![]() |
Ship combat experience
Is combat experience broken in the current patch?
The FAQ says that a ship's crew gets 1% experience for each ship it kills, but I'm not seeing that. My ships -never- show any experience gained from combat, only if I use a training center. http://forum.shrapnelgames.com/images/icons/icon9.gif SpaceBadger |
Re: Ship combat experience
They only get experience for direct fire weapons. Fighters and Seekers will not earn experiences, I don't think Ship Capture or Ramming will either.
|
Re: Ship combat experience
IIRC ships gain experience only in strategic combat, not tactical.
|
Re: Ship combat experience
Quote:
It's a fun thing to do -- turn all ministers on, and just control one ship or one fleet. Be the Captain Kirk/Picard/Harrington/Whoever and preserve your home empire, while the massive beaurocracy around you continues to make dumb decisions. |
Re: Ship combat experience
Quote:
|
Re: Ship combat experience
Quote:
Oh well, I have been thinking that I ought to use strategic combat more, just to get used to it for playing PBW, etc. Thanks for the info. SpaceBadger [ October 16, 2003, 16:40: Message edited by: SpaceBadger ] |
Re: Ship combat experience
Quote:
Does the quality of the AI affect how the Ministers handle things? Can we arrange a PBW Version of this game? That would require some serious trust, honor, or soemthing.... |
Re: Ship combat experience
Quote:
Quote:
SpaceBadger |
Re: Ship combat experience
I just ran a test game using 1.84 and had some combat and the victorious ship gained 1% experience.
|
Re: Ship combat experience
Ok, I did a little more testing. The ship that fires the Last shot destroying another vessel gains 1% experience. However, I can't seem to get it to add any fleet experience. Perhaps that is broken and is what people are thinking about? I am sure I have seen fleets gain experience in strategic games, so perhaps the fleet experience is broken for tactical combat only.
|
Re: Ship combat experience
Quote:
And the standard AI is a little too dedicated to drone research. But hey, that's what the government wants, who am I to argue? [ October 16, 2003, 18:02: Message edited by: Arkcon ] |
Re: Ship combat experience
Quote:
|
Re: Ship combat experience
Quote:
Oh well, I have been thinking that I ought to use strategic combat more, just to get used to it for playing PBW, etc. Thanks for the info. SpaceBadger</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">That is the only way I do combat and I gain for the ship, have not paid that much att to fleets |
Re: Ship combat experience
I'm quite sure the fleet will get XPs too but it needs many more destroyed ships to get one point. In a recent battle between 376 enemy ships with round about 10.000 fighters and my 230 ships with round about 5.000 fighters my fleet jumped from 20% to 46%. No enemy survived, I had about 80 ships remaining. Go figure the XP per kill yourself. http://forum.shrapnelgames.com/images/icons/tongue.gif
|
Re: Ship combat experience
Getting the killing shot with a direct-fire weapon generally gives +1 experience to a ship. This works in all modes of play.
Destroying drones and fighters, and I think even using seekers can give some experience too, but it's much less. The game does track experience at a finer grain than full visible percentage points, but for practical purposes, ship experience is just +1 per killing direct-fire shot. Fleet experience is also tracked on partial percentage points. A good battle often gives up to about +1, but any battle gives some - it may take a few before you get a +1. I think battles with fewer opponents, and/or battles where you outnumber the opponents, may give less. Battles which involve planet capture seem to give a lot less too (or maybe it's just battles without enemy ships). I think fleet experience is also divided between all the friendly fleets in the battle. And playing as a "captain" or "fleet commander" is pretty much my favorite way to play SE4 single-player. It's a lot of fun (and very challenging, unless your AI is best) to try to tip the scales as a single commander. However, the Resupply Minister IS a big pain in the aft thrusters! My best solution to that is to commandeer a supply ship. You might also want to disable mines in the game... or else be really careful about scouting ahead to avoid dying to mines - I was having a great game of Proportions as a captain when I led an expedition through a warp point and we were all wiped out by an AI minefield. Oh, you may want to rename a fleet to "Captain X" (your character's name), and then use it to represent your character in the game, so you can track experience and transfer from ship to ship. You also might want to run enough turns until the ships and situations involved are interesting. I recommend using as slow a research rate as possible, though, since the pace of operations as a commander means your ship will tend to be out-of-date after every cruise or two, otherwise. PvK |
Re: Ship combat experience
If you add more ships to that fleet, now, will the fleet XP stay the same, decrease proportionately to the (number of ships you add)/(number already there), or will the fleet bonus disappear instantly because the fleet changed?
|
Re: Ship combat experience
Quote:
|
Re: Ship combat experience
Quote:
|
Re: Ship combat experience
Quote:
|
Re: Ship combat experience
Quote:
As far as your ship being out of date, stop at the nearest space yard and order a retrofit. http://forum.shrapnelgames.com/images/icons/icon10.gif That goes down as a ship order so should be his perogative, yes? This does sounds like a very cool way to play, although it might be a bit akward for a multiplayer game on PBW. |
Re: Ship combat experience
It seems to me that there should be a cost (to reflect the training and promotion of a commander) associated with fleet creation. Otherwise, aside from the micromanagement, it is always in your best interest to put even single ships into fleets.
|
Re: Ship combat experience
The cost of training one man is insignificant compared to the scale of the game.
Misquote asside, I doubt it would require a single kiloton of anything. Really, that's a whole heck of a lot. These things being built in SE IV are freaking huge! |
Re: Ship combat experience
Quote:
PvK |
Re: Ship combat experience
Quote:
PvK |
Re: Ship combat experience
Quote:
You'd want a supply storage comp more than an emergency resupply comp (or, as I suggested, a resupply ship in your fleet), because the problem is not actually running low on supplies, but with the Resupply Minister having a premature cow and recalling your ships at stupid times. Quote:
However, even when I play, say, an unmodded game on High research cost, it seems like things get researched quite fast, when I'm controlling only one fleet. This type of play involves many turns of cruising around, resupplying, etc., already. Each turn takes much less time to play than when playing as emperor. Needing to constantly retrofit isn't something I'd recommend - you'll have to do it plenty, even with High research costs set. Also, I think it's a lot more fun and interesting to have things to look forward to, rather than having most of the tech tree burned through before much even happens, and then having a game you get involved in the story of, but there are few tech advantages left to look forward to. Again, I recommend high research costs, and/or using a mod like Proportions or AIC where research is slower (and where ship designs are more interesting). If you prefer the techs in some other mods like Star Trek, Adamant, Devnull, P&N, or whatever, use High research costs and/or consider hacking the mod to reduce the amount of research from research facs (though High is probably enough). Quote:
The SE4 By Committee game offers an interesting though slow way to do this multi-player, though. PvK [ October 16, 2003, 21:10: Message edited by: PvK ] |
All times are GMT -4. The time now is 12:53 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.