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-   -   Gameplay tips & tricks (http://forum.shrapnelgames.com/showthread.php?t=21339)

StarShadow March 23rd, 2006 05:34 AM

Super Fast Transports
 
This is something that I thought up the other day, I hope someone finds it useful.

You can make a 'super fast transport' with a large hull (for example: a battleship) by adding spaceyard and emergency propulsion components to it. You'll have to babysit it but you can use the emergency propulsion every turn (the space yard will repair it). The end result is a transport with 16 movement and 3250kt of cargo (at max tech/with a battle ship).

StarShadow

Captain Kwok March 23rd, 2006 08:59 AM

Re: Super Fast Transports
 
I think emergency propulsion components need to be repaired at a planetary space yard...

StarShadow March 23rd, 2006 09:44 AM

Re: Super Fast Transports
 
I thought so too, but I tested it out before posting and it works.

douglas March 23rd, 2006 11:35 AM

Re: Ship Upgrades
 
Any space yard will do, and repair bays can help. Even a modded space yard with 0 repair rate allows repair bays in the same sector to repair emergency components.

Slick March 23rd, 2006 12:49 PM

Re: Ship Upgrades
 
I use that very "super fast" battleship design also for my Stellar Manipulation ships. You paid big bucks for them, you are paying big maintenance for them, you can't have them spending too much unproductive time moving around. It's good if you retro-series build and/or want to retrofit to a different configuration because the basic hull-engines-spaceyard-etc is the same.

With these designs, they usually operate solo so they have to be "minefield resistant". Keep them protected behind your lines, use armor instead of shields. So long as the spaceyard component survives, it will repair itself.

I also make a "super fast" rescue ship. Same basic idea with repair bays added also. I'll build these at strategic places and mothball them. In the rare occurrence that a fleet takes lots of damage and it will be several turns before the fleet's existing repair capability completes repairs (or the fleet's repair ships got killed), I'll activate these ships to assist.

Glyn March 24th, 2006 05:16 PM

To stop captured Bases from glassing their world
 
Set the base strategy to not fire on planets or satellites. Captured bases would no longer fire on the planet or satellites they once protected.

Note: If captured you could neutralize them by changing there strategy to not fire on anything.

Second Note: If you capture a base (or ship) retro fit it ASAP even if it’s to the same design. (Too bad if it has unique tech.)

StarShadow April 1st, 2006 06:15 PM

Re: Planet Creation
 
This tip is for single player games and is somewhat cheesy (mmmmm cheese http://forum.shrapnelgames.com/image...ies/tongue.gif)...Save the turn before you create a planet, if it's not your type, try again. The planet you get on the second try will be the kind you get EVERY time (on the 2nd+ try). Most of the time it tends to be Carbon Dioxide. If it's still not your type, reload and try again next turn.

Wolfman77 April 3rd, 2006 11:01 AM

Re: Planet Creation
 
Yes and if you move to different sqares in certain orders you can change what type it is. The formula to determin planet type and atmosphere seem to be based partially on where the ship moved tat turn.

AngleWyrm July 2nd, 2007 11:14 AM

Re: Planet Creation
 
Maybe if the ship moves somewhere else, then other 'hidden things' use up a random number. Which are different from dice in that we can see the future of a random number line, but we cannot see the future of a random dice roll.

Parasite July 2nd, 2007 06:58 PM

Re: Massive Planetary Shield Generators
 
This sounds a lot like the Artifact discovery. It is hooked to the random number geterator. I have heard that the Simulator will rerandomize it. This means you are not stuck with the second planet type. Just run a simulation and then create the planet again from the save.

And Yes, this is cheezy.

StarShadow August 27th, 2007 02:10 PM

Interesting note regarding Self-Destruct
 
Just noticed this a few minutes ago, self-destruct when used as a boarding counter-measure, will not always destroy the ship/base. To add a little variety I modded some AIs to use armor instead of shields. Anyway, I sent a boarding ship to try and take a base orbiting a planet I recently 'aquired' and failed to notice it had a self-destruct device. I boarded, it went boom, but didn't 'die', it did however, take 10,000 damage to it's armor.

Fairly conclusive proof that self-destruct does 10,000 damage. So if you *really* want to capture an enemies ship/base, armor your boarding ship so that it has (more than) 10,000kt worth of armoring.


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