How does the Yor speed reduction work?

I've seen the Yor Speed reduction work three different ways now.

Current game, I'm Drath. When my speed 9 survey vessel starts a move in Yor space, it's speed is reduced to 3.

In the DL Campaign, playing Terran of course, there seemed to be no penalty for starting a turn in Yor space.

In earlier games, including when I played as the Yor, I think the speed of enemy ships in Yor space was reduced by 1.

What gives?

4,758 views 3 replies
Reply #1 Top

Your current description sounds about right. In the campaigns, Super Abilities appear to be disabled, meaning the speed reduction wouldn't exist (I assume you're not playing on the original Dread Lords, in which the speed reduction is absent because DL had no Super Abilities). I'm not sure what could have caused the earlier result (speed reduced by one) assuming you're remembering it correctly.

Reply #2 Top

Ya, that particular thing is one of the things (among many) that led me not to purchase the expansions.

 

There is no way that a race could implement an all encompassing field that so severely reduced the speed of ships in open space. Within 1 or 2 of a planet I might have accepted, but not the entire influence area.

 

Sorry, but I'll stick with DL. Everything after that was just more glitz and more micro, with a little more unbelievable thrown in to sweeten a decaying pot.

 

Looking forward to GalCiv3, if it ever happens - and if it doesn't simply add more nonsense.

 

 

Reply #3 Top

In earlier games, including when I played as the Yor, I think the speed of enemy ships in Yor space was reduced by 1.

This can be caused by Military Starbases, who can have 2 modules attached to it that nerf -1 and -2 movepoints. In Yorspace very effective, as it can reduced enemy ships to 0 permanently.

It could also be caused by passing asteroids.

Then, I've encountered alot of issues with move-points when entering a new turn. Esp. when a lot of ships are present, the game behaves pretty erratic. Examples are... start a new turn but some ships/fleets don't get their movepoints replenished, and have to pause this turn... ship crossed an asteroid field but still has to move with 1 speed although its already away from the asteroids for 2 or 3 turns.... ships enters an asteroid field, but in the next turn has still its full movepoints, so I can fly it out and circumvent the asteroids.

Too much stuff to wonder about if you ask me.