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Re: Things in SEIV I never knew about....
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p.s. I had to do the spreadsheet thing myself a few months ago to prove it to myself as well. http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Don't feel bad about this; back in December 2000/January 2001 there was a whole thread dedicated to figuring out the required formula, and whether there was a break-even point where it was better to accept the 2-turn build times of level 3 facilities vs. building level 2 facilities and upgrading later. It was a bit more complicated when comparing mineral miner facility builds, because then the upgrade cost reduced the benefit of the extra production. But it turned out as Slick mentioned - no matter how many facilities are involved, it's better to spend 1 turn building a level 2 facility and upgrade later than to spend 2 turns building a level 3 facility. Too bad that thread is lost to the sands of old servers... |
Re: Things in SEIV I never knew about....
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http://www.shrapnelgames.com/cgi-bin...=007178#000000 Had a hard time finding the thread, but I knew it was one I started. I never did come back to post my results, but they are here. By the way, the unfortunate thing about this fact is that once you have level III of any facility, (min, org, rad, research, intel), you best not be upgrading all your facilities with the construction queue. This will update the level II's in the queues to III's, and this is NOT what you want. Slick. [ March 20, 2003, 01:24: Message edited by: Slick ] |
Re: Things in SEIV I never knew about....
Things I did not know about SEIV.
1. That it was so horribly addictive 2. That I would become so involved with it as to make 25 ship sets. 3. That the community would be the way that it is. 4. That is would be well supported 5. That it would still be my Top played game after two years. 6. That the game would be so enjoyable to learn and talk about. 7. That the game would be easily modible. 8. That there would be so many mods for the game. 9. That it would kick MOO3's arse. 10. That it continuely draws new players who can not believe that such a game has existed for over two years. These things were welcome surprises. |
Re: Things in SEIV I never knew about....
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(Link deleted because it's causing serious formatting problems) Had a hard time finding the thread, but I knew it was one I started. I never did come back to post my results, but they are here. By the way, the unfortunate thing about this fact is that once you have level III of any facility, (min, org, rad, research, intel), you best not be upgrading all your facilities with the construction queue. This will update the level II's in the queues to III's, and this is NOT what you want. Slick.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Well, actually, here is the thread I was referring to: LINK to thread discussing upgrading vs. straight build It took me a while to figure out which thread I wanted because the original thread was a different topic... [ March 20, 2003, 15:52: Message edited by: DirectorTsaarx ] |
Re: Things in SEIV I never knew about....
Customize your strategies as soon as possible and add them to "..._AI_strategies.txt" so that you don't have to make them each time you start a new game. They can be significantly improved.
Although crew's experience doesn't affect missiles to-hit chances(always 100%) it affects it's to-defend chances so it's a good idea to train them. Ships not armed with direct-fire weapon(there are exeptions such as PD's) do not gain experience from battles. [ March 25, 2003, 12:47: Message edited by: Ward ] |
Re: Things in SEIV I never knew about....
When building something it applys the maximum quantity of Min / Org / Rad that it can each turn. Thus on the 2nd and 3rd turn of construction of a smaller ship it will not require Rads or Orgs.
This is signifigant if it looks like you will run out of Rads the next turn. |
Re: Things in SEIV I never knew about....
If a ship has no weapons with higher damage than the emissive rating of the enemy ships, it will not attack. Just found that out while working on some modding.
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Re: Things in SEIV I never knew about....
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Yea, the ramming ships will gain experience when destroy other ships using their hulls... |
Re: Things in SEIV I never knew about....
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Yea, the ramming ships will gain experience when destroy other ships using their hulls...</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">The reason that missile ships do not gain experience is that the ships themselves do not do any damage or cause any deaths. The missile units are what do the damage when they hit the enemy ships. The game technically assigns an experience point to the missile (or it would if units could gain experience) for the kill. This is the same as carriers not gaining experience for the kills made by the fighters they launch. Ramming ships can gain experience because it is the ship itself that does the damage. [ March 27, 2003, 18:59: Message edited by: Imperator Fyron ] |
Re: Things in SEIV I never knew about....
OK, another dumb question http://forum.shrapnelgames.com/images/icons/icon10.gif
Am I to understand there is a way to put ships (for example) in a queue and have leftover "construction points" from the first ship in the queue to pass to the second ship? Example: Ship 1 takes 2 turns to build but on the second turn, the construction queue is really only adding on the Last (for instance) 20% of the ship. If there is another ship of the same size in the queue, will the remaining 80% construction points be applied on turn 2 to the second ship in the queue. So that after 3 full turns, you have 2 completed ships? |
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