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Hidden facts of SE IV
Hey, I wonder if anyone has compiled a list of "hidden facts" of SE IV. I mean things like
- "special" weapon to hit modifiers that are not revealed either in the manual nor the game menues themselves (Wave motion gun +30%, Torpedoes ???, etc.) - fighters can leave a solar system by ordering them to attack the warp point - the use of all those other weapons that are obvioulsy useless because they have a ridiculous damage/(fire_rate*size) ratio ... add your own, I´m sure people would like to hear them. [ August 11, 2003, 16:36: Message edited by: JurijD ] |
Re: Hidden facts of SE IV
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It can be done with Drones though. Maybe that is what he was refering to. |
Re: Hidden facts of SE IV
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It can be done with Drones though. Maybe that is what he was refering to.</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Yeah, but what if it were possible, ohhh, and P&N fighters can carry sensors, ohhh. Why am I stuck here at work. |
Re: Hidden facts of SE IV
Hidden knowledge of SEIV.
Actually this thread should be named "Why didn't I think of that!" When creating planets create the planet then move on to the next asteroid field once set inmotion you can create 1 planet per turn. In the empire options page turn off the "Clear orders when entering a system with enemy presence" Plasma Missiles are the best. Never trust an AI or human player |
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plasma missiles are the best.
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"Organics planets are best!"
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Re: Hidden facts of SE IV
[quote]Originally posted by Arkcon:
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2.8.3 Point Defense Cannons (PDC)’s get a 70% to-hit bonus. (components.txt) 2.8.4 Incinerator beams get a 10% to hit bonus. (components.txt) 2.8.5 Wave-motion Guns get a 30% to hit bonus. (components.txt) 2.8.6 High-energy magnifiers get a 30% to hit bonus. (components.txt) 2.8.7 Tachyon canons get a 10% to hit bonus. (components.txt) 2.8.8 Mental singularity generators get at 20% to hit bonus. (components.txt) Slick. |
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