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Re: Updated the FAQ
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Re: Updated the FAQ
Some updates and corrections:
0.0 current Version is now 1.91 1.1.1.2.2 Gestation Vats - increases the percentage for reproduction rate in system. Replicant Center - increases population by an additional fixed amount each turn in system. Medical Lab - prevents plagues in system (actually cures plagues, but this occurs 1 turn after plague hits so you still receive 1 turn's worth of plague damage), increases the percentage for reproduction rate in system, increases happiness in system. All three levels of the Medical Lab give only 1% improvement in happiness, unlike other happiness facilities which increase the rate with each level. 2.10.2 Ships do retain original strategies after being captured - you can overcome this by making a 1-ship fleet and giving it new fleet orders. *Deleted "retrofitted or" between "being" and "captured".* 5.9.10 Attacking with Cloaked ships/fleets: You must first give the order to Decloak before an attack. (Stone Mill) Only one ship in the fleet needs to be decloaked. 6.2.4.5 Warp Point Defense Formations: Wall and phalanx are not so good here. Better to use a more "circular" formation like spider, dome or bull. *Please delete this entry, it is not true.* 6.4.1.1 In strategic combat your design will refuse to board if there is a SDD present on the target ship.(Dogscoff) 6.4.2 Or use a level 2 intelligence project called "Crew Insurrection" where you plant a spy on the enemy ship and attempt to convince the crew to join your cause. If successful, the ship is yours to do with as you please. (Gandalph) The insurrection will occur at the very end of the turn, so no battle will occur that turn. On the next turn, you will often find the insurrected ship amongst a fleet of enemy ships. 6.6.1.3 Once the population has all expired, the [plagued] planet reverts to uncolonized and may be recolonized by anyone without fear of residual contagin. (Arkcon) Q. Do the facilities remain? 6.8.3 Ship moves on different days during the turn depending upon their speed capacity. (The 'movement day' is the day that the ship ends up in a new sector.): Spd Movement Days 02: 15, 30 03: 10, 20, 30 04: 7, 15, 22, 30 05: 6, 12, 18, 24, 30 06: 5, 10, 15, 20, 25, 30 07: 4, 8, 12, 17, 21, 25, 30 08: 3, 7, 11, 14, 18, 22, 26, 29, 09: 3, 6, 10, 13, 16, 20, 23, 26, 30 10: 2, 5, 8, 11, 14, 17, 20, 23, 26, 29, 11: 2, 5, 8, 10, 13, 16, 19, 21, 24, 27, 30 12: 2, 4, 7, 9, 12, 14, 17, 19, 22, 24, 27, 29 13: 2, 4, 6, 9, 11, 13, 16, 18, 20, 23, 25, 27, 29 This is essentially correct but I've seen ships/fleets move on day one, so there are minor variation. 7.2.24 Bear in mind weapons on a troop transport will not fire at the planet, even when in range, but will fire at ships and units in space. Unless you change the strategy [from "Capture Planet"], and then they won't drop troops. Point defense is ok though I believe. Will help if the planet is shooting missles at you. (Geoschmo) 9.5.0 Some stellar manipulation devices work anywhere, others must be at a specific location. IE: A warp point can be opened from anywhere, but naturally, you can only close a warp point where a warp point already exists. This can cause problems with the orders you give to the ship. For a warp opener, your orders can read "open warp point, move" or "move, open warp point, move" or "move, open warp point, sentry". Basically just about anything. A closer must start at a warp point to use its close warp point order. Your orders will read "close warp point, move" or something similar. Putting a move order before the close order is a risk and often not even possible. *Please delete section "a.". It is not quite right.* 9.5.6.1 Sequence: a. In simultaneous games worm hole opening and closing happens before all players ships are moved. 12.0.2 Happiness affects resource production and reproduction (see settings.txt) |
Re: Updated the FAQ
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Slick. |
Re: Updated the FAQ
I'm dead certain for 1.84, but I'm not sure I've had an in-game occurance in 1.91.
In my experience boarding ships are unreliable. Sometimes they will close in to a target ship and neither board nor fire weapons. Sometimes they fire their weapons, sometimes they board and sometimes they board and both ships disappear indicating the presence of SDD. Further investigation has shown that, indeed, the target ship did have SDD. Unless something else is happening to cause the destruction of both ships, boarding ships will board SDD equipped ships, but not every time. |
Re: Updated the FAQ
That's good enough for me. None of the 1.91 changes should have affected boarding. Thanks.
edit: just ran a little test and boarding ships attempted to board 100% of the time and both ships were destroyed 100% of the time. Slick. [ April 26, 2004, 02:55: Message edited by: Slick ] |
Re: Updated the FAQ
Definitely need a link to this on the next update:
http://www.shrapnelgames.com/cgi-bin...;f=23;t=011584 |
Re: Updated the FAQ
Well it would seem that one of the bugs in v 1.91 is the boarding and SDD situation that said it runs reasonably well and will surfice until we have SE5
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Re: Updated the FAQ
Paul, I don't consider that a bug, I consider it a feature. It allows a small and cheap boarding ship to eliminate a much larger ship. At the same time the SDD prevents the capture of a powerful ship. I can't decide if that's win/win or lose/lose... http://forum.shrapnelgames.com/images/icons/icon10.gif
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Re: Updated the FAQ
http://www.shrapnelgames.com/cgi-bin...;f=23;t=011981
I'll get to an update one of these weekends when I am not working, which won't be for at least a month. http://forum.shrapnelgames.com/images/icons/icon9.gif Slick. |
Re: Updated the FAQ
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