Straykat
Kat Lord @ Large
Reply #11 Top
@Suralle,
I was getting ready to invade the neighbors, and so I set a military base within range, and started assembling a fleet. Then here comes their political liason, and tells me "You wouldn't be planning an invasion, would you?" It was great!

For range extension, next time I'm gonna try an economic starbase, as it might pass under the radar.

About the range reporting discrepency:
Tried adding a second basic (1.1) module to an empty cargo hull. That's hull(0.7)+2xbasic(1.1)=2.9pc
The shipyard reports a range of 2.9pc
The main screen reports 3.5sect
The ship could travel 64 squares (4 large + 4 small)
Reply #12 Top
Now the math FAILS ... (2.5 + 1.1 = 3.6) which is NOT 3.5 !!!!
Something is really strange here ...
Reply #13 Top
Does 3.5 sector mean 3.5 sectors x 15 squares/sector = 52.5 squares?

ShipYard(sct)Main(sect)Range(sq)sq/sectsq/sct
#11.82.54819.2026.67
#22.93.56418.2922.07

Allowing for my counts to be off by a couple, they still seem to be different ranges of value, not particularly close to 15 squares/sector. Maybe some free range to begin with.

Reply #14 Top
tested this quite a bit and here's what I've found.

Range = 15 parsecs / X.X sectors listed on ship + 10 parsecs.

so a range listed as 1.0 sct will travel
(15 / 1.0 ) +10 = 25 parsecs (small squares)
coincidentally, 15 parsecs = 1 sector (large squares)
2.5 range = 47 or 48 parsecs depending on which way it rounded (and it rounds, doesn't truncate)
this is true regardless of galaxy sixe, the range listed on the ship after it's built reflects how far it can travel from the nearest starbase or planet based on the above formula

that part was easy, this is where it starts to get wierd
the game is hardcoded to increase range with increased galaxy size
the basic range (no life support or range modifiers) for each galaxy size are

tiny 0.1
small 0.1 (might be 0.15)
medium 0.2
large 0.4
huge 0.7 (or 0.65)
gigantic 0.9 (or 0.85)

however, those "base" ranges are actually added twice, once in the shipyard and again once the ship is built
so the minimum range of a ship in a large galaxy with no mods is 0.8 (about 22 parsecs)

you CAN mod range for all races using a tech with zero cost that can remove this "extra" range added but the mod is different for each galaxy size
I haven't figured out the exact number for each but they are very close to :

tiny -5 ish range
small -10 ish range
medium -20 ish range
large -35 ish range
huge -45 ish range
gigantic -60 ish range

with those mods, the range reported in the shipyard will be very close to what you actually see when the ship is built.
there is no way to lower a ships range to less than the "base" range for each galaxy size, and the +10 parsecs to reported range is also something that looks hardcoded and unmoddable at this time.

Hope that helps some.

Reply #15 Top
Great work!
So Sectors of range doesn't refer to those 15-square tiles, not even as a multiple.
No wonder my ship designs were coming up wrong from game to game.

I just want to point out that my understanding of the term "Range" is a linear measurement of distance not a polynomial in two variables.