Derelict ships question
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posted on June 14th, 2013, 6:47 pm
Hi there,
Just wondering, in Armada II, derelict ships would usually remain on the map without blowing up..
But in Fleet Ops, after around 5-10mins the derelicts always explode if they aren't captured in time..
Is there anyway to disable this or am I wrong?
Thanks
Just wondering, in Armada II, derelict ships would usually remain on the map without blowing up..
But in Fleet Ops, after around 5-10mins the derelicts always explode if they aren't captured in time..
Is there anyway to disable this or am I wrong?
Thanks
posted on June 14th, 2013, 8:16 pm
In the original Armada II, derelicts were towed away unless the Ferengi were turned off. I'm sure what the setting is exactly.
In FleetOps, you can disable derelict tows by unchecking the 'Nonplayer races' checkbox.
In FleetOps, you can disable derelict tows by unchecking the 'Nonplayer races' checkbox.
posted on June 14th, 2013, 11:45 pm
Yea i know, i turned non-player races off.. but the derelicts all blow up after a few minutes if they aren't captured, except the mining freighters..
It's a bit strange..
It's a bit strange..
posted on June 15th, 2013, 3:02 am
Yes, something I haven't been able to quite pin down - some players comment on this and I personally haven't noticed it. I believe it's some internal memory thing that the engine does with some computers faster than others.
posted on June 15th, 2013, 4:28 am
Didn't derelicts in the vanilla used to have TTLs at some point. I'm not sure or I could be mixing STA I and STA II.
posted on June 15th, 2013, 8:35 am
Dominus_Noctis wrote:Yes, something I haven't been able to quite pin down - some players comment on this and I personally haven't noticed it. I believe it's some internal memory thing that the engine does with some computers faster than others.
if it helps, the last time i put empty ships on a map i had this exact behaviour as well. i just assumed it was a known limitation. any derelict ship blows up after a fixed time, all of them, at exactly the same time, whether visible or not. i haven't done this in a while, though.
it's not exactly a big deal thankfully, as empty ships rarely make sense.
posted on June 15th, 2013, 10:27 am
yeah iv seen this as well, it would be good if it could be fixed as iv been wanting to use them as none capturable set pieces as ship grave yards and old war zones etc.
posted on June 15th, 2013, 2:27 pm
just looked at the guide and it says.. (relating to placing the derelicts not from your own team in game)
"To create a derelict, create a unit in a similar way, but set its crew complement to zero.
Note that in order for map units not to self-destruct after some time, the team they are on has to have at least one station."
"To create a derelict, create a unit in a similar way, but set its crew complement to zero.
Note that in order for map units not to self-destruct after some time, the team they are on has to have at least one station."
posted on June 15th, 2013, 4:21 pm
Ah oops, I forgot that I wrote that
. Yes, that should apply correctly.

posted on June 15th, 2013, 6:27 pm
I can confirm that it does
Had to make an invisible, unselectable station and put it on the side of my "Space Monsters" so that my Energy Shells and Asteroid Miners didn't commit ritual suicide after five minutes!

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