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-   -   Updated the FAQ (http://forum.shrapnelgames.com/showthread.php?t=8736)

Fyron July 17th, 2003 07:58 PM

Re: Updated the FAQ
 
Quote:

Originally posted by Erax:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif"> That sounds like a cheesey exploit to me.
<font size="2" face="Verdana, Helvetica, sans-serif">Fyron, I refuse to argue with you.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif

You do realize that that is really a matter of opinion, so arguing on it would be futile, right?

Slick July 17th, 2003 09:10 PM

Re: Updated the FAQ
 
Both of you please take this discussion elsewhere. The purpose of this thread is for FAQ updates. Thank you.

Slick.

Loser July 22nd, 2003 02:19 PM

Re: Updated the FAQ
 
Quote:

Originally posted by deccan:
I've read that having the Ancient Race trait lets you see the locations of other players' planets, but I can't seem to see it work in SP. Anyone?
<font size="2" face="Verdana, Helvetica, sans-serif">Look for the right sized planets with the right levels of resources, based on the game's settings. Do this in the Planets window.

Arkcon July 22nd, 2003 05:02 PM

Re: Updated the FAQ
 
Quote:

Originally posted by Loser:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by deccan:
I've read that having the Ancient Race trait lets you see the locations of other players' planets, but I can't seem to see it work in SP. Anyone?

<font size="2" face="Verdana, Helvetica, sans-serif">Look for the right sized planets with the right levels of resources, based on the game's settings. Do this in the Planets window.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">For example, you start on a fair, medium oxygen rock planet, 99% min, 101% org, 98% rad. The stock EEE are in the game. Find the medium CO2 gas giant with the same rating -- you know they start there, as medium gas giants are pretty rare, using standard map generation.

Now, FQM will change all that, but Ancient Race is removing most of the fun of discover from FQM.

[ July 22, 2003, 16:03: Message edited by: Arkcon ]

deccan July 23rd, 2003 01:57 AM

Re: Updated the FAQ
 
I've read that having the Ancient Race trait lets you see the locations of other players' planets, but I can't seem to see it work in SP. Anyone?

Slick July 26th, 2003 02:47 AM

Re: Updated the FAQ
 
Quote:

Originally posted by Krsqk:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Suicide Junkie:
You can ram warppoints too!

Very occasionally useful if your ship is crippled, has no SDD and you can't let it be captured at any cost.

<font size="2" face="Verdana, Helvetica, sans-serif">I'm not sure I want to know why you know this. http://forum.shrapnelgames.com/image...s/rolleyes.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">LOL! This is too cute to pass up adding to the FAQ!

Maybe this should also be added to the "200+ reasons you know you play too much SE4" thread... When you know that you can ram a warp point... http://forum.shrapnelgames.com/images/icons/icon10.gif

Slick.

tesco samoa July 26th, 2003 06:44 AM

Re: Updated the FAQ
 
here is one... perhaps it was mentioned before.

I noticed this when i was swapping out populations ( different atmospehere types to the proper breathing planets )

When you wish to figure out what planet to send those *______*breathers to.... click on the ship with the ______breathers and then press the 'm' quick key.... now open the colonies window 'f5' and in the general view click on the atmosphere column. ( it is now sorted by atmoshpere.) Then click on the Races View ( menu on the right ) Now each atmosphere type is sorted by atmosphere type and then population size. ( so when you see the number increase you know your on a different atmosphere )

As a bonus. Since you clicked on the ship you can see the current system highlighted on the galaxy map ( if your lucky , usually you have to remember which system it is) and the planet that needs the population transfer in the colonies map ( this way you can determine which planet is closest )

Works like a charm

Grandpa Kim July 27th, 2003 03:58 AM

Re: Updated the FAQ
 
As stated in the Newbie FAQ:

1.5.1 Victory conditions are “and” not “or”.

This is exactly backwards. The first victory condition reached will end the game. The only exception is the time limit at which victory conditions will take effect.

Therefore:

1.5.1 Victory conditions are "or" not "and".

Slick July 27th, 2003 04:27 AM

Re: Updated the FAQ
 
Quote:

Originally posted by Grandpa Kim:
As stated in the Newbie FAQ:

1.5.1 Victory conditions are “and” not “or”.

This is exactly backwards. The first victory condition reached will end the game. The only exception is the time limit at which victory conditions will take effect.

Therefore:

1.5.1 Victory conditions are "or" not "and".

<font size="2" face="Verdana, Helvetica, sans-serif">Ouch. Good catch. Fixed.

Slick.

Grandpa Kim August 2nd, 2003 05:01 AM

Re: Updated the FAQ
 
Just a small clarification:

Currently reads:

5.11.3 A ship needs a specific launch component to handle each type of unit, which cannot handle the other types. Planets can launch and recover units without needing any special facilities.(CapnQ)

Suggest change to:

5.11.3 A ship needs the specific launch component to "launch" or "recover" the appropriate unit. Any type of launch or cargo component can "transfer" any of the units or even population. IE: A satellite bay can pick up mines at one planet and drop them at another planet but cannot launch the mines into space. Planets can launch and recover units without needing any special facilities.(CapnQ)

Small addendum:

8.4.4 Mine damage is applied pseudo-randomly to a fleet, but appears to hit minesweepers first.

[ August 02, 2003, 04:48: Message edited by: Grandpa Kim ]

deccan August 2nd, 2003 06:21 AM

Re: Updated the FAQ
 
Has anyone ever done up an Excel spreadsheet of the SEIV weapons chart? I'll do one if no one else already has.

Fyron August 2nd, 2003 08:53 AM

Re: Updated the FAQ
 
Yes, they have. http://forum.shrapnelgames.com/images/icons/icon12.gif I think it was a long, long time ago though, so it might be a bit tricky finding it. It might be in the old scenarios archive.

Slick August 2nd, 2003 09:28 AM

Re: Updated the FAQ
 
Quote:

Originally posted by Grandpa Kim:

8.4.4 Mine damage is applied pseudo-randomly to a fleet, but appears to hit minesweepers first.

<font size="2" face="Verdana, Helvetica, sans-serif">I have no problem changing this, but is there some testing that backs this up? I have not done testing but I have not noticed that minesweepers are any more likely to be hit than anything else.

Slick.

deccan August 2nd, 2003 12:48 PM

Re: Updated the FAQ
 
Quote:

Originally posted by Imperator Fyron:
Yes, they have. http://forum.shrapnelgames.com/images/icons/icon12.gif I think it was a long, long time ago though, so it might be a bit tricky finding it. It might be in the old scenarios archive.
<font size="2" face="Verdana, Helvetica, sans-serif">Oh well, since PBW is down, I went ahead and made one anyway. I did it manually though, so there's bound to be lots of errors. Here it is:

1059821217.zip

Grandpa Kim August 2nd, 2003 05:09 PM

Re: Updated the FAQ
 
Quote:

Originally posted by Slick:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Grandpa Kim:

8.4.4 Mine damage is applied pseudo-randomly to a fleet, but appears to hit minesweepers first.

<font size="2" face="Verdana, Helvetica, sans-serif">I have no problem changing this, but is there some testing that backs this up? I have not done testing but I have not noticed that minesweepers are any more likely to be hit than anything else.

Slick.
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">No testing just my own game experience. If 5 ships are hit by the remaining mines, 3 of them will be sweepers. In my current KOTH game, I was able to sweep 98 of 100 mines. The other 2 killed one of my sweepers. Perhaps its just coincidental but I can't remember an exception.

Parasite August 8th, 2003 06:02 PM

Re: Updated the FAQ
 
Awesome list! Here are some changes and additions from a lurker (Parasite)

1.1.1.2.1 (edit) plagues, increase happiness system-wide,

2.9.7.1 (move "Neat trick" stuff move to here)
2.9.7.2 (add) Design colonizers with one more movement point than needed to reach a planet to have it move and colonize in one turn. Two moves away, make it the cheapest speed three ship. i.e. three engines III or one engine IX depending on TL.

2.14 (add the below)
A (Parasite)
d. Medium Transports are good for carrying a repair bay and can still carry enough cargo to design correctly. (see also the "Junk Carrier" strategy later)

4.4.8.1 (edit) (add here or somewhere)
Planet population markers tell how many people are generally on a planet. The marks appear in the top right corner of the planet.
Pop.(M) Dashes
0 0
1-200 I
201-1000 II
1001 + III

4.4.13
f. (edit) Add Tech Level too.

i.
(replace second answer) Static for all things. Note: If you save a queue with a low TL then after adding it, go to "Construction Queues" and click "Upgrade Facilities". It will upgrade all the faculties in your queues to the current TL faculty. It also adds all needed updates to your construction queues. This may or may not be what you want.

(edit to Last answer) have to click once for each facility in the saved queue over the current queue limit. Making a queue with 7 items can then be added twice to fill a 15 queue, or three times in a 20 or 25 queue.

5.5.3 (???) The wording here is not correct. I have construction as my highest priority and (during refits for sure) the ship/base with repair stations is not always repaired first. I think it is done on a Last refitted first repaired FILO queue. Battle damage repairs could be different. Once a ship starts repairing, it will complete unless moved out of the sector.

5.5.9 (add to end) Retrofit engines three (or half) at a time and only lose supplies to what the leftover/repaired engines can hold.

6.4.11 (replace) A captured ship will have its weapons disrupted for ten combat turns before they can fire. Any previous load time on the weapon (from firing before capture) is added to this.

6.7.4 (add) Click on a weapon to unhighlight it before firing. It will then not fire. It can then be clicked on again and fired at the same ship the same turn. Very useful for removing shields, killing WPs only, ect. This does not work for fighter stacks (unit stacks???) All fighters in a stack will fire at once. (Multi track may change this???)

7.2.8.1 (add) Capture a planet on turn 29 and the Sats will only get one fire at the planet. They will hit the troops you dropped first, and you can still get the planet intact.

7.2.17 (obsolete) As of 1.84 Gold you will not be able to attack your own captured planet. Also friendly missiles in flight targeted on the planet are stopped before they hit.

7.2.23 (edit sp) strength does affect

7.2.24 (edit) PD is OK. It will fire.

8.1.5 (edit A) Units (aka fighters) must also have supplies for shields to work.

8.5.4 (my question) Does this work in Strategic mode?

10.2.4 (add) Offering an AI empire a good trade can cause him to accept the trade. This will happen BEFORE he would declare war on you. This can be done for several turns even if you are a Mega Evil Empire. You will still get the normal treaty trade (because he didn't declare war). It can more than make up for the trade losses of 1-2K resources.

10.2.5 (add) How an AI refuses a trade can give hints on his tech. "We do not have that tech" means OK, no fighters, Attack! Whereas "We don't was to trade for that" means Get on that PD tech research!

13.1.2 (add) Trades may prevent full war for a time. (see 10.2.4)

17.3.6.2 (edit) values as your

17.3.10.1
c. (add) Preparing for upgrades.

17.11.5
d. (add) Build lots of cheap stupid ships for his "Any Ship" insurrections to capture.

17.11.7
(remove) Comm Mimic (in twice)

[ August 08, 2003, 17:06: Message edited by: Parasite ]

geoschmo August 15th, 2003 02:09 PM

Re: Updated the FAQ
 
Hey, as far as keeping the sticky Newbie Faq thread clean and posting questions here, we could lock the official faq thread so noone could post to it at all. Whoever is officially maintaining the FAQ could let one of the Moderators know when changes need made and we could unlock it for you at that point, or one of us can edit it. Let us know if you want to do that.

Geoschmo

Mephisto August 15th, 2003 02:20 PM

Re: Updated the FAQ
 
Good idea! Slick, Ruatha, what do you think?

Slick August 15th, 2003 05:31 PM

Re: Updated the FAQ
 
I could work with that.

Looks like there was some problem with a reply (?) that the Moderators took care of??? Was there a problem with content or credit to an original author or something like that?

edit: As soon as the latest "Strategy Article" is complete, I was going to incorporate it and the other additions in this thread.

Slick.

[ August 15, 2003, 16:34: Message edited by: Slick ]

Ruatha August 15th, 2003 06:09 PM

Re: Updated the FAQ
 
Right now I'll let Slick decide as he has already done, it's he that does all the work, I'm just a backup, and happy with that! http://forum.shrapnelgames.com/images/icons/icon12.gif

[ August 15, 2003, 17:10: Message edited by: Ruatha ]

Slick August 15th, 2003 06:18 PM

Re: Updated the FAQ
 
Ruatha, I enjoy doing the updates and am proud to be able to contribute to the community - although the real credit goes to the contributors. I am glad that you allow me to help with this project. My work situation is really getting busy and will stay busy for the near term of 6-8 months, so I might need some help during this time. I think between the 2 of us, and the upcoming Starfury and SE5 we can manage. In the next revision, I will start sections for Starfury and SE5, and when the respective games are released, I will break out those sections as separate FAQ's.

Slick.

sheridangreen August 15th, 2003 07:08 PM

Re: Updated the FAQ
 
Hello all,

Long time lurker, first time poster. First of all, thank you _so_ much for the FAQ. I think just reading it and the rest of the info on this forum has bumped me from "newbie" to "novice". Not much of a difference, but it sounds better. http://forum.shrapnelgames.com/images/icons/tongue.gif

Anyways, would it be possible to post all of the updates separately from the FAQ? I mean, still put the updates in the FAQ, but also post all of the updates you did somewhere else? Like in this thread, or the now "Old FAQ" thread? That way there would still be a place for the "new" newbies to read the FAQ, and a place for the "old" newbies to get new information that was added to the FAQ, without having to scan through the whole thing to find out what was added. I know that some of the updates are discussed in this thread, but sometimes one of you will find some random piece of info and stick it in the FAQ. If it's too much extra work, nevermind, but it would be nice. Thanks!

Slick August 15th, 2003 07:56 PM

Re: Updated the FAQ
 
That's a good point and I have been resisting doing it because it adds to the amount of work, but what I'll do is make a revision synopsis which lists just the section numbers that were added or modified. That should't be too much extra work. The readers can then just read those sections to see new info.

Slick.

Fyron August 15th, 2003 10:33 PM

Re: Updated the FAQ
 
Mephisto, you added the header part twice in the new thread... it is important info, but having to read it twice is annoying. http://forum.shrapnelgames.com/images/icons/icon12.gif

Mephisto August 16th, 2003 12:13 AM

Re: Updated the FAQ
 
Quote:

Originally posted by Imperator Fyron:
Mephisto, you added the header part twice in the new thread... it is important info, but having to read it twice is annoying. http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Actually, I did it on purpose and out of laziness. http://forum.shrapnelgames.com/images/icons/icon7.gif
I didn't want to alter Slicks original post (the lower part of my post) but then again I wanted to make clear that people should not post in the sticky thread. Slick had already posted it and I just copied it. I will not do this double post next time the FAQ is updated, I promise! http://forum.shrapnelgames.com/images/icons/icon7.gif

eorg August 19th, 2003 07:56 PM

Re: Updated the FAQ
 
1.5.3 In Simultaneous games, you will lose your remaining movement points when moving into an
unexplored system. Your ship will also stop and lose movement when encountering an enemy, but this can be changed under Empire Options.

you can order your ship to jump and after that to move in the new system - you can nearly always tell where your ship will jump http://forum.shrapnelgames.com/images/icons/icon7.gif

Rich August 22nd, 2003 12:44 AM

Re: Updated the FAQ
 
Is there a way to download the newbie faq?
Thanks.

Slick August 22nd, 2003 01:02 AM

Re: Updated the FAQ
 
Quote:

Originally posted by Rich:
Is there a way to download the newbie faq?
Thanks.

<font size="2" face="Verdana, Helvetica, sans-serif">It is located in the topmost sticky thread. You can save it as a text file. Although the links won't work, they can be saved separately.

Slick.

Rich August 22nd, 2003 04:44 AM

Re: Updated the FAQ
 
Quote:

Originally posted by Rich:
Is there a way to download the newbie faq?
Thanks.

<font size="2" face="Verdana, Helvetica, sans-serif">How do you save it as a text file? I tried copy/paste and that included the background.

Slick August 22nd, 2003 06:31 AM

Re: Updated the FAQ
 
Quote:

Originally posted by Rich:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Rich:
Is there a way to download the newbie faq?
Thanks.

<font size="2" face="Verdana, Helvetica, sans-serif">How do you save it as a text file? I tried copy/paste and that included the background.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">The easiest way (but not the nicest):

Click on the link, then Click on File/Save As, select txt as the file type.

This method will save all the unnecessary text on the screen and might need to be "cleaned up"

A better way:

Click on the link, select only the FAQ text, copy, paste into notepad or similar text editor, then save the file from there.

Slick.

Asmala August 22nd, 2003 04:36 PM

Re: Updated the FAQ
 
You can also try the printer-friendly Version (link to it is in the bottom of the page).

Rich August 23rd, 2003 12:54 AM

Re: Updated the FAQ
 
Couldn't find the printer friendly link but was able to save it as a txt file. Thanks very much.

Asmala August 23rd, 2003 07:45 AM

Re: Updated the FAQ
 
Quote:

Originally posted by Rich:
Couldn't find the printer friendly link but was able to save it as a txt file. Thanks very much.
<font size="2" face="Verdana, Helvetica, sans-serif">There is Printer-friendly view of this topic link at the bottom of the place just below the new topic link.

Slick August 25th, 2003 08:38 PM

Re: Updated the FAQ
 
This is a call for any new additions for the next update. As soon as the next installment (17.12) of the strategy articles by Stone Mill is complete, I will be posting an update to the FAQ in approximately a week. The info in this thread will be included, plus a few other goodies I am working on. If anyone wants to get something added (or fixed), please speak up - there are still several sections that are nearly empty. Thanks.

Slick.

AMF September 1st, 2003 12:52 AM

Re: Updated the FAQ
 
Well, now I've gone and done it. Decided to see how bad playing a "neutral culture" emprire really was. I always played peaceful or warlike before...

And, so whenever I met another empire, I wen tofr the non-intercourse treaty, and thats it. Well, now, all of my planets are rioting. How in the world does one make neutral people happy? I think my game is a wash unless I can figure this out...

Do the effects of having warships/troops in a system help with neutral empires? Admittedly, I am very low on warships and have NO troops...been expanding, and never built more than a few warships...

I guess this is what I get for playing a bunch of anarcho-libertarian belter types who just want to be left alone...sounded like a fun idea at the time...

any help greatly appreciated...

thanks,

Alarik

Slick September 1st, 2003 01:28 AM

Re: Updated the FAQ
 
Quote:

Originally posted by alarikf:
Well, now I've gone and done it. Decided to see how bad playing a "neutral culture" emprire really was. I always played peaceful or warlike before...

And, so whenever I met another empire, I wen tofr the non-intercourse treaty, and thats it. Well, now, all of my planets are rioting. How in the world does one make neutral people happy? I think my game is a wash unless I can figure this out...

Do the effects of having warships/troops in a system help with neutral empires? Admittedly, I am very low on warships and have NO troops...been expanding, and never built more than a few warships...

I guess this is what I get for playing a bunch of anarcho-libertarian belter types who just want to be left alone...sounded like a fun idea at the time...

any help greatly appreciated...

thanks,

Alarik

<font size="2" face="Verdana, Helvetica, sans-serif">Most of the same things work on a neutral empire. From FAQ:

12.1 Riots & Riot Control (Note: see also section 4.4.7)
12.1.1 The following things can increase happiness on a planet: ships in the system, ships in the sector, urban pacification centers, troops on the planet, winning a battle, colonizing a planet, capturing an enemy planet, (sometimes) new treaties, building ships or facilities.
12.1.2 Since the number of troops matters for happiness, not the strength, someone suggested making small troops with just a cockpit to use for use as “riot police.”
12.1.3 A homeworld will never riot. Their anger will go up but it maxes out at 80% (where 100% is required to riot) But, if the HW is glassed, then recolonized, it can then be capable of rioting, as it is no longer a HW. (Slick, Imperator Fyron, Aaron)

The thing with neutrals, is that most things make them angry, (an exception to the above is that most treaties and battles make them upset) so load up on the troops and make a Urban Pacification Center in each system. Or better yet, don't pick neutral. To see what affects their happiness, read the appropriate text files.

Slick.

Nocturnal November 19th, 2003 12:43 AM

Re: Updated the FAQ
 
In my late-game, I now use this more expensive (takes two turns to build in most worlds) colonizer for colonization at any range, though the overwhelming majority of my colonization is short-range:
Bridge, life support, crew quarters, colony pod, cargo bay, one (1) best engine (quantum III), solar sail, best emergency propulsion (emergency propulsion V).
This has an effective one-turn speed of 12 allowing it to reach any planet in its system the same turn it’s built, but it runs out of fuel quickly. If I’m colonizing long-range, I usually send a bulk transport full of population along with it, and my bulk transports generate unlimited supply. So I don’t bother designing another ship. Or, I use an “obsolete” colonizer. I call this design simply “Rock Colony”, “Ice Colony”, and “Gas Colony”, and you may use it if you like. Feel free also to cut out the jabber from this post if it makes it into the FAQ.

JLS November 19th, 2003 12:47 AM

Re: Updated the FAQ
 
Sounds like a great design, squeeze a reacter or some steller harness on that and you will be in buz, Nocturnal.

[ November 18, 2003, 22:49: Message edited by: JLS ]

Nocturnal November 19th, 2003 01:23 AM

Re: Updated the FAQ
 
Thanks! You'd need to take out the emergency propulsion V or the cargo bay to make it a longer range design capable of self-resupply.

One advantage for remote mining that I didn't see discussed was that it costs you no space on your planets at all. Playing a race of god-like researchers, I got a HUGE advantage in tech very early by getting well over 60% of my minerals from remote mining ships, and stuffing every planet I could find full to the brim with research centers.

Now later in the game, remote mining only gives me about 30% of my minerals income because I've maxxed out all my research. (My colonies are focusing on intelligence now, but I'm already the Mega Evil Empire and pwn the azzes of all teh mofos wtf lol. Smaller empires sometimes capitulate immediately at my "Resistance is futile" speech that I give as soon as I get a new "first contact.")

Of course, this is against the AI, and such a plan may have weaknesses that a canny human player can exploit. However I feel that vigorously mining asteroids before you have the tech to build planets out of them can give a gigantic ROI in terms of resources and also planet space. For best efficiency, use the largest hull available for your miners - until the late-mid-game, my mining fleet was a bigger drain on my economy than my battlefleet, but the payoff was fantastic.

Note: Remote mining with other than satellites or bases is COMPLETELY USELESS on limited-resource games. You can never make up both the upkeep costs and the initial investment in a timely manner, unless you can reduce upkeep.

[ November 18, 2003, 23:36: Message edited by: Nocturnal ]

Fyron November 19th, 2003 02:38 AM

Re: Updated the FAQ
 
Quote:

One advantage for remote mining that I didn't see discussed was that it costs you no space on your planets at all. Playing a race of god-like researchers, I got a HUGE advantage in tech very early by getting well over 60% of my minerals from remote mining ships, and stuffing every planet I could find full to the brim with research centers.
<font size="2" face="sans-serif, arial, verdana">You can't mine a colonized planet though...

Nocturnal November 19th, 2003 03:59 AM

Re: Updated the FAQ
 
Quote:

Originally posted by Imperator Fyron:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana"> One advantage for remote mining that I didn't see discussed was that it costs you no space on your planets at all. Playing a race of god-like researchers, I got a HUGE advantage in tech very early by getting well over 60% of my minerals from remote mining ships, and stuffing every planet I could find full to the brim with research centers.
<font size="2" face="sans-serif, arial, verdana">You can't mine a colonized planet though... </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">You can't colonize an asteroid belt either, early in the game. And most small moons can be exploited much more through mining than colonization. What's your point?

AMF November 19th, 2003 08:45 PM

Re: Updated the FAQ
 
Argh....stupid question that I *know* has been answered somewhere before, but here goes:

Under the Allegiance Subverter section, the FAQ says "In Versions earlier than 1.80, ships with a destroyed master computer CAN be captured [by allegiance subverter]."

So, am I to take this to mean that in Version 1.8, a ship with a destroyed MC *cannot* be captured by my AS?

Thanks,

Alarik
(biting my nails until PBW gets back up)

Phoenix-D November 19th, 2003 09:00 PM

Re: Updated the FAQ
 
That is true, yes.

AMF November 19th, 2003 09:04 PM

Re: Updated the FAQ
 
Well, that stinks...any way around this?
http://forum.shrapnelgames.com/images/icons/icon9.gif
Quote:

Originally posted by Phoenix-D:
That is true, yes.
<font size="2" face="sans-serif, arial, verdana">

Fyron November 19th, 2003 10:29 PM

Re: Updated the FAQ
 
No. AS + Comp Virus was way too powerful before. Something had to be done. http://forum.shrapnelgames.com/images/icons/icon7.gif

AMF November 19th, 2003 10:43 PM

Re: Updated the FAQ
 
Yeah, I can't really argue with that...I'll still argue though that, from a conceptual *and* practical point of view, that a better solution is to make those ships with *only* MCs invulnerable to AS, but those with MCs *and* crew quarters/bridges to be vulnerable. Logic being this: if it is solely a computer controlled ship, and the computer is destroyed, there is enough residual software to run it at the degraded (loss of control spaces) level; but if there is a crew onboard *also*, they take control of the ship and hence are then vulnerable to psychic enslavement.

Just myh two cents, I know it's not gonna change, but I can dream of a way to deal with Talismans...

thanks,

Alarik

Quote:

Originally posted by Imperator Fyron:
No. AS + Comp Virus was way too powerful before. Something had to be done. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Fyron November 19th, 2003 10:50 PM

Re: Updated the FAQ
 
That is assuming that the ship is set up to give priority to crew commands. http://forum.shrapnelgames.com/images/icons/icon12.gif

Slick November 25th, 2003 04:53 PM

Re: Updated the FAQ
 
From the "Blockade Strategy" thread. I thought this was a neat idea and will include it in the next FAQ revision if I ever get some time. Thanks Primitive!

Quote:

Originally posted by primitive:
Don't waste your frontline ships on blockade duty. Make a specific blockade fleet instead, with only minesweepers, PDC-ships and some minelaying capabilities. They are cheap, and can be built while the main fleet is in training (or retrofitted from antiquated designs). When possible I will use such fleets to blockade enemy planets in frontline systems my main fleet bypass while it strikes for home.

Move the blockade fleet to the planet and let the PDC-ships take care of any defensive fighters. Drop a few mines, leave a PDC ship for blockade and move to the next planet. Repeat (use shift-click to hit several planets in the same turn). Be sure to have some extra ships in the system as you will loose some ships to weapon platforms as your lazy blockade captains sometimes let themselves drift into range http://forum.shrapnelgames.com/images/icons/icon12.gif . Send in the marienes to clean up later.

Be sure to drop the mines though, as sometimes the planet manages to build a siege braker (ship or fighters) before rioting. With a few mines in place over all blockaded planets, the damage will be limited to the one planet.

Done this a couple of times in games, both against the AI's and against humans, and it works like a breeze.

<font size="2" face="sans-serif, arial, verdana">Slick.

Asmala November 27th, 2003 09:05 PM

Re: Updated the FAQ
 
Quote:

1.5.4 Score is calculated as follows: Every point of minerals, organics, and radioactives, generated counts as one score point. Every point of research and intelligence generated counts as one score point. Each kt of your ships and bases counts as 10 points. Each level of researched techs counts for 200 points. No points for units/pop/colonies/systems. (Ruatha) [editor's note: I *think* mothballed ships don't count to score. Can someone confirm/deny?]
<font size="2" face="sans-serif, arial, verdana">Mothballed ships/bases aren't count to score. So this is confirmed now http://forum.shrapnelgames.com/images/icons/icon7.gif

Asmala November 28th, 2003 09:22 PM

Re: Updated the FAQ
 
I don't know if this is common knowledge but at least I didn't know it. And it caused some work for me to notice this so I decided to post it here.

It is possible to get some techs which you cannot research by analyzing ships (only in mods, though). If a component's requirement techs are not racial techs, you get the component even if the requirement tech's prerequisite techs are racial techs.

For example, in stock game you have to research first religious studies and then religious technology. If only religious studies was racial tech, everyone could get talisman by analyzing ships but only religious player could research it.


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