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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! |
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?? |
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 |
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). |
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 |
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 |
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 |
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 |
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> |
Re: New player struggling
Hmm, I guess I have not beatten this to death yet.
<Soap Box> 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. </Soap Box> I guess I'm just too competitive. |
Re: New player struggling
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> 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. <hr></blockquote>You can make an intermediate design within the cost limit, then retrofit to that, repeating as needed until you can build the final design you want.
Note that the new design only has to be under 150% of the combined total minerals, organics and radioactives, not the individual totals. <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> 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. <hr></blockquote>A ship only uses supplies when it moves or fires*; you can park it somewhere indefinitely. *Or uses a component that uses supplies, such as [edit to correct error] a Cloaking Device. [ 11 April 2002: Message edited by: capnq ]</p> |
Re: New player struggling
*Or uses a component that uses supplies, such as Stealth Armor**
** Stealth armor actually uses no supplies. An energy-field style "cloaking device I" or stellar manipulation component will use a decent amount of supplies. |
Re: New player struggling
Hi Gryphin,
I'm a newbie and was playing the Proportions mod using my "Mine Sprinkles" tactic. The original intent is to make the warp points to my home sytem less than an open door to too-nosy neighbors. I'll use a med. transport and stock up on mines and send it to multiple warp points then restock and repeat. Any ships fortunate enough to survive, I send in a destroyer or three and a heavily armored boarding ship with the repair/supply ship in tow. If the ship is still alive I'll try and stand off and finish it with missiles, then repair and bring back to a base. I understand your approach though, but the Proportions mod is slower to develop and research doesn't increase as quickly. If I've given bonuses to the AI and research treaties are not forthcoming, this form of flypaper is helpful. I didn't use this in the unmodded Version. |
Re: New player struggling
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> A ship enters a mine field and looses all engines.
Since it has lost all engines it can’t use any remaining shields. <hr></blockquote>[ Edit to correct info that changed in Gold patch 1 ]Losing the engines won't take out the shields if the ship also has other supply storage. Shields are only active during combat; they don't protect the ship while it's "cruising" during movement, so they don't stop mines or damaging warp points. The mines might take out the shield generator(s), though. [ 11 April 2002: Message edited by: capnq ] [ 13 April 2002: Message edited by: capnq ]</p> |
Re: New player struggling
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> There is a list of damage/kiloton ratios for all weapons somewhere, but I don't remember exactly where. <hr></blockquote>Suicide Junkie's damage Ratings, about 80% down the page as I type this.
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Re: New player struggling
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Quikngruvn:
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<hr></blockquote> Does this apply to satellites as well? I.e. if you make a large sat with a remote miner will only one work per sector? |
Re: New player struggling
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by capnq:
No, losing the engines has no effect on shields<hr></blockquote> This has been changed. Ships and fighters with zero supplies get zero shields. |
Re: New player struggling
capnq
Thanks for the correction. Means you need to bring something to break down shields. Oh well, I love the variety of play styles. |
Re: New player struggling
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Andy Watkins:
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.... I've found that you have to at least try to hold the warp points, or else you give up several key defensive advantages. These are information, surprise, position, force concentration, initiative, and resource cost. Presuming you have not been spysatted or probed, that first fleet into your territory has no real idea what might be on the other side of that warp point. Surprise follows from this. When the enemy warps in, they don't know what is waiting for them. If they prepare for every contingency, they need far more ships and tech, and thus time and resources to build up. Also their 'teeth to tail' ratio gets bad and so their maintenance cost per Ship of the Line gets high. Defensive units are maint-free, and bases 50%. If they rush in and hope for the best, then a well-set warp point defense will destroy far more than it cost to build. Positionally, the enemy must come through a warp point, and so unless they're opening their own you know they have to face at least one of your border warp points. Properly equipped, they can run right by your border planets looking for softer targets. They can also pull nasty tricks like sacrificial plague/smartbomb/radiation hits which screw up the planet and only cost one ship per. If an enemy gets through my warp point in force I usually cut losses, write off the system, and fall back to the next warp point. In the quadrants I've played there are more planets than warp points in normal planetary systems. At least one of the 3-4 has to point back to more of your space. Usually you'll have two or three to cover, and if you can plan it right, you'll only have one. In any event this lets you concentrate your forces far more effectively than trying to defend each planet. Trying to defend planets, at least in TDM, is IMHO a dicey proposition at best. Small domed colonies just can't hold the weight of gear to deal with even small fleets. In warp point battles the defender usually gets the advantage, and you start at short range. I love medium/large sats at this point. The +4 range lets them cover the point and often outrange the enemy ships. They can't be targetted by seekers (but can by PD) so they're going to get in at least one shot. I particularly like making 'flytraps' of mines and engine-destroying sats - even when they lose the enemy has to take months to put those engines back together. Finally, resource cost - units don't cost maintenance, and typically have better damage/cost and HP/cost ratios than ships. 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<hr></blockquote> Put up a cheap spaceyard base, once you have cruisers to make spaceyard ships. Stick it in any fleet you want refueled and presto, next turn full tanks. If it's a key warp point, make it a battlestation or starbase, add repair bays to supplement the spaceyard, and give it a few minelayers/satlayers/dronelauncher/fighterbays/cargo so that it can build up the defense, and restock after successful defenses. Also give it self-destruct & security stations unless you want your enemy to someday have a forward base with which to kill you. ;-) Oh, and if you leave out the sensors you just wasted all of your time. Kynalvarus |
Re: New player struggling
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>I haven't ever bothered with fleet and ship training facilities, but I get the impression from others these are a must have feature??<hr></blockquote> Given a free +20 attack and defense modifier, yes.
Purchasing that large a modifier in your race characteristics would cost 2000 RP. <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>I am trying to use someone elses pictures, (B5 ships) not too bothered about fancy mods etc. Not quite sure how to do it. I have copied B5 pictures into a new race file on the main game in the pictures directory "Earth alliance" it didn't have the 6 or so .txt files so I copied the ones out of "Terran" and renamed them.<hr></blockquote>Yep, that should work. <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>What I want to be able to do is start a new game, add a "New" empire, set all the characteristics up how I like but just use the pictures of Narn, Minbari etc for their ships, otherwise standard game.<hr></blockquote>The game might randomly choose one of those shipsets for the AIs, but that usually isn't a concern for people. If you want to ensure only the original races get added, only add the extra race that you will be choosing. SE4 won't choose a clone of your race for the AI, and once the game is started, you can re-add the other fancy shipsets. |
Re: New player struggling
Andy and everyone else
Please read all the way through, it has a surprise ending. Written Thursday, April 11, 2002 3:30 pm plus or minus: You are definitely correct. Building Ship Yard Bases and use of mines is much easier, (and on the surface cheaper) than Ship Capture and use of Satellites. It definitely comes down to play style. Note: Ship Capture does not cost more in Research Points. The Return on Investment is huge, (based on my experience against the AI). I don’t know how it would play out against humans. I doubt my style will work against humans. Against the AI, (in general), I will not research shields, fighters, mines, or Ship Construction beyond Frigate. I have almost always acquired these by Ship Capture. If your opponent responds by retro fitting his ships with Security Stations or Anti Satellite weapons, (such as Point Defense Cannons), you have cost him a great deal of time and expense to counter the Satellites and Boarding Parties. With mines, all he has to do is research mines and build a couple of mine sweepers. Defend Warp Points With Mines and or Bases This seems to be the favored way to go at least in the early game. I guess the way a Human vs Human counter is to put mine sweepers with your fleet or as a component on each ship. I wonder what cost more: Losing ships to an unexpected mine field or Including mine sweeping with all fleets. I suspect I am going to find out the hard way. ********************* Written Friday morning April 12, 2002 7:30 Uh Oh, I did some sketches and ran some numbers. The flaw in my proposed method did not take into account that planets could be on opposite sides of a system and could not be defended by one fleet. As such, an unexpected hostile could Glass / Capture several planets near a warp point before your centrally positoned fleet could get there. Mines at warp points is the only way to go. < phew > That Hurt! I hate conceding, still it is better than getting womped by GrowlTigga. I guess I will be trying: Mine warp points Include Sattelites Use Ship Capture Don’t build bases at warp points GrowTigga, (or anyone), what do you think? PS: I appologies if any of my previous post came across in a negative way. |
Re: New player struggling
Defend worm holes not planets.
Comments from all that seem helpful, if I have understood them..... I can put a fleet on a wormhole indeffinitely, it will not use up supplies until it moves/fights. I could move a space yard ship to a worm hole, then build a space station with a ship yard in it. Then I could use the space station to build mines, or satellites etc to defend the wormhole. If I am right this is a lot less trouble than keep building satellites and carrying them around the galaxy. I just make one cruiser with a space yard, and that goes in turn to every worm hole of importance and builds a space station that then builds it's own defences. Sound neat?? I like to do my own research, don't really like the idea of disabling ships, capturing them etc. As commented upon it would cost a lot for research etc to do that and it's not my style. Likewise I'm not going to use fighters anymore, too fiddly building carriers and fighters and keeping them alltogether. I haven't ever bothered with fleet and ship training facilities, but I get the impression from others these are a must have feature?? I am trying to use someone elses pictures, (B5 ships) not too bothered about fancy mods etc. Not quite sure how to do it. I have copied B5 pictures into a new race file on the main game in the pictures directory "Earth alliance" it didn't have the 6 or so .txt files so I copied the ones out of "Terran" and renamed them. Is that enough? What I want to be able to do is start a new game, add a "New" empire, set all the characteristics up how I like but just use the pictures of Narn, Minbari etc for their ships, otherwise standard game. Should I do something different?? Thanks Andy |
Re: New player struggling
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> I have copied B5 pictures into a new race file on the main game in the pictures directory "Earth alliance" it didn't have the 6 or so .txt files so I copied the ones out of "Terran" and renamed them.
<hr></blockquote> Not having the AI .txt files in the race's folder won't do any harm; if the game can't find one of those files, it will substitute one from the AI Default files. In fact, deleting those files is the quick way to make older shipsets compatible with Gold. A slower way is to follow the instructions linked in my sig. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: New player struggling
Defend worm holes not planets.
Andy, the decision on this will come down to your own tactical style but keep in mind, I have always been talking about playing the AI - even the Gold AI on the highest settings is hardly a Sun Tzu - IMHO, defending warp points against an AI opponent is simply unsporting, as is using fighters and mines against them it would cost a lot for research etc to do that and it's not my style IIRC, the research cost for ship capture isnt really that much, at least not when you take into account what you can get from it, IIRC you research military science (50,000), advanced military science (100,000) and then ship capture (5000) - about the same as level 3 missiles or decent beam weaponry "it is not your style" is FAR more important, this is a game, it doesnt really matter if you win or lose as long as you enjoy it I'm not going to use fighters anymore, too fiddly building carriers and fighters and keeping them alltogether. Aah, this is just experience my boy, my orbital spaceyards will build the carriers (say 7 turns for a light carrier) whilst the colony world builds the fighters but again, it is down to personal preference, I am currently playing a hotseat game and designing a fleet where almost every ship (CL and above) has at least 1 fighter bay - my fighters are all configured for ship-killing - it is an interesting development in power projection |
Re: New player struggling
bump, I was enjoying the tactical discussions on this thread
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Re: New player struggling
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>I was enjoying the tactical discussions on this thread <hr></blockquote>
Ok, here is one: Armor vs Shields Which do you develope first? Against Humans? Against AI? Against Humans I will develope Armor only as a rapid way to Stealth Armor. Against the AI I will always go for Armor because I know I can capture ships with Shields. One Light Carrier with Shields will give me a huge amount of Tech. |
Re: New player struggling
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Growltigga:
<snip> I'm not going to use fighters anymore, too fiddly building carriers and fighters and keeping them alltogether. Aah, this is just experience my boy, my orbital spaceyards will build the carriers (say 7 turns for a light carrier) whilst the colony world builds the fighters but again, it is down to personal preference, I am currently playing a hotseat game and designing a fleet where almost every ship (CL and above) has at least 1 fighter bay - my fighters are all configured for ship-killing - it is an interesting development in power projection<hr></blockquote> Tigga: The other trick is to have your deep colony worlds build the carriers (i.e., 3-4 systems away from the front lines) and build fighters at systems closer to the action. Then, when the carriers are ready, they stop off along the way to pick up fighters. If you time it right, you can even launch the fighters and have them waiting in the carrier's path (my favorite is to stack them over the resupply colony, since I like to "top off the tank" before entering contested systems). Interesting concept with putting fighter bays on all ships; I've toyed with that from time to time. It's similar to the Hydran race style from Star Fleet Battles... |
Re: New player struggling
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> It's similar to the Hydran race style from Star Fleet Battles... <hr></blockquote>
And what the Japeniese were trying to build at the end of WWII. |
Re: New player struggling
Gryphin, you are dead right
IMHO, fighter bays on each ship (just 1 supported by 1 or more cargo bays) is quite cool. Very Star Wars, very Babs 5 there is not enough threat to have whopping loads of PD, but enough to make a good difference, especially armed up to the tens with FRAMS |
Re: New player struggling
This thread is one of the reasons I bought this game. A lot of damn helpful people. http://forum.shrapnelgames.com/images/icons/icon7.gif I have a few points and a question:
In regard to mines, they are a huge AI killer and I see both points to that play style. I like using them at warp points to slow down the really aggressive AI like the Romulans and Cardassians (if you are using those ships) I am having a problem with sats though. I did not really use them since the patch but I put cloaking armor on them and after I cloak them, even if I decloak them, they will not attack enemy ships unless there is a ship of mine there too. Any ideas on this one or is there something I do not know about sats? Fighters are a HUGE bonus to your fleets but you need super amounts of patience to do the whole fighter thing right. I prefer fighters at planets more than than WP because they can leave and attack a ship before it even gets there if needed. Lots of good tactics here, can't wait to try them out in my next game. Thanks all. |
Re: New player struggling
They can't attack at WILL unless your ships are there.
Satelites are cheap way to guard your planets early on game. Later on, their lack of space and bonuses that other units have makes them worthless, unless you plan to build them to detect hidden ships. Although satellites will attack as soon as an enemy ships get in there. |
Re: New player struggling
Andy, defending wormholes is probably the best defense, however, remember if your playing human,and they get the wormhole building/closer, (can't remember names off hand) then your wormhole defense becomes far less affective unless you in turn build the system shield that prevents opening and closing wh in that system. So when playing a human player, you may want to research the shield earlier then if playng an ai
be careful, be very very careful look to the sky its "THEM" just some ideas mac |
Re: New player struggling
Wormhole Builder: Gravitational Quantum Resonator
Wormhome Closer: Gravitational Condenser Sounds like something outta trek to me http://forum.shrapnelgames.com/images/icons/icon7.gif "Captain! the Gravitational Quantum Resonator has created excess amounts of fictons needed! It's created a gateway to another dimension!" "Logic indicates..." "Damn your infernal logic! You're dead!" |
Re: New player struggling
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Gryphin:
Ok, here is one: Armor vs Shields Which do you develope first? Against Humans? Against AI? Against Humans I will develope Armor only as a rapid way to Stealth Armor. Against the AI I will always go for Armor because I know I can capture ships with Shields. One Light Carrier with Shields will give me a huge amount of Tech.<hr></blockquote> Hmmm, I always develop armour first. The reason is simple: both humans and TDM AI races (medium+ bonus) have PPB at turn 30 or even before. Corresponding phase shields need much more research investment. |
Re: New player struggling
Andy, defending wormholes is probably the best defense
And again I would make the point that if you are playing ANY Version of the AI, I would consider it unsporting to use mass warp point defence against them, same reason I wouldn't use fighters or mines - it makes it far too easy Now against humans, anything goes Now, just to prove that I have no friends whatsoever (my excuse is that I find it hard to find opponents of my calibre!!) - I currently have a game going where I am playing 2 empires. The game is based in a meld of the Starfire/Startrek universes and I have renamed stacks of components to provide a more Starfire feel. The point of this is purely for me to fight two different play styles at once and Andy, I reccomend you give this a go as I have found it very useful for finetuning my designs Eg one empire is the Solar Federation,a human empire who build a combined arms fleet with a broadly equal match between missile armed and beam armed vessels - the other empire is the Khanate of Orion, these boys build weird designs and every vessel has fighters the punch ups have an interesting flavour to them [ 22 April 2002: Message edited by: Growltigga ]</p> |
Re: New player struggling
Growltigga,
I don't really have any human opponents, so I agree with you, massive defences at a warp point are unsporting. I recently won easily against AI on medium intelligence with medium bonus's. Don't think I am quite ready for high intelligence with high bonus's yet! Andy |
Re: New player struggling
Andy,
The lack of sensible human opponents is why Play By Web was formed. We are kicking off our first PBW game 'The Galactic Bar and Grill and Phong's Head Desaster Area' - the other players are the regulars from the Bar & Grill and I must admit to being slightly nervous about it - it is obvious from a lot of the Posts on this forum that there is a whole realm of SEIV I have not even got close to |
Re: New player struggling
Growltigga,
Maybe I'll try one, when they set one up for idiots who haven't been playing very long! I don't mind losing, but being massacred is a little disheartening! Andy Originally posted by Growltigga: [QB]Andy, The lack of sensible human opponents is why Play By Web was formed. |
Re: New player struggling
Andy, I note you havn't joined in with the macho posing testosterone fuelled aggro crowd in the Galactic Bar & Grill and Phong's Head Cantina
Why dont you ask to join the game, the game leader is a chap called Mephisto and I am sure he will let you in (PS I could do with an ally, my life expectancy on this game is about the same as a chocolate eclair left unattended in a health spa) |
Re: New player struggling
Andy, just set up a game on PBW and advertise it as "newbies only". I'll join (I've been on the forums and playing AI since SE4 first came out but I'm a relative newbie to multiplayer.)
An all UK / GMT only game might be a good laugh. |
Re: New player struggling
Dear Dogscoff,
Seems like a good idea, I will just try and remember where PBW is and how you join and I'll see if I can manage it. Andy Andy, just set up a game on PBW and advertise it as "newbies only". I'll join (I've been on the forums and playing AI since SE4 first came out but I'm a relative newbie to multiplayer.) An all UK / GMT only game might be a good laugh.[/quote] |
Re: New player struggling
Growltigga,
I make a good ally, as I would rather remain loyal to my allies, and see how far I can progress rather than constantly stabbing people in the back. I am going to try Mr Dogs newbies game if I can work out how to join, If I can get the hang of it i'll come and be your ally. Though if you are that desperate I would imagine you are already dead by the time you read this! Andy Andy, I note you havn't joined in with the macho posing testosterone fuelled aggro crowd in the Galactic Bar & Grill and Phong's Head Cantina Why dont you ask to join the game, the game leader is a chap called Mephisto and I am sure he will let you in (PS I could do with an ally, my life expectancy on this game is about the same as a chocolate eclair left unattended in a health spa)[/quote] |
Re: New player struggling
Mr Dogscoff,
sure I went there once, but I cant PBW? What is the URL for logging into the games?? Ta Andy |
Re: New player struggling
You probably need to create an account first. Otherwise there is no way to tell which games you're in.
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Re: New player struggling
Dear suicide,
where do I create the account! Andy |
Re: New player struggling
Andy:
1- go to http://seiv.pbw.cc/ 2- Select graphics or text, according to your preference and your browser. 3- From here you'll have to find a "create account" button. In graphics mode, you'll probably find that its one of the SEIV icons along the top. (They're not just there for decoration=-) Sorry I can't be more specific, but my browser logs me in automatically whenever I go to the site, so the "new account" controls aren't displayed to me. It's pretty straightforward, all you need to give is a valid email address. It won't get spammed. Once you have an account and are logged in, you can create new games or join existing ones quite easily. |
Re: New player struggling
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> 3- From here you'll have to find a "create account" button. <hr></blockquote> The button is labeled "Register" in both UIs, in the style of the buttons on the game's intro screen.
capnq PBW admin |
Re: New player struggling
Dear all,
OK I am now set up on PBW as "Fist ofDeath" I know the character spacing is quite poor. I always liked that phrase from Alice in the Dilbert cartoons "Must control the fist of death!" 2 questions 1) I have registered with my work email address, so I got the password straight away and logged in. Do I have to use this email address? If so I will need to register again with home email address. 2) What is the name of the newby game? or any new newby games just opened up?? Andy |
Re: New player struggling
To view descriptions of existing games, click the "attack" button. You can then go through existing games and find a newbie one. If you don't find one that suits, create your own.
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Re: New player struggling
Hi Andy, welcome aboard!
As for your 1st question, you can easily modify your email address in the "My Options" menu. I've done just like you, register from work and play from home ! However PBW doesn't handle multiple email address for one account, or so it seems. |
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