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Re: Beginners Guide, HELP!!! (Please Read And Post)
I have some more newbie questions, if you don't mind...
First, SEIVG. Differences? Drones, yes, AI? what exactly? I thought there were supposed to be multiple bitmaps per shipset, but if there are, I can't find them. TCP/IP, awesome, especially with internet support...but did I just pay 50 bucks for TCPIP, drones, and sightly better AI? If someone would like to point me at a comprehensive list of the advantages of SEIVG (not that little blurb in the press release) i would appreciate it. Also...oops, forgot the rest. more questions coming tho. |
Re: Beginners Guide, HELP!!! (Please Read And Post)
I suggest that you read this then read this thread so that you know what are the COMPLETE features of this game and what has changed http://forum.shrapnelgames.com/images/icons/icon7.gif
Happy readings. [ 07 March 2002: Message edited by: TerranC ] [ 07 March 2002: Message edited by: TerranC ] God I hate UBB... [ 07 March 2002: Message edited by: TerranC ]</p> |
Re: Beginners Guide, HELP!!! (Please Read And Post)
Thanks, atrocities. Took me awhile, but i got thu it.
New question: how do you change what starting planets have on them? if, for example, I wanted more organic farm facilities on a homeworld, how would I do that? I can't seem to find the file. Also: My mod is looking half-way decent...and SEIVG is out. CURSES! anyone think there is any point to me actually posting it, or should I just go straight back thru it and update it for a few more months? Abaraxe |
Re: Beginners Guide, HELP!!! (Please Read And Post)
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> how do you change what starting planets have on them? <hr></blockquote> Homeworld facilities are hardcoded; the only thing you can do to change them is take an Advanced Trait that affects facilities (Natural Merchants, Advanced Storage Techniques).
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Re: Beginners Guide, HELP!!! (Please Read And Post)
IIRC, Homeworlds get:
- 1 Space port ability - 1 space yard - 1 resupply depot ability - 1 organics extraction ability (highest available) - 1 radioactives ability (highest available) - 50% of remainder is mineral extractors, the rest is research centers. You can mess with which facilities are placed on a homeworld by changing the abilities on various facilities. EG, if you make a Space Yard with a resupply depot ability, SE4 will use the facility twice! That means homeworlds get 2x the production rate, and the homeworld yard cannot every be duplicated or replaced, making it a valuable resource. |
Re: Beginners Guide, HELP!!! (Please Read And Post)
As a beginner in SEIVg but a wargame grognard I need an overview of the tech tree and an analysis of the more important elements and strategies related to it. It is hard to formulate a plan or even design a race when the possibilities are unknown.
This blank of knowledge is actually realistic, but hardly fair in a competitive environment in which the old timers already know the possibilities. |
Re: Beginners Guide, HELP!!! (Please Read And Post)
solops,
I agree with you on both counts. I loved the Tech Tree provided with Civ II. One place to glean the information is following the Posts. On the other hand I have enjoyed not knowing the tree here. Just an idea, hold off on looking at the trees till you have played for quite a while and get a feel for the game. Again, just the way I am. Good luck which ever you choose. |
Re: Beginners Guide, HELP!!! (Please Read And Post)
solops alot of the tech tree can only be learned by reading the text files for facilities, components, etc... And then you still have to piece together what is going on in the background of the game..... The learning curve is quite steep but well worth the effort... I am still figuring out stuff and I have been playing this game for a year now.
Just using ship construction as an example ??? the variations and combinations is endless. But for strategies.... computers and cargo are very important for long games.... And the value improvement tree is very important. If you planning on playing a game that is over 300 turns I suggest that by turn 60 or 70 you have atmosphere converters...storage/cargo maxed out and system wide computers .... The game is a game of economics..... This of course will drive the monoliths III's and resource converter III as well. |
Re: Beginners Guide, HELP!!! (Please Read And Post)
Just for military in general concentrate on ships that can be made in one turn at your homeworlds. Numbers are better than quality early on. As you advance your ships might take up to two turns with max spaceyards tech.
Building space bases is also really helpful. I just can't get over the use of them, you can have 15+ ships in less than 3 turns with 3 yards over each ofyour 3 homeworlds and your homeworlds going full throttle. Make sure to try out the special techs, they are really useful depending on your style and the game and your opponents. But remember just keep plugging away, PBW is around when you tire of hte AI, and it is really easy on the low levels once you get and idea, the highest levels start to get challenging but no where near human efficiency. |
Re: Beginners Guide, HELP!!! (Please Read And Post)
There's an option in one of the Game Set-Up screens (probably Technology) that allows viewing the entire tech tree. When that's turned on, there are options on the Research screen to export the tree to a .txt file.
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