Worm Hole
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[edit] Overview
Wormholes, similar to Jump Gates, allow ships to travel great distances in a single turn. Unlike a Jump Gate, it is not necessary to set a particular command code in order to use the wormhole.
To use a wormhole, just end your ship's movement over it. The ship will travel through the wormhole and begin its next turn about 10 lightyears from the other end. Wings & Pods cannot use wormholes by themselfes.
There are two types of wormholes: Stable and Unstable.
[edit] Stable Wormholes
A stable wormhole is just that: stable. It doesn't move, and it's permanent.
[edit] Unstable Wormholes
Unstable wormholes have some unpredictable behaviors. Either end may move a small amount each turn, and wormhole has a small chance (I think about 5%) of disappearing entirely.
[edit] Creating Wormholes
Wormholes can be scripted into a game from the start, or they may appear randomly during the course of a game (if the game's HConfig setting 3 will allow it).
[edit] Using Wormholes
- Wormhole travel is possible in both way, from WH 1 to WH 2 and WH 2 to WH 1. See ID for more info.
- Wormhole travel is at the end of the Movement Phases.
- If a ship ends its movement at the coordinates of a wormhole then the ship will enter the wormhole and reappear immediately at another location.
- Fighter Wings cannot use wormholes.
- Pods cannot use wormholes
[edit] Scanning Wormholes
- They are hard to find, they have only 1000 of Sensor_Profile.
- Wormhole id # 1 goes to Wormhole id # 2, using that information you can find them even with unknown scan data.
[edit] Ship Devices
- Most ship device like mine laying and mine sweeping will done at the Worhole entry point, not the exit point. (it's also the same for Jump Gate)
[edit] Exiting Worm Hole
The exit has an offset of +7X,+7Y of the Worm hole exit point.
Instead of a worm hole exiting situation leaving everything that enters it at coordinates (x+7,y+7), it can be in any direction from x-4 to x-7 and y-4 to y-7. (Host 213)
