Garg
ok, its my understanding that a mercenary still contibute 1 crew factor each, so a GP that consist of 20 and a Troop Shuttle, which require 8, should work normally, but its currently at effiency 63% due to lacking crew factors, can anyone tell me why this is?
Lord Scrimm
Is it a Krell Mercenary? Or some other race?

Rich Fanning
aka ph34r.gif
Lord Lawrence Scrimm
CIA Intelligence Director
Garg
krell mercenary
Garg
Mica, what is wrong with the Ground party, what do i need to do, to make it back to 100 effiency?

i cant look at the rules about GPs, because so many rules are out of date, so i need info about new setup GPs here.
Mica Goldstone
The reason was that your political and starbase were flagged as Falconian - presumably due to the various position swapping that has been going on. Therefore the GP's believed that they were working for a Falconian commander and were surly, acting at lower effeciency.

This mechanic is designed to encourage aliens to stick to their own kind but can get a bit twisted when players shuffle positions or themselves flit between factions.
Garg
ok, never heard of this before, when did this come into the game???

So can you fix my Ground parties, starbase and political, if need be? <g>

I dont quite understand the bit about thinking they are working for a FCN commander, does that mean a FCN setup GP with krells within it, will work at worse efficiency and if so, how can you keep efficiency at normal, with a mixed troop and will it also effect ships and starbases to have a mixed races?
Andy
Unsure about starbases but if you run an alien ship then you need to run the ship with the appropriate alien crew.

This is only true for ships that are built from bps that require the racial design principle as a pre-requisite. I think this is 75 hulls+ or is it 50.

As an example I dug a crashed DEN Wayfarer out of an ice field, reparied it and now fly it.

If I use Human Vet Crew instead of 8 crew factors I only get 2 crew factors from each crew member, divide by 4. However Kastorian vet crew give 4 factors on a DEN ship as they are more adaptable at flying other races ships, divide by 2 only. Luckily I managed to get hold of some Dewiek crew when we were still on friendly terms ohmy.gif)

I suppose it is similar for the Hive running baseships which were FGZ / FLZ in origin.

Andy
Andy
forgot to add - if you use navigators - combat or standard - then there is no penalty even if you are flying an alien ship.

Andy
Sees With Knowledge
Does this also affect ships?

If my officer is one race, and my crew another, will I lose efficiency?
If so, now that Officers are a unique item, how do I find out the race of the Officer?

Thanks,

Phil
Ro'a-lith
NB: Yep, this does apply to baseships - except most baseships fly with built in AI Navigators. AI Navigators provide the full crew factor levels irrespective of the crew flying the ship.
ptb
QUOTE (Andy @ Jan 17 2006, 01:38 PM)
This is only true for ships that are built from bps that require the racial design principle as a pre-requisite. I think this is 75 hulls+ or is it 50.

As far as I know it's only ships over 100 hulls in size.
ptb
QUOTE (Sees With Knowledge @ Jan 17 2006, 02:10 PM)
If my officer is one race, and my crew another, will I lose efficiency?
If so, now that Officers are a unique item, how do I find out the race of the Officer?

I would assume that without a techmanual then officers technically have no race at all smile.gif although it might be linked to the ship data or however they store stats.

I'd guess it has no effect though
Garg
still even if your crew factors where suppose to fall, then i am using 20 mercs and have just 1 shuttle, it requires 8 and they produce 20, so even if you cut them in half, i should have enough.

It more seems the efficiency problem lies in the GP itself, because 20 mercs should with a loss of 30+% be able to handle the GP still, by they dont.

Never seen any rules refer to this.

ohh and i knew that ships had problems after a certain size, but never heard about GPs having issues as well, nor have i seen any rules about this.
Lord Scrimm
My understanding is that the Krell are a surly bunch... biggrin.gif

The Crew factors would have been divided by 4 - your 20 Mercs would provide 5 Crew Factors with 8 needed. 5/8 = .625 or 63% Efficiency. Hence the reason I was asking about the race of the Mercs... Once you 'shed your feathers' then everything should be allright.

BTW: Did you create a new political or just change the name of the old, FCN, one?

Cheers,

Rich Fanning
aka ph34r.gif
Lord Lawrence Scrimm
CIA Intelligence Director
Garg
since when do crew factors fall that low???

Never heard of any changes, that would put crew factors below 1, that meant mercs would always have 1, which already stinks.

and my political was previously FCN and i just renamed him, did not think it would have this kind of effect on my positions.
Mica Goldstone
It was in day one of the conversion. The fact that nobody has really noticed just goes to show how often it turns up.
Garg
since day 1 of conversion? well first off, to many rules to find out about back then and i am not even sure i did use any GPs then <g>

But i have always been told, that if you have people onboard a too big an alien ship, then will your crew factors become half, but minimum 1.

Never heard anyone refer to GPs before now.

About the loss in my GPs due to being tagged FCN, how much efficiency do you loss from that?

Like the GPs did have 20 krell mercs, thats 20 crew factors, so its more then half lost, as they could not handle a single shuttle that requires 8, i used 20 krells, to ensure i had enough, if there was some problems or does the crew factors not get effected, its just the efficiency that falls?

ohh you referred to allies, does it mean if i allied with FCN, then would they function normally?

just trying to understand the game rules for GPs smile.gif
ptb
QUOTE (Andy @ Jan 17 2006, 01:38 PM)
If I use Human Vet Crew instead of 8 crew factors I only get 2 crew factors from each crew member, divide by 4. However Kastorian vet crew give 4 factors on a DEN ship as they are more adaptable at flying other races ships, divide by 2 only.

I was under the impression that the code based speicies advantages where gone, why are the kastorians better?
Garg
ohh was it divided by 4 normally, seem to remember just 2.

But kastorians are so advanced they are just better then everyone else <g>

I have around start of phoenix asked about this as well, but no one gave an answer, but guess Kastorians are allowed a special ability still.
Mica Goldstone
QUOTE (ptb @ Jan 18 2006, 01:42 PM)
I was under the impression that the code based speicies advantages where gone, why are the kastorians better?

Because everyone has access to them, therefore no one faction benefits - also so that pirates can use them on any alien ship they have whipped, i.e. game mechanic reasons.