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Re: Frequently Asked Questions for Newbies
Found a glaring error:
4.4.7 Happiness effects construction rates; the happier, the better rate: Mood Riot Modifier := 0 Mood Angry Modifier := 80 Mood Unhappy Modifier := 90 Mood Indifferent Modifier := 100 Mood Happy Modifier := 110 Mood Jubilant Modifier := 120 (Stone Mill) Rioting does indeed reduce construction to zero but happiness, otherwise, does not effect construction rates! These number are correct for resource, research and intelligence production, but not construction. Population is the major modifier for construction rate. 4.4.5.1 will also have to be edited in this regard. Kim [ March 02, 2003, 18:48: Message edited by: Grandpa Kim ] |
Re: Frequently Asked Questions for Newbies
Quote:
Slick. |
Re: Frequently Asked Questions for Newbies
updated
=============================== [ March 05, 2003, 05:19: Message edited by: Ruatha ] |
Re: Frequently Asked Questions for Newbies
Quote:
Slick.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Except for riot conditions, I'm pretty sure it doesn't. For instance, do not all colonies without a spaceyard start with a rate of 2000 (new colonies are happy) and that never goes down, only up? Have you ever seen a non-spaceyard colony with less than 2000 rate? (Except 0 when rioting.) Take a look at one of your own games, click on the construction button, click on rate then sort by rate. You will be convinced. Kim |
Re: Frequently Asked Questions for Newbies
Quote:
Slick.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Except for riot conditions, I'm pretty sure it doesn't. For instance, do not all colonies without a spaceyard start with a rate of 2000 (new colonies are happy) and that never goes down, only up? Have you ever seen a non-spaceyard colony with less than 2000 rate? (Except 0 when rioting.) Take a look at one of your own games, click on the construction button, click on rate then sort by rate. You will be convinced. Kim</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I stand corrected. You are absolutely correct. Thank you for the good catch. Even though we were talking about happiness, I was somehow thinking about population amount, which does affect construction rates. Sorry for the confusion. Slick. |
Re: Frequently Asked Questions for Newbies
updated
[ March 05, 2003, 17:13: Message edited by: Ruatha ] |
Re: Frequently Asked Questions for Newbies
4.8.3 Early defense options: Build units (mines, fighters, satellites) and use the planet "Launch Units Remotely" button to deploy them from your cargo. Mines are a strong and popular option because they destroy anything your enemy can throw at you- and require your enemy to build minesweepers. Fighters are great, but will eventually be countered by point defense. Weapons Platforms are excellent for early defense, and will frag any early ship or small group of ships because of the benefits of Large Mount. Eventually, weapons platforms will be overwhelmed by enemy fleets, so your best defense against fleets will be fleets of your own.
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Re: Frequently Asked Questions for Newbies
Updated
[ March 06, 2003, 21:37: Message edited by: Ruatha ] |
Re: Frequently Asked Questions for Newbies
2.12.2 While in the simulator, movement is played for the ships contained in the square selected in the mini-map. Clicking off ships into empty space expedites movement of all ships to the end of the round.
2.12.3 Between rounds, you can roll over any ship, unit, (or planet) to view their components and class. 2.4.4. In addition to blocking phased attacks, phased shields also block attacks from normal weapons. 2.8.10 Combat Sensors (I,II,III) greatly increase your ships ability % to-hit. 2.8.11 Combat Support -> ECM (I,II,III) greatly increases your ship's defensive bonus. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Frequently Asked Questions for Newbies
Updated
[ March 22, 2003, 06:14: Message edited by: Ruatha ] |
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