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Re: Frequently Asked Questions for Newbies
Ruatha: let me know if you need/want help formatting and placing the Q&A entries below.
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Re: Frequently Asked Questions for Newbies
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Re: Frequently Asked Questions for Newbies
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[ March 03, 2003, 22:12: Message edited by: Ruatha ] |
Re: Frequently Asked Questions for Newbies
SLICK> Can you organize this?
I think you'll do a far better job than I would! Quote:
You can also "reverse-engineer" Gold shipsets by using the conVersion instructions in my sig, but cutting the listed lines instead of copy & pasting them. You may also need to cut any entries for Drones in the AI's research & construction files; I've never tried converting backwards.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> Quote:
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After starting SEIV, 1. Select NEW GAME 2. Click on the PLAYER SETTINGS tab. 3. At the bottom of this page choose the Racial Points for New Players. (2000, 3000, or 5000) *I like to play with 5000 Racial Points.* 4. Click on the PLAYERS tab (In this section you can either choose ADD EXSISTING or ADD NEW. The Exsisting Players are AI opponents that have already been set up and saved for use with new games. Add Player will allow you to set up a race the way you want.) NOTE: Most new Ship sets come with Emp.Files that you can copy from the race directory to the Empires Folder. This will give you access to that race without having to manually set it up. 5. Click on the ADD NEW tab Under GENERAL DETAILS tab you can choose the race you want. Additionally, you can give it an empire name, empire type, Emperor title, Emperor Name, choose a design name file, (For use with ship design names) NOTE: If your new player is going to be computer controlled, then you will want to select both the Computer Controlled, and Use Race Minister Style option at the bottom of the General Details page. 6. Under the ENVIRONMENT tab you can select the atomsphere for the race, and the home planet type. 7. Under the CULTURE tab you can select the culture for the race. (At the bottom of the page is a button for COMPARE CULTURE MODIFIERS. Click that to compare the advantages and disadvantages for each culture.) 8. Under the CHARACTERISTICS tab you can either increase or decrease values for the player. 9. Under the ADVANCED TRAITS tab you can select advanced traits for the player. (I often choose my advanced traits first then do the Characteristic. Remeber, for each of these you use, you will use up Racial Points. You can gain more racial points by decreaseing the Characterstics below a 100%, but not a good idea for playing the AI. Good idea for PBW games if its your race.) 10. Under the DESCRIPTION tab you can fill in the information about your race, and select Demeour, and Happyness Type. 11. After you have set up the race, click the CREATE EMPIRE button at the bottom of the page. 12. Select the empire you just created from the Players in Game window, and then click Save to File. 13. Click no for save with designs 14. Click NEW EMPIRE, name it, and then click OK. You will have just saved that empire to the Empire Folder and it can now be accessed whenever you want to use it for a game. After you have added your new races, start playing the game. Befor you do though, make sure all of your game settings are to your liking. Have fun, and I hope this has helped.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> Quote:
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Re: Frequently Asked Questions for Newbies
Addendum to 6.8.3: A graphical representation of this table can be found here in this thread.
Ruatha, you may also want to add an empty line before the table headings, just so the table there is clearer. (BTW, continued awesome work, guys!) Quikngruvn |
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General question: For links, should the FAQ stand alone with the information imported so that the whole thing can be saved off as a simple text file (and thus be much larger)
OR, Should the FAQ have hypertext links that make the file html and subject to broken links in the future? I tend to favor importing the data so that the entire file is in simple, self containted text format and easily viewable and editable. Opinions? Slick. |
Re: Frequently Asked Questions for Newbies
Make 2 Versions of it. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Frequently Asked Questions for Newbies
That depends. All informational text should be in the faq, but if it is a link to some extensive source as a strategy faq or another site, it should ofcourse be linked.
For example the movement info, I think it's a good balance to have it as text in the faq with a hyperlink to the graphic presentation. To self (or Slick): remeber to incorporate: firing order. [ January 10, 2003, 20:07: Message edited by: Ruatha ] |
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You have to edit them, and turn on the Controlled by AI button.
QUESTION When you set up a new game, how can you engineer it so that YOU select your opponents you are playing with? When I keep adding existing races...they end up being human controlled! ANSWER You have to edit them, and turn on the Controlled by AI button. |
Re: Frequently Asked Questions for Newbies
Ruatha: I will summarize the following and add new item in the next update I am working on. Little busy right now, but should have next update in a week or so.
http://www.shrapnelgames.com/cgi-bin...;f=23;t=007915 |
Re: Frequently Asked Questions for Newbies
[quote]Originally posted by Slick:
Ruatha: I will summarize the following and add new item in the next update I am working on. Little busy right now, but should have next update in a week or so. http://www.shrapnelgames.com/cgi-bin...;f=23;t=007915[/QUO TE] Great. |
Re: Frequently Asked Questions for Newbies
1.2.2 Maintenance Aptitude
Unlike other characteristics Maintenance aptitude gives a benifit differnt that what appears at first. Increasing Maintenacne Aptitude from 100% to 110% give significantly more than a 10% advantage from normal. This will in fact decrease the base maintance paid on ships from the default of 25% of it's cost by 10% to 15%. (PS there are a few other characteristics that I'm told work in a similar fashion. like happiness, reporduction and resistance but I'm not sure what they are) |
Re: Frequently Asked Questions for Newbies
1.2.3 Reproduction Value
The reproduction value works in a similar way to the Maintenance Aptitude. Every percentage point you increase your reproduction increase the planets reporduction by one percentage point. So if you choose 110% reproduction a typical planet could increase its reproduction from 10% to 20%. Thus what seems like a 10% improvement (100% to 110%) is actually a 100% imptovement. |
Re: Frequently Asked Questions for Newbies
5.9.9
Cloaked ships cannot sweep mines. (found that one out the hard way. http://forum.shrapnelgames.com/images/icons/icon9.gif ) |
Re: Frequently Asked Questions for Newbies
8.7.3
Never use cloaking devices or stealth armor on armed warp point defending satellites. If you do it the passing enemy will not be engaged in battle. To quote a post from Baron Munchausen (September 2002) which I unfortunately found after I learned about this fact the hard way: "If even ONE satellite in a stack has stealth armor or other cloaking ability then the whole stack gets treated as cloaked when enemy units come through the warp point -- regardless of whether it is actually cloaked or not. So the whole purpose of the satellite stack on your WP is defeated. I've complained many times to MM about it. He can't seem to find what causes it. If you have sats with cloaking ability sitting on a WP you'd better have something ELSE there to trigger combat when the enemy comes through the WP. A base, ships, something." The problem still exists in v 1.78. |
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Slick [ January 19, 2003, 17:46: Message edited by: Slick ] |
Re: Frequently Asked Questions for Newbies
That change might have been made for AIs...
If it works for humans, just go add a minefield marker everywhere there might be mines. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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I just learned this one the hard way.
4.3.8 Beware: If you have a planet on "Repeat Orders" and it has a Resource Converter, and you are playing a simulaneous game, when you give the order to convert resources, it will go into the "Repeat" queue and will be executed every turn until the order is cancelled. |
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4.6.3 ...and the value of the planet or asteroids will drop exactly 1% per turn no matter how many mining components you have.
this is not true, perhaps it was fixed in the latest patch with the counter intel fix. Possible worthy of note... 6.9.3.2 the effect the blockading enemy ships will have on the blockaded planet's happiness. If your happiness settings includes some factor for a draw (defualt: Battle in Sector - Stalemate := 10), establishing a blockade may have a one turn negative impact on your empire as well. [ January 21, 2003, 09:30: Message edited by: couslee ] |
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Slick. |
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Slick > When you update, please say up to wich post you've included. There's been some more Posts since we Last spoke.
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6.8.4 (or wherever you see fit)
Attacking with Cloaked ships/fleets. You must first give the order to Decloak before an attack. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Note to self of Ruatha for next rev.
From Arkcon: Quote:
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Re: Frequently Asked Questions for Newbies
Request to all:
I am in the middle of creating a rather large update to the FAQ and it it kind of a moving target with new info coming in via this thread as well as by scanning other threads. I feel like the guy spinning the plates at the circus with lots of stuff going on at work and home right now, but I intend to get the rev out as soon as I can. I have 3 requests for the short term. 1) I would like to "lock in" the current info so that I can issue the revision with no more additions for now. Please save up your good info for now and not post it here so that we can get the next rev out. After it is posted, please feel free to again add and maybe we can put out another quick rev for the new stuff saved up in the interim. 2) Please, please, please... take a couple of minutes to format your additions, make your spelling and grammar right (I have been making edits as necessary for this so that you all look good) and look for the most applicable place to put in and then provide a suggested paragraph number. This makes updates much easier. Also please don't go postal with the subparagraphing; it should be VERY rare that you need more than 4 levels i.e. N.N.N.N and I would prefer it be kept to 3 levels where possible. 3) Last, there will be a new section at the end of the FAQ for Appendices, Figures, Tables, etc. Additions for the Appendices will be as follows. Large, complex, or graphical additions should be made in the form of a link. I have a few entries already. I guess we should use the upload section here, but out of courtesy, file number and size should be minimized. If at all possible, keep info in a text-only format so that it can be included directly. [Edit: One more thing, please make entries factual, and based on some testing you have accomplished to minimize heresay and potentially inaccurate info.] Thanks, Slick. [ January 26, 2003, 01:59: Message edited by: Slick ] |
Re: Frequently Asked Questions for Newbies
You should put a link to the Modding 101 Tutorial (linked in my sig) in the Modding section of the FAQ. It will give lots of newbie answers about the data files. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Frequently Asked Questions for Newbies
updated.
[ April 01, 2003, 15:31: Message edited by: Slick ] |
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Also, no link to the Modding 101 Tutorial? |
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[quote]Originally posted by Imperator Fyron:
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We are after all only humans, but as too you, that has still to be determined. Therefore: You cannot expect us to perform according to your standards! |
Re: Frequently Asked Questions for Newbies
[quote]Originally posted by Imperator Fyron:
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By the way you post around here, you hardly need more advertising. But if it will make you stop trying to push the FAQ to the second page here, it will go into the next revision. Thank you for your input. Slick. [ January 26, 2003, 16:12: Message edited by: Slick ] |
Re: Frequently Asked Questions for Newbies
I only posted the second time because it looked like another revision had been made, and you missed my post. http://forum.shrapnelgames.com/images/icons/icon12.gif
And besides... that post was pointing out a little typo anyways. http://forum.shrapnelgames.com/images/icons/tongue.gif [ January 26, 2003, 20:49: Message edited by: Imperator Fyron ] |
Re: Frequently Asked Questions for Newbies
16.2.2.1 Use Matryx' Mod Launcher. Instructions are available with the program.
can you add the link for that. not only here, but in the modding sticky. i can't find it. thx. Edit in: thank you thank you thank you. http://forum.shrapnelgames.com/images/icons/icon7.gif [ January 30, 2003, 21:36: Message edited by: couslee ] |
Re: Frequently Asked Questions for Newbies
We can add a link here.
If you want it another place. please post it there yourself. http://forum.shrapnelgames.com/images/icons/tongue.gif v 2.26 Will incorporate later [ January 30, 2003, 18:32: Message edited by: Ruatha ] |
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16.1.4 DevNull Mod - Add: see differences from standard game at http://www.jeffleggett.com/DevNullMod.htm
Binford |
Re: Frequently Asked Questions for Newbies
QUESTION
How do I install the mods, and ship sets? And will adding a mod alter the game other than adding a new race, will they eliminate other races, etc.? ANSWER Ship Set Installation: 1. Unzip all files into your \Space Empires IV\Pictures\Races folder. 2. Copy the EMP files to the Empires Folder in your main SEIV Gold Directory. 3. Copy the Design Names, example "TrekNames".Txt file to the DesignNames Folder in your main SEIV Gold Directory. 4. Start a game, and select EXISTING RACE from the Players Tab. 5. You can edit the race if you want. Just be sure to save your work. Mod Installation: 1. Unzip all files into your \Space Empires IV folder. (Where the Data - Savegame - AI etc folders are) 2. Start a game by altering the Path.txt to say the name of the folder (Mod) instead of NONE, or use the ModLauncher program. (Its on the Gold CD in the Extra Folder) A mod will use all information from SEIV that it does not contain. That is to say if the mod does not use its own ship sets, then it will use the sets from the unmodded game. If it does use its own ships, then you can copy any ship set you want into the MODName/Pictures/Race folder and the Mod will use it. Mods should not erase or replace any information say for the PATH.TXT If the PATH.TXT is altered, you can change it back to normal by opening it in note pad and changing the MODname to None. Then save and close. It is recommended by all that you use the ModLauncher Program. |
Re: Frequently Asked Questions for Newbies
1.2.4 Happiness: Every five percentage points you increase your happiness makes 0,1% people happier every turn. For example if you increase happiness 10% it's the same effect if you have one troop on your every planet.
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Re: Frequently Asked Questions for Newbies
2.4.3 Shields: Shields have several abilities not confered by armor besides a higher space:protection factor. These are, as long as the shields are not destroyed, they will 1) Deny the usage of Boarding Parties vs. this ship 2) Absorb Ionic Disperser attacks vs engines 3) thru the use of shield regenerators shields can be restored after being reduced to 0.
[ February 19, 2003, 21:39: Message edited by: stecal ] |
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12.1.3 A homeworld will never riot.
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Re: Frequently Asked Questions for Newbies
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12.0.4 Every new colony, including the homeworld, has 25% angry people at the beginning so the mood is Happy.
12.0.5 At every turn positive and negative events (happiness.txt, see also 1.2.4) are added up, the result is rounded down (the decimal part is wiped off) and then it is added to the percentage of angry people. |
Re: Frequently Asked Questions for Newbies
If I give orders to close a warp point this turn and my opponent gives orders to pass through that warp point from the other side, will his ships be able to get through and destroy me before I close the warp point? The newbie faq below says nothing about this, i.e.,:
9.5.6 Opening & Closing Warp Points is blank. Thank yous in advance! Merry |
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Tell you what, this looks like a nice little research project that you could do and post the results here for incorporation to the next revision. You could contribute to the knowledge base of the community. You would get full credit and everything! Slick. [ February 27, 2003, 15:42: Message edited by: Slick ] |
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Deleted double post.
[ February 27, 2003, 15:41: Message edited by: Slick ] |
Re: Frequently Asked Questions for Newbies
I think it's time for a inclusion round and update to the faq.
Will you do it Slick or should I? (I can do it next week, have plenty of time, working night then. But you do it better (actually the truth!)) |
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* looks over notes * I haven't had time to write up some of the recent discussions for inclusion, but one topic that must go in is the great idea of using minefield markers (CTRL-M) to alter the pathing of your ships in simultaneous movement. i.e. forcing ships to go over planets with resupply facilities, etc. If you could summarize that thread and find a good spot for that one, it would be great. To all: Last call for inputs for next revision. See Ruatha for cut-off date, but get 'em in ASAFP http://forum.shrapnelgames.com/images/icons/tongue.gif [edit: Oh, yea, one more thing, I was trying to find a standard format for questions and answers, as you can see in the file. I was using the format: x.xx.x Q: question blah blah blah A(name_of_the_guy_who_posted_the_answer): answer blah blah blah. But if you come up with a better format, change it.] Thanks! Slick. [ February 27, 2003, 16:28: Message edited by: Slick ] |
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I'd be happy to test this. What is the best way to do it? Has anyone made a testbed galaxy, saved at a point where the tech tree is fully explored, which I could download? Or, is there a way to run an A.I. vs. A.I. game for several hundred turns and then take over for the A.I.?
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