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-   -   New player struggling (http://forum.shrapnelgames.com/showthread.php?t=5378)

Andy Watkins April 11th, 2002 09:44 AM

Re: New player struggling
 
Hi,

I like the sound of this notes on galaxy thing, I'll give it a try.

Right-clicking on the Galaxy Map opens a window where you can make notes on each system


I just started a new game, built space station ship yards, they are great!

Tried building empty DD's and retrofitting them but it said could only increase value by 50% or something so I had to scrap the lot and start again. Disaster!

Andy Watkins April 11th, 2002 12:12 PM

Re: New player struggling
 
Would be interested in seeing that if you find it.

There is a list of damage/kiloton ratios for all weapons somewhere, but I don't remember exactly where. I will look for it.


As for colonising everything, doesn't that give you a major headache protecting all of your colonies??

Andy Watkins April 11th, 2002 12:23 PM

Re: New player struggling
 
Hi,

I set the game to see all tech tree and then exported it to a file so I could go through the whole list. I am trying to work out the best techs to research. Following is my current guess in no particular sequence.

All 3 colony ship types
Ship construction as far as possible, minimum – cruiser
Troops (1 level)
Mines (1 level)
Cargo (2 levels)
Repari (2 levels)
Resupply (2 levels)
Propulsion (level 10 if poss)
Armour (at least level 4)
Shields (as many levels as can)
Sensors (at least 2 levels)
Combat support (at least 2 levels)
Computers (2 levels)
Mineral extraction (3 levels)
Applied research (all 3 levels)
Missile weapons (several levels)
Projectile weapons (several levels)
Torpedo weapons (several levels)
Point Defense (level 3)
Planetary weapons (just level 1)
Ship capture (just 1 level towards end of game)
Troop Weapons (just 1 level)

This is my list of must research technologies, and how far I would bother to go. Have left off fighters and drones, and also left off all the exotic technology like bio and crystalline weapons, don’t know anything about them?

Anyone suggest important ones I have left off, or ones I have that are a bit naff?

Ta

Andy

Gryphin April 11th, 2002 02:09 PM

Re: New player struggling
 
RE: Colonizing every planet;
My own take:
Don’t defend planets. Defend Space. If the enemy reaches your planets it means your fleet has been shredded and you are already history.

RE: What to Study
What you study is a “play style” descision.
Colony types: That is a lot of research points early on. If you are expanding fast enough you won’t need the other types till later when you should be able to Trade for or “Acquire through other means” after meeting the right races.
Ship Capture: If you study this early, you may not have to study shields or as many ships sizes, (and several other techs).

Andy Watkins April 11th, 2002 02:36 PM

Re: New player struggling
 
Dont defend planets. Defend Space. If the enemy reaches your planets it means your fleet has been shredded and you are already history.


I tried that first couple of games I tried but had problem then that enemy ships could move quite fast and would "Shoot past me" and clobber my planets. At minimum you seem to have at least an outer layer of systems that need protecting, this may well be half a dozen or so systems with several worlds in them....

Plus supply, I normally base my ships on planets because of supply. I used to base them at worm holes but then have to remember to keep getting them resupplied.

Andy

Andy Watkins April 11th, 2002 05:20 PM

Re: New player struggling
 
2 extra questions

I use Robo miners on space stations over asteroids. I just read something that gave me the impression I could do the same over empty non colonisable planets???

Can a ship have just 1 shield generator on it or is more allowed???

Andy

Vulture-B April 11th, 2002 05:50 PM

Re: New player struggling
 
Andy,

for the defend space issue, use satellites and mines on wormholes and have a fleet within the system, this works at least as an early warning since it will show up in the log.

yes you can use robominer on planets, best strategy would be if you have two or more planets in the sector, you will deplete the planets. so if you still want to colonize them setup a mil instalation, research or intelligence compound.

if only one component is allowed/effective per it is stated in the information window, so yes you can (and maybe should) use more.

concerning your list of research, there are always at least two ways to one target in this game. military actions, intelligence, trade and research can bring you closer to everything you have in mind.

ru
vulture

Quikngruvn April 11th, 2002 06:09 PM

Re: New player struggling
 
Andy, in your research list, I'd add Advanced Military Science to at least level 4. The first three levels give you ship and fleet training facilities (which are vital to surviving a war). Levels 4 through 6 give Hyperoptics, which can detect cloaked vehicles.

Also, a note about robo-miners: only the miners from one ship are effective in a given sector. But, all the miners on that ship will be used....

Quikngruvn

wr8th April 11th, 2002 06:11 PM

Re: New player struggling
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Gryphin:
RE: Ship Capture: If you study this early, you may not have to study shields or as many ships sizes, (and several other techs).<hr></blockquote>

If you have ship capture ability try sprinkling warp points liberally with mines. Any intruding ships that are damaged or incapacitated can be captured, repaired (bring a repair/supply ship) and analyzed for technology....

[ 11 April 2002: Message edited by: wr8th ]</p>

Gryphin April 11th, 2002 10:01 PM

Re: New player struggling
 
Hmm, I guess I have not beatten this to death yet.
&lt;Soap Box&gt;
I don’t use mines but I was wondering:
Let me guess.
A ship enters a mine field and looses all engines.
Since it has lost all engines it can’t use any remaining shields.
Since it has no shields it is easy to capture.

My question:
How much would the following cost you in resources per turn?
The Mines, (once deployed can not be used anywhere else)
The Mine Layer, (specialty ship that drains resources when not in use and will become obsolete as your fleet becomes faster)
The Repair Ship, (is a drain when not in use, granted has other uses when needed)
The fleet to protect them at the Worm Hole while capturing and repairing the ship.

I feel the resources spent on this strategy would be better spent on the best fleet you can build. This will give you:
Much greater flexibility
The ability to move all elements to where you need them.
Retro Fit for all elements
The ability to move elements to the front lines as your empire expands.
You may want to include Satellites. These can be moved when convenient.
&lt;/Soap Box&gt;
I guess I'm just too competitive.


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