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Galactic Navy
Posted: Wed Feb 24, 2010 7:27 pm
by Commander Trigg
OK, so I'm only on my second mission with the galactic navy reserves. Th mission is to rout the thargoid invaders at onrira. So I fly to Onrira, join up with the reserve squadron and start the patrol... and that's pretty much it. I
see a few debris fields, but no thargoids?
Anyone feel like offering a little help here?
Re: Galactic Navy
Posted: Wed Feb 24, 2010 7:31 pm
by JazHaz
Commander Trigg wrote:OK, so I'm only on my second mission with the galactic navy reserves. Th mission is to rout the thargoid invaders at onrira. So I fly to Onrira, join up with the reserve squadron and start the patrol... and that's pretty much it. I
see a few debris fields, but no thargoids?
Anyone feel like offering a little help here?
Is this the mission where you get there and there is only 6 ships, cobbys etc, no capital ships, flying towards the planet in formation?
If so, then like you nothing seemed to happen for me. So what I did was to inject ahead of the group and then fly on to the station. Where I found a single Thargoid, probably about to attack the station.
But anyway, my advice with that mission is to fly about on your own and see if you can locate the Thargoids yourself. They are there.
Posted: Wed Feb 24, 2010 7:47 pm
by Commander Trigg
Thanks for the tip - I found me a thargoid!
Of course, when a Cobra Mk III comes up against a Thargoid battleship there's usually only one winner...
Posted: Wed Feb 24, 2010 7:55 pm
by Loxley
Commander Trigg wrote:Of course, when a Cobra Mk III comes up against a Thargoid battleship there's usually only one winner...
Yeah, the battleships are tough. Never fear though, with a bit of practice and multiple military lasers victory can be yours. Just remember to keep your distance.
Posted: Wed Feb 24, 2010 8:25 pm
by Sarin
Nukes OXP can make bugger battleships much easier to defeat. Certainly helped me, I blasted at least three already.
Posted: Wed Feb 24, 2010 8:53 pm
by JazHaz
Sarin wrote:Nukes OXP can make bugger battleships much easier to defeat. Certainly helped me, I blasted at least three already.
Problem with the nuclear missile, is that although its a hardened missile, like the normal hardheads they
can be destroyed by ECMs, which the Thargoids have. So you may have got lucky.
Also these missiles are sloooowww.
Posted: Wed Feb 24, 2010 10:07 pm
by Commander Trigg
Mission accomplished! I had a fair amount of success using hit and run tactics - unleashing a full charge from my front laser then getting the hell out of there till it cooled down again for another pass.
Posted: Thu Feb 25, 2010 12:50 am
by allikat
Right on Commander!
I usually fit a second milly laser on the rear, so I can use that when running away from the things
Posted: Thu Feb 25, 2010 12:54 pm
by Sarin
JazHaz wrote:Sarin wrote:Nukes OXP can make bugger battleships much easier to defeat. Certainly helped me, I blasted at least three already.
Problem with the nuclear missile, is that although its a hardened missile, like the normal hardheads they
can be destroyed by ECMs, which the Thargoids have. So you may have got lucky.
Also these missiles are sloooowww.
well, my score with nukes is 3/4, so it is not so bad with ECMs...
aft military is definitely a good idea, bugs are easy to hit...
Posted: Thu Feb 25, 2010 10:31 pm
by JazHaz
Have been discussing GalNavy on another
The Trading Game thread, see here:
https://bb.oolite.space/viewtopic.php?p=103178#103178
Have been having problems with Victory Bonds. I previously had bought about 20-25 bonds, however when I realised that I would need to buy very many more to start getting the benefits back, I stopped buying them for some weeks.
Recently however when I visited my local Secom station I found that my total had reset to zero.
From my saved game file:
Code: Select all
<key>mission_vicbond_count</key>
<string>0</string>
Has anyone else had this problem? I have editted the above variable to fix the problem but wondering if it is a bug in the OXP?
I am running v5.2.2 of GalNavy on Oolite 1.73.4.
Posted: Fri Feb 26, 2010 11:54 am
by Commander McLane
I don't see anything in the script that would decrement or reset the number of your vicbonds. I don't have Galactic Navy installed, but I tried it out once and remember to have bought lots of Victory Bonds. Yet there is no trace of it in my save-file. Perhaps I decided to delete the line when I uninstalled the OXP? Don't remember.
The variable is created on your first launch after installing the OXP, in a way that if it should be undefined, it is set to 0. That would mean that if for some weird reason it should ever become undefined again, it would be reset to 0 on next launch. However, I can't imagine any situation in which an existing mission variable should become undefined, except when deleted by a script. The Galactic Navy script doesn't do that, at least not in the version I have (4.0).
Posted: Fri Feb 26, 2010 10:52 pm
by Smivs
Yeah, the battleships are tough. Never fear though, with a bit of practice and multiple military lasers victory can be yours. Just remember to keep your distance.
Yes, took one out today. I have Mil lasers back and front and switch end to end when tackling something super-tough. I reckon it took about six persistent blasts and a few single hits, so you'll need to be pretty tough yourself as you WILL take hits. I've tried hardhead missiles but the Thargoids ECM seems better than ours...none have got through, but I have considered firing two or three rapidly (within a second?) to see if one gets through. Has anyone tried this?
By the way, energy bombs work a treat, but make sure there are no System Vessels or 'Clean' civvies in the area!
Posted: Sat Feb 27, 2010 1:31 am
by Loxley
If you've got the funds, try fitting mil guns on your flanks as well. The yaw control will let you pump some extra rounds into them and give your more frequently used weapons a chance to cool. Plus, the faster you gun them down the less damage they'll do to you.