.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Updated the FAQ (http://forum.shrapnelgames.com/showthread.php?t=8736)

douglas March 1st, 2005 07:50 PM

Re: Updated the FAQ
 
Edit: Nevermind. I have continued the experiment, and order of construction appears to be the deciding factor. The ship that was built first gets repaired first.

Edit2: Grr. It's a bit more complicated than that apparently. Hold on, this explanation is going to get technical and includes some suppositions about the inner workings of the game. It appears that on construction each ship is assigned a unique ID, possibly an index into an array of ships, that never changes. This ID starts at 1 or 0 for the first ship, and the lowest available ID is assigned to each new ship on construction. When a ship is destroyed (scrapped in my test game), its ID is freed and available for another ship. Repair order of ships appears to be determined exclusively by this ID number, with the lowest ID ship repaired first. In practice, once ships start being destroyed irregularly (i.e. some stay around, others don't; typically happens first when you're regularly building both warships and colony ships), repair order is very difficult to predict or influence with any great degree of accuracy.

Edit: old theory, discredited now. See above. I have just discovered a hidden factor in determining which ships are repaired first: experience. The most experienced damaged ship in a sector will get top priority for repair regardless of what your repair priorities set in the empire status screen are. The repair priorities you set are only used as a tiebreaker when ships have equal experience and to determine the order of components repaired within a single ship.

I discovered this recently when I set repair priorities specifically to repair a damaged minesweeper first (putting Unit Launch at the top, with minesweepers being the only "Unit Launch" components I use right now), only to discover the next turn that the two damaged warships present were repaired first. I then ran a test game with the following series of events: build two ships with just engines; retrofit one with a weapon (moved weapons to bottom of repair priorities) and the other with several extra crew quarters, move both to same sector with inadequate repair ability; the weapon was still not repaired; retrofit both back to base design, send one to ship training center for one turn; retrofit trained ship with weapon (again, weapons are at bottom of list) and other ship with extra crew quarters, send both to repair center; trained ship was repaired first, even though its only damaged component was at the very bottom of the priorities list while the other had six components at the very top of the list (vehicle control).

Fyron March 1st, 2005 10:28 PM

Re: Updated the FAQ
 
Unless I am horribly mistaken, the repair priority list is definitely followed. Repair order by ship, not by component. A ship with a damaged component of the hihgest priority will be repaired first. The entire ship will be repaired though, not just the component. So if you have engines as the highest priority, pretty much any ship with damaged engines can be repaired first. If there are multiple ships that are candidates for repair, the order of construction then comes into play. The first constructed of these ships will be repaired first.

Incidentally, order of constructin is a very prevelant method used in SE4. You can see this in any screen with an unsorted list, such as the fleet joining screen.

douglas March 2nd, 2005 01:01 AM

Re: Updated the FAQ
 
Quote:

Imperator Fyron said:
Unless I am horribly mistaken, the repair priority list is definitely followed. Repair order by ship, not by component. A ship with a damaged component of the hihgest priority will be repaired first. The entire ship will be repaired though, not just the component.

I wish that were true. If it were, my 200+ ship fleet wouldn't be held up an extra turn because the lone minesweeper can't move yet.

In my test game, the ship with a weapon (bottom of the list) had ONLY the weapon needing to be repaired, and the ship with extra crew quarters (top of the list) had ONLY those crew quarters to be repaired. Despite this, whenever the weapon ship was the one that had been built first or replaced the one that had been built first, it was repaired first. Repeating the experiment with the weapon ship being the later-built ship resulted in it being forced to wait for the other to finish repairing all 6 extra CQ.

capnq March 2nd, 2005 07:15 PM

Re: Updated the FAQ
 
Quote:

Atrocities said:
Question:
I only have about 5 planets with a ship yard on them. The problem is remembering which ones have a ship yard and picking them out of the colonies report menu. I realize I could write them down, but I was wondering if there's a way to view only colonies with a specific facility? When you have say 30 colonies and only 5 ship producers its quite difficult to pick them out you see.

Answer #3: Click the Status button on the Colonies report. The shipyard planets will have a shipyard icon.

Puke March 2nd, 2005 09:31 PM

Re: Updated the FAQ
 
or go to the construction menu, and only select planetary SYs, and not planets.

douglas March 12th, 2005 05:52 AM

Re: Updated the FAQ
 
All of the following statements have been thoroughly tested. Please do not dispute them without testing them yourself. They also all refer to "ship ID". A ship's ID number is a unique identifier assigned to ships when they are built. It is not visible to the player. The first available ID is the one assigned. When a ship is destroyed, its ID becomes available again.

The order of repairing ships is completely independent from the repair priorities list. Ships are repaired in order by ID number. Repair priorities only affects the order of components repaired within the ship.

Within each day in a turn's movement, ships move in order by ID number. This matters for certain stellar manipulations, seek after orders, and minesweeping. Fleets move all at once when their lowest-ID ship moves.

Stellar manipulation: Whether trying to open a warp point and go through it at exactly the same time works or not depends on whether the warp opener has a lower ID than the moving ship. Also, destroying and recreating a planet in one turn with two different ships requires that the create order be executed either on a later day or on the same day by a ship with a higher ID.

Seek after: Particularly important when all ships involved have the same speed. If a ship with ID 1 is seeking a ship with ID 2, both moving at the same speed, 1 will seek 2's location at the start of the day, and then 2 will get to move away. In this situation, 1 must either get very lucky or the player must deliberately and correctly anticipate 2's movement in order to catch 2. Going the other way, 2 will have a much easier time seeking 1, as 2 will seek after 1's after-movement location.

Minesweeping: Minesweeping, unlike combat, is calculated after each individual ship movement rather than at the end of the day. This means that a minesweeper can only protect a fleet that it's not in if the minesweeper (or the minesweeper's fleet's lowest-ID ship) has a lower ID than any ship in the fleet. This is rarely important, but there have been occasions when I wanted to attack RIGHT NOW and my fleet didn't have a minesweeper, but I did have a minesweeper the fleet could meet up with partway through the turn. I also occasionally have large forces split into multiple fleets travelling together so that I can split the force up without losing the fleet training bonus.

Now for a way to make all this information actually useful: Ships are sorted in the fleet transfer screen by ID number, lowest ID at the top. This sort order is in effect both in the list of ships not in fleets and within each fleet. The order of the fleets is by fleet ID, which is used for nothing else that I can tell, except the order fleets are displayed in the ships screen (F6). The order ships are gone through by the "Next ship" operation, typically accessed by the space bar hotkey, is also by ship ID. Unfortunately, this order is cyclical and your current position in it appears to be stored in the savegame, even through turn execution. Of course, you could try building an escort on turn 1 specifically to keep it around forever as your known lowest-ID ship, but this isn't guaranteed to work perfectly unless you're player 1 - anything players before you build on turn one will have a lower ID, which could possibly be freed later and taken up by another one of your ships.

Slick March 12th, 2005 03:14 PM

Re: Updated the FAQ
 
Holy Smokes! That's interesting. Great testing; I'm sure that took some time to figure out. I'm a little confused on ship ID. Does each player have a separate ID list or do all players share the same list? This would be important because if a player I haven't "met" yet loses a ship and the game has a single ship ID list, the next ship produced by anyone will take that spot and that spot may be a very early ID number. If each player has his own ID list then you might kinda know if when new ships will get an older ID. It doesn't seem like you can control this very much.


douglas March 12th, 2005 04:29 PM

Re: Updated the FAQ
 
All players share the same ID list. This makes it very hard to predict whether you'll have trouble seeking after an enemy ship or not unless you have some past experience with that particular enemy ship to go by.

Controlling anything related to ship ID numbers is practically impossible outside of a test game. All you can do is observe the order of ships in the fleet transfer screen and the next-ship list and try to take advantage of what you see.

douglas March 16th, 2005 08:20 PM

Re: Updated the FAQ
 
Another kind of stellar manipulation where ship ID can matter: star destruction/nebula creation/black hole creation. A ship moving on the same day as the scheduled mass destruction order has two possible options if it has a lower ID than the stellar manipulation ship. First, if it is on a warp point, it can warp to safety an instant before the superweapon goes off. Second, if it is one sector away from the stellar manipulation ship, it can move there and prevent the ship from doing anything, provided that you do not have a non-aggression or higher treaty with the owner of the stellar manipulation ship. If it has a higher ID than the stellar manip ship, it can't do anything but wait to die.

All orders that do not spend movement points happen just before the ship's next move action. This means that if a ship runs out of movement with a stellar manipulation or load/drop or similar order at the top of the queue, that order will not be executed until its first movement of the next turn.

Now for a list of restrictions on stellar manipulation operations:

Note: "enemy presence" refers to any object that you can detect controlled by a player you do not have at least a non-aggression treaty with. Cloaked enemy ships will only prevent stellar manipulation if you have a good enough sensor in the system to detect them.

Create Planet: Can be issued anywhere, will apply to whatever asteroid field the ship happens to be in when it's executed. Cannot be done when there is an enemy presence in the sector.

Destroy Planet: Can only be issued when over a planet. Stores the target planet, even if there's only one there and it doesn't specifically ask, and will not work on any other planet. This is the only stellar manipulation order that can be done in the presence of an enemy.

Create Star: Can be issued anywhere, even in systems that already have a star. Will create a star wherever the ship happens to be when the order is executed. Will fail if there is another star in the system at the time of execution. Cannot be done in the presence of an enemy.

Destroy Star: Can only be issued when at a star. Stores the target star and will not work on any other star. Cannot be done in the presence of an enemy.

Open Warp Point:
Can be issued anywhere. Will open the warp point wherever the ship happens to be when the order is executed. Restrictions such as only one warp between the same two systems allowed and the maximum of ten warp points in a system are checked at time of execution. Cannot be done in the presence of an enemy.

Close Warp Point:
Can only be issued when at a warp point. Stores the target warp point, even if there's only one there and it doesn't specifically ask, and will not work on any other warp point, not even the other side of the same warp point. Cannot be done in the presence of an enemy.

Create Storm:
Can be issued anywhere. Will create the storm wherever the ship happens to be at the time of execution. Cannot be done in the presence of an enemy. Will give an erroneous log message about lack of supplies when attempted in the presence of an enemy.

Destroy Storm:
Can only be issued at a storm. Stores the target storm and will not work on any other storm. Cannot be done in the presence of an enemy.

Create Nebula:
Can only be issued at a star. Does not store the target star, but does require that a star be present in the sector when executing the order. Cannot be done in the presence of an enemy.

Destroy Nebula:
Can be issued anywhere. Will apply to whatever nebula the ship happens to be in when the order is executed. Cannot be done in the presence of an enemy.

Create Black Hole:
Can only be issued at a star, but no star is necessary when the order is carried out. The star the order was issued at will be deleted even if it is not in the same system as the new black hole. This deletion will not affect anything else in the system - the star just disappears. Cannot be done in the presence of an enemy.

Destroy Black Hole:
Can be issued anywhere. Will apply to whatever black hole the ship happens to be in the same system with when the order is executed. Cannot be done in the presence of an enemy.

I have not tested ringworld/sphereworld construction in the presence of an enemy.

Fyron March 16th, 2005 08:35 PM

Re: Updated the FAQ
 
Does the ID number exploiting really need to be in the FAQ? It really doesn't matter, and it greatly detracts from the "game" aspect of SE4... There is a point when over-analyzing the minute details of the game takes any possibility for fun out of it. Of course, whether this point has been reached or not is a matter of personal opinion...

Perhaps this should be moved to a new thread if it is going to spark lengthy discussions...

Slick March 16th, 2005 08:47 PM

Re: Updated the FAQ
 
*sigh*

http://forum.shrapnelgames.com/image...s/rolleyes.gif

No lengthy discussions, please. Fyron, the instant you feel like you are reading something that is over-analyzing and taking the fun away for you, just stop reading.

Slick March 16th, 2005 08:53 PM

Re: Updated the FAQ
 
Great research, douglas. I'm sure that took some time to test.

Fyron March 16th, 2005 09:05 PM

Re: Updated the FAQ
 
I was talking about the ship ID number stuff, to make it clear...

Slick:
You can delete posts now. Just hit the "Delete this post" button when editing the post you wish to delete.

douglas March 16th, 2005 11:14 PM

Re: Updated the FAQ
 
At least the part relating to ship repair order should go in, though possibly just as "Ships are repaired in the order they are listed in the fleet transfer screen." At least some part of it should go in the turn sequencing section, unless you really want to leave the updated 14.1.1 as "stellar manipulation may or may not happen before other ships move."

Speaking of the turn sequencing section, a few other things are wrong in there. The correct order to the best of my knowledge is:

A) TREATY CHANGES, TRADES (note: planet orders are not cleared when transferred through diplomacy, ship orders are)
B) MOVEMENT, 30 days, combat every time something in the sector gets a move and either the sector contents have changed or something has been damaged in the last battle in the sector this turn.
Immobile things carry out their orders on day 0 or 1, I'm not sure which.
-RESOURCE CONVERSION
-RETROFIT/MOTHBALL/SCRAP/ANALYZE/ETC.
-MINELAYING
-MINE SWEEPING
-UNIT LAUNCHING
-LOADING
-UNLOADING
-STELLAR MANIPULATION
-SHIP/FLEET EXPERIENCE, combat
D) INTEL
E) RESOURCE INCOME
F) MAINTENANCE
G) RESEARCH
H) CONSTRUCTION
I) REPAIR
J) SHIP/FLEET EXPERIENCE, facility
New ships and ships which have their final movement at a planet with a ship training facility benefit from the facility in that turn, as do fleets. (tbontob, Roanon)

Slick March 16th, 2005 11:25 PM

Re: Updated the FAQ
 
I just realized we need to figure out where ship construction happens. I think "income" should be "resource income" and "production" should be "construction".

Fyron March 16th, 2005 11:38 PM

Re: Updated the FAQ
 
In SE4 terms, production refers to making resources and construction refers to using those resources to build stuff. This seems to be very consistent terminology.

douglas March 16th, 2005 11:41 PM

Re: Updated the FAQ
 
I agree. My post has been edited to reflect that. I also remembered that I have seen repair bases repair things in the same turn they were built, so I moved repair down the list.

Slick March 16th, 2005 11:48 PM

Re: Updated the FAQ
 
I can confirm that repair happens near the end because if a spaceyard/repair ship ends its turn in a sector with damaged ships, it will assist in repairs.

Spoo March 17th, 2005 12:17 AM

Re: Updated the FAQ
 
Quote:

douglas said:
Create Black Hole:
Can only be issued at a star, but no star is necessary when the order is carried out. The star the order was issued at will be deleted even if it is not in the same system as the new black hole. This deletion will not affect anything else in the system - the star just disappears. Cannot be done in the presence of an enemy.

Let me stress that the blackhole is succesfully created in the target system - even if the ship carries out it's "create black hole" order in a space that doesn't have a star! System Gravitational Shields still protect the target system, however.

Fyron March 17th, 2005 12:28 AM

Re: Updated the FAQ
 
Does the target system still have to have a star in it? Not necessarily in the sector that the ship ends up, but at least somewhere in the system?

Slick March 17th, 2005 12:32 AM

Re: Updated the FAQ
 
Lemme get this straight. (in simultaneous movement) If I have a black hole maker and I put it on a star and I give it the order to move out of the system, then give it the order to create the black hole (I'm still on the star at this point), when the turn is executed, the ship will warp out of the system and be saved while the star that I gave the order on is destroyed and turned into a black hole???

It seems that if it works this way, I can save the black hole making ship! Or am I reading this wrong?

douglas March 17th, 2005 01:16 AM

Re: Updated the FAQ
 
No. The black hole will be created in the system the ship moves into, just as you would expect. The star it is moving from, that it was at when you gave the order, will simply disappear with no side effects. You can't save the ship, but this does theoretically allow relocating stars in your own space without blowing up everything in your inhabited system first.

Edit: A star is only necessary to issue the order. No star is needed anywhere in the target system at all.

Edit2: I just tested it, you can even create a black hole in a nebula.

Edit3: Strange as it seems, you can even create a black hole in a black hole system. Doing this won't change the target system at all, but will destroy every ship and unit in the system. The star used to issue the order will still be deleted.

Fyron March 17th, 2005 01:54 AM

Re: Updated the FAQ
 
This is a pretty big bug exploit... Does it happen with the star destroying and nebula creating devices as well?

Slick March 17th, 2005 02:00 AM

Re: Updated the FAQ
 
Sheez... "Stupid Stellar Manipulation Tricks" This should be summarized in the Known Bugs thread.

I'm thinking that the list of known bugs is getting big enough to maybe make MM think about another patch.

douglas March 17th, 2005 02:02 AM

Re: Updated the FAQ
 
Read the list I posted exactly one page back now. Certain uses of nebula creation might be considered an exploit, as any star will satisfy the check when executing the order, not just the one you start at, but star destruction absolutely requires that you start the turn at the star you're going to destroy.

Fyron March 17th, 2005 02:05 AM

Re: Updated the FAQ
 
By enemy presence, do you refer to enemy in the same sector or system?

Also, were these tests made with "clear orders upon sighting enemy" enabled or disabled? I forget the wording...

douglas March 17th, 2005 02:20 AM

Re: Updated the FAQ
 
Same sector, and that option was disabled. Also, I got a log message each time enemy presence prevented the operation specifically stating that it couldn't be done because an enemy was there - except for the create storm trial, where it told me I didn't have enough supplies, even though the ship had 6 engines and a quantum reactor. Moving one sector away to an unoccupied spot fixed that problem, so I'm quite certain that error message was giving me the wrong text.

Fyron March 21st, 2005 03:55 PM

Re: Updated the FAQ
 
In the interests of keeping the hyperlink version of the FAQ up to date, I plan to write a little program to auto-insert all of the necessary HTML formatting. Would you be interested in this for the official post on Shrapnel Slick?

Slick March 21st, 2005 05:41 PM

Re: Updated the FAQ
 
possibly if it isn't too much extra work. as of now I have many new sections and am in the process of filling out some of the areas that are sparse. I am also in the middle of cutting/pasting from numerous threads on the forum (with credit to the authors).

the part that may make an auto formatter fail is that I am also putting in many cross references. i.e. ".... see also section xx.xx.xx". which would be great for links, but probably require manual editing. if i have to manually edit all of those, it just won't be worth it.

Fyron March 21st, 2005 06:27 PM

Re: Updated the FAQ
 
I am sure I can figure out something. New line requirements are handy. http://forum.shrapnelgames.com/images/smilies/wink.gif

Caduceus March 21st, 2005 07:35 PM

Re: Updated the FAQ
 
I may not be a great player, but I am a good spell-checker and grammar-checker. If you need a second set of eyes on this sucker let me know.

Slick March 21st, 2005 09:18 PM

Re: Updated the FAQ
 
Thanks for the offer. I usually correct spelling. **Most of the time I let those "armour" and "colour" spellings stand as is, even though the game itself spells "armor" and this _is_ an American game** [insert evil laugh]. All kidding aside, as far as grammar goes, I usually only fix it when it is really bad or causes the entry to be wrong/unclear. Minor infractions give the FAQ its flavor of community contribution. Flavor? Flavour?
I always correct any spelling/grammar that might embarrass the author since that's never the intent of including a quote.

Slick April 15th, 2005 02:34 PM

Re: Updated the FAQ
 
See new partially completed update posted.

I will be going through an intense workload period soon so I wanted to at least upload the work that has been done so far. The previous version was ~93 pages and this version is ~145 pages so that just goes to show you how much has been added. I truly apologize for the unfinished sections and I promise to finish them as time permits in a couple of months. My notes to myself are listed with underlines: ___________________________ so please disregard them. Also, none of the links have been fixed yet, formatting is marginal for some of the tables, and I still have a ton of input from various people that I haven't got a chance to add yet. Here's a partial update for now. Slick

douglas April 15th, 2005 04:31 PM

Re: Updated the FAQ
 
I don't know if this is in the list of things remaining to update or not, but it's not marked with underscores, so here it is: the discussion of crystalline armor in section 1.1.2 is off; pretty much all the "half"'s and "50%"'s should be deleted. The shields from damage ability works out to exactly the same as emissive except that it stacks to a limit of the lower of your maximum shields and the structure of one component of it (minus 1).

Suicide Junkie April 15th, 2005 08:13 PM

Re: Updated the FAQ
 
Example: Insane gobs of crystalline armor. 150 hitpoints each, and 300 SGFD ability points total.

A weapon hits for 300 damage.
Two armors will be destroyed.
300 shields will be generated.
The next hit is blocked by the 300 shield points, resulting in an average of 50%

FunnyMan April 27th, 2005 01:15 AM

Re: Updated the FAQ
 
Correction to 1.3.3 ...with no atmosphere. Gas giants always have an atmosphere (i.e. not None), but an Atmosphere Converter can solidify them into a Rock/None planet.

I enjoy playing as Rock/None I can definitely say that an Atmospheric Converter will change a Gas/Any planet into a Rock/None one.
-FM

narf poit chez BOOM April 27th, 2005 02:00 AM

Re: Updated the FAQ
 
Hello, welcome to the forum. This has been an automated Narf-Message from the makers of Mass Destruction(TM). http://forum.shrapnelgames.com/images/smilies/laugh.gif

El_Phil April 27th, 2005 06:04 AM

Re: Updated the FAQ
 
We've got to switch that auto narf messenger off. Frankly having vampiric were-mice welcoming people to the forum is sending out the wrong message.

Welcome to the forum anyway http://forum.shrapnelgames.com/image...ies/tongue.gif

FunnyMan April 29th, 2005 09:23 PM

Re: Updated the FAQ
 
Well, for a first post, it wasn't a great one. I just figured out that I was wrong. Not sure what it was that convinced me that it WAS that way... Certainly seems like a logical thing to have happen, anyway.


-FM

Mephisto May 2nd, 2005 03:01 PM

Re: Updated the FAQ
 
Posted by tomas1931 in the FAQ thread (were posts are not allowed http://forum.shrapnelgames.com/images/smilies/wink.gif).

I have space Empire IV not the gold. I purchased it when it first came out. Is there enough of a difference that I should purchase the gold for the retail price or is there a patch or are the differences modible ?

douglas May 18th, 2005 07:40 PM

Re: Updated the FAQ
 
For ships with emergency propulsion when the days they move on matters:
A ship with N emergency movement points will move on each day it would at its normal speed, and will also move on the first N days that it normally wouldn't after the first normal movement day. Among other things, this means that emergency propulsion on ships with only one normal movement point is useless, as there aren't any days for the emergency moves to be taken on after the first and only normal move on day 30; emergency propulsion also cannot change the day of the first movement in a turn.

Suicide Junkie May 19th, 2005 02:23 AM

Re: Updated the FAQ
 
Near the bottom of the FAQ, there are some... Essays or something.

The parts down there about organic armor are out of date, and talk about how OA stores up regen points (that was patched out) and how it dosen't regenerate back to full after combat (it now does)

Fyron May 19th, 2005 11:52 AM

Re: Updated the FAQ
 
The FAQ could benefit from a table listing the titles of all included charts and their section numbers.

Parasite May 25th, 2005 05:55 PM

Re: Updated the FAQ
 
At times I use troops, both defensively and offensively. I have read in the SEIV FAQ some things.

7.2.14 Regarding ground combat troops in a transport: first in = first out, and first out = front line.
and
7.2.26 It's a well known strategy, but I'll mention it nevertheless: If you want to achieve maximum efficiency in ground combat, it's worth to design 3 types of troops: Defender, Offender and Leader. Defender's design include small shields (or armor) only. Offenders are armed with you favorite weapon (ground cannons or small shield depleters) and nothing else. Leader is equipped with shields plus small combat sensor and small ECM components. Produce them in 3:6:1 proportions (rough numbers). Now, then filling your troop transport, place Defenders first, then Offenders and Last Leaders. Being dropped to a planet, Defender will play a meat shield role, Offenders will stay behind Defenders unharmed and wipe out militia (or hostile troops) and Leaders will provide attack and defense bonus to the whole stack of troops. (Aiken)

I have adopted this wholeheartedly, and have even expanded it somewhat to production of troops on endangered planets, tending to produce mostly shielded first, then fighters, then a limited number of leaders. I have never really tested it out though. I have not gotten to the point of switching between a player and an AI in games yet.

In a few recent games I have found cause to doubt it is true. Specificly in an old game I had troops stored on a planet I was guarding. An enemy attacked and of the enemy troops, only the shielded troops survived. My opponent was an experienced player and believes he loaded the troops correctly as suggested above.

In an ongoing game, I have invaded several planets. I always load the transport and interspace the leaders in the middle of the troops, being sure to at least put one first and one last. It then would not matter if FIFO or FILO were used on exit. In at least two of these battles, the 3 small leader troops I had were destroyed, while only some of the gun toting ones were killed. The leaders were loaded first, middle, and last, yet were all killed. They were fairly weak leaders as I don't have shields yet to use with them. The opposition was also very strong having troops with increased ground combat skills and high population planets. To me, this tends to prove that the troops are not landed in FIFO (or FILO) mode and that something else is going on.

Could a patch have changed this? I have read of the Weapon Platform tests and the difficulty of proving things one way or the other. Could some type of random damage be happening to troops as well? Would this call into question ECM/ECCM effects on unit stacks?

This would change small troop leader designs to have cockpit, ECM, and two shields; and cockpit plus ECCM with shields for maximum protection and surviveability. Shielded troops would be less usefull, while standard troops would stay the same or have protection given to each trooper.

Grandpa Kim May 26th, 2005 08:39 PM

Re: Updated the FAQ
 
Parasite, I've been suspicious of this for some time myself, and for much the same reasons.

Slaughtermeyer July 28th, 2005 09:13 PM

Re: Updated the FAQ
 
The following arguably are contradictory:

2.10.2 Ships do retain original strategies after being retrofitted or captured - you can overcome this by making a 1-ship fleet and giving it new fleet orders.


2.10.6 Captured enemy ships use the ship strategy decided by the original creator of that ship. He may change that ship types strategy at any time and it will affect your ship. To stop this retrofit the ship to a design of your own.

Are we to assume that original strategies are retained for retrofitted ships EXCEPT for captured ships that are retrofitted?

Fyron July 28th, 2005 09:29 PM

Re: Updated the FAQ
 
2.10.2 is partially wrong. 2.10.6 is correct. After a ship is retrofitted, it uses the strategy of the new design. Captured ships use the strategy of their original design, which is entirely under control of the player that built the ship. You can of course assign the ships to fleets that have strategies not set to break formation. As long as the ship remains in formation, it will follow the strategy of the fleet. If it breaks formation for any reason, it will revert to the design strategy, which will be of the original design.

Glyn September 23rd, 2005 04:11 PM

Re: Updated the FAQ
 
Addendum to the excellent stellar manipulation information provide by Douglas. This link
Based on simultaneous movement type game.

Create Nebula: (Correction to Douglas’ information on Create Nebula.)
Can only be issued at a star, but no star is necessary when the order is carried out in a remote system. (Just like a Create Black Hole.) Note the star where the order was issued is NOT affected by the creation of a Nebula in a remote system unlike the Create Black Hole were it deletes the star were the order is issued.

Ring-World and remote Creation of Nebula or Black hole:
The remote system use of Create Nebula or Create Black hole is not affected by the presents of a ring-world in the remote system. (I didn’t test with a sphere world.)
A system with a ring-world can be destroyed by creating a nebula or a black hole, by using a ship at a sun in another system to issue the stellar manipulation order after giving it orders to move to the target system.

Ring-World treated like a planet when destroyed by a create nebula:
Interestingly, if a ring-world is destroyed by creating a nebula, the ring-world will be reduced to an asteroid field just like any other planet that can be seen after the nebula cloud is destroyed.

(Not Tested, but...) Stellar manipulation of one sun in a multiple sun system is probably not affected by the present of a ring world or sphere world around the other sun or suns.

Atrocities October 20th, 2005 11:38 AM

Re: Updated the FAQ
 
I don't know if this has been added or not. I looked under 4.12 Improving & Modifying Systems but did not see it.

Question: How do you clear up systems with organic infestation, and or other stellor items?

Answer:

1. Build A star making ship.
2. Build a Black Hole Making ship
3. Build a Black Hole Destroying ship
4. Send the Star Making ship to the system that you want to clear and make a star any where within the system. Then pull the ship out of the system to a safe location in a near bye system.
5. Use the black hole making ship to collaps the newly formed star into a black hole.
The black hole Stellor image will replace, organic infestation, exploded stars, system wide commet, etc.
6. Send in the black hole destroying ship and destroy the balck hole.
Presto the system is now clear. Send in your star maker and make a new star.

Suicide Junkie January 6th, 2006 05:29 PM

Re: Updated the FAQ
 
Fyron prompted me to post this...

Ok, a big fix section:
5.5.2 The order in which repairs are performed is set with (F11) Empire Status/Repair Priorities. Clearing the priorities list will leave only the component types that you have the technology to build; more entries become available when you research the corresponding techs. (capnq)
5.5.3 Ships are repaired in the order they are listed in the fleet transfer screen. (Douglas) "Repair Priorities" only applies to the ship currently being repaired, and does not affect which ship gets repaired first. See also section 5.13 for an explanation of ship ID and how it affects retrofits.

The above is wrong.

Instead:
- Repair priorities can be set in the repair priorities window http://forum.shrapnelgames.com/images/smilies/frown.gifF11) Empire Status/Repair Priorities. This is not an ordered list, but rather a true/false state. Items on the right side will be prioritized, while items on the left will not be prioritized.

- Any damaged component which falls into a category on the right side of the repair priorities list will get a "priority flag". Any SHIP which contains a damaged component with priority will also have a priority flag.

- Repairs will then be conducted in the following order:
1) Only ships with priority flags are considered. The priority ship with the lowest ID is selected first.
2) If no ships with priority flags are present, then all damaged ships are considered, and the lowest ID is selected first.
3) Components with priority flags are repaired first, in order of placement on the hull.
4) If there are still repair points remaining, then a second pass is made, and the non-priority damaged components are repaired in order of placement on the hull.
5) If there are still repair points remaining, and the ship has been fully repaired, the game selects a new ship as in (1) and starts over.

- If all the priority components on a priority ship are repaired, but there are not enough repair points to completely fix the ship, then that ship will not be a priority ship on the next turn. If there is a second ship with priority components damaged, that second ship will be repaired instead.


All times are GMT -4. The time now is 12:12 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.