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Shield Generators
Been gone for awhile so I'm not sure if this has been covered. Still playing the demo til Christmas since my lovely wife won't let me open my present early.
I (somewhat foolishly) designed a ship capturing ship wih Phased Polarian Beams as the main firing weapon. I had a small fleet of these and went out attacking AI ships. Well needless to say I couldn't drop the shields since my weapon skipped them. However, I noticed that the AI ships stayed shielded during the combat even after the shield generator was destroyed! Was this fixed in the V1.02 or V1.11? |
Re: Shield Generators
Yes, a "chunk" of shielding disappears now when a generator is fried.
Shield depleting weapons and boarding parties are a nice combo! http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif |
Re: Shield Generators
Hmmm. How successful is boarding? For instance, will a boarding raid most likely succeed on a ship w/ no security stations, or are the odds as nasty as Moo2 marine raids (where it takes many attempts to whittle down the enemy crew, especially if they're Antaran)?
I might have to try it sometime, but it runs a bit counter to my current style (fast ships + long range for fighting at a distance, rather than risking serious damage by closing). ------------------ -- The thing that goes bump in the night |
Re: Shield Generators
1 boarding component of any type will capture a non-defended ship (aka no security station). Psychic tech gives the easiest way to capture non-computer controlled ships though with allegiance subverters...
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Re: Shield Generators
Ive never even bothered with Boarding. The Techs for boarding are FAR more difficult to attain than the easy 'cure all'...the Self-Destruct. And IMO, its TOO effective.
Its bad enough that the Marines are one use AND that the Self Destruct prevents the capture, but to kill the ATTACKING ship too? Seems kind of silly to me to want to invest in boarding... Am I missing something? Does the Destruct not work 100% of the time or somesuch? As it stands now, I dont see that it is practical at all. Talenn |
Re: Shield Generators
Self- Destruct devices do prevent capture while they are operational. 100% of the time to my knowledge. The trick is slow but it does work. Fire one shot at a time until the device is destroyed, then board. Its slow and the device has a tendancy to not be destroyed until down to the Last third of the ship is left, but it does save the effort of researching new techs if the enemy already has then. Just take them! (Grin!)
Another trick is to have multiple repair ships or one big repair ship in your Pirate fleet. By the next turn, the beat-up hulk is newly repaired, ready to be analyzed or retrofited! And yes, it does repair the techs you don't currently have. A minor bug in my opinion. |
Re: Shield Generators
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Cryptotec88:
And yes, it does repair the techs you don't currently have. A minor bug in my opinion.<HR></BLOCKQUOTE> Well, it depends. I had the Cue Cappa surrender to me and some of their ships were damaged. One of them, a light cruiser, hasn't had one of its Telekinetic Rams or whatever repaired, and its been in a fleet with repair ships for several years now. I figured it was b/c I don't have the Psychic race trait. |
Re: Shield Generators
Yep, if you don't have the tech, you can't make the repairs. I believe that goes for ordinary components as well as the special stuff like Psychic and Temporal equipment.
I think that you can still analyze a destroyed component (shifting through the wreckage?) and have a chance to discover the tech which builts it, but I'm not sure about that. |
Re: Shield Generators
I agree that boarding tech is too hard to come by. I've been toying with the idea of moving it up one level in military science tech area so it's available at once in a medium tech start game.
I also agree that the selfdestruct device is to powerful. The description says it destroys the ship by overloading the weapons. So logically I thought, then destroy the engines and it won't work. So I researched engine busting weapons and proceeded to test my theory. No go. The self destruct device works even if all the engines are destroyed which makes no sense imo considering the description of it. I wonder if it's possible to create a weapon that only targets selfdestruct devices? |
Re: Shield Generators
Well it would be nice if the engines being offed would end the auto-destruct, but I think they truly mean the power core for the engines blows (using the self-destruct). & while yes it would be nice if you could simply have say a 'explosion containment field' weapon that would nuke the self-D it's not currently possible (no ability for it). As is I've been trying to get a large fighter item which is a boarding unit or maybe make an even larger 'fighter' hull which I'll call shuttles... it would be a large ship (say 60 kt?) & the boarding unit would be 40 kt (but the rating would be higher than ship ones). That way you risk a 'shuttle' instead of your precious BC...
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Re: Shield Generators
While the self-destruct device would be a cause for concern in multi-player games, I have yet to see the AI use one. Also there is no reason to place marines on a BC, a small ship serves the purpose much better when used in a fleet. Especially when armed with the correct weapon (shield dep).
Shadow99, Would your shuttle be classed as a fighter and therefore able to be targeted by point defense weapons? Psitticine, Thanks for the info on shield gen's and shield points. |
Re: Shield Generators
In my present game (255-system 1-planet start, ca. turn 250 w/ probably only the two known non-neutral AIs left as well a handful of neutrals), pretty much every remotely-recent enemy ship class has a self-destruct device. Most (but not all) also have ECM and sensors, and I've even seen it deploy spy satellites (tachyon sensors)...
(of course, I've also noted that the previously-destroyed [surrender] Ukra-Tal had Cloaking II, but apparently never used it... !) ------------------ -- The thing that goes bump in the night |
Re: Shield Generators
In my current game (large galaxy, 8 non-neutral AI's, 4 neutral AIs), I saw self-destruct devices on my closest enemy before turn 50!!! I haven't seen any ECMs or Combat Sensors yet though...
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Re: Shield Generators
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by General Hawkwing:
While the self-destruct device would be a cause for concern in multi-player games, I have yet to see the AI use one. Also there is no reason to place marines on a BC, a small ship serves the purpose much better when used in a fleet. Especially when armed with the correct weapon (shield dep)<HR></BLOCKQUOTE> I agree, use as small a ship as you can manage so that it is harder to hit and add ECMs. If a larger ship self-destructs before most of its components are gone, who is the real winner here? I'll trade frigates for cruisers any day. If it is a carrier, you could lose the battle, but take out the carrier, leaving the fighters stranded. Pirates in the Carribean would often attack a Galleon with a fleet of small ships or boats and board it, because the Cannons had a lot of problems targeting the small vessals. Sometimes they would have just one cannon on these small vessels mounted on the bow to fire while closing on the vessel. Of course, the pirates wanted to capture the contents, so they'd be firing for the rigging or firing something like canister to harass the Spanish crew instead of trying for a Hull breach. Fortunately for them, the Spanish had no self-destruct devices. Here is a question to consider, how many ship commanders would really trigger the self-destruct device if their ship were being captured? Klingon and Romulan commanders might. Starfleet commanders would surrender to their captors, except Kirk. He would at least bluff using the device to stall the enemy while Scotty would fix the engines. Picard would probably surrender and try to get out of the situation later (lure the enemy to the holodeck). Self-destruct devices should have a failure chance based on the personality of the race. Violent races would be more willing to commit suicide than neutral or peaceful races, which would surrender. I would also suggest that the device should only work if the Bridge or Aux. Control room are still intact. Otherwise, the officers who can initiate a self-destruct are probably already dead. |
Re: Shield Generators
I believe the description of the self-destruct device states that it's computer-controlled, presumably to avoid the problem of a sudden boarding preventing manual activation.
You don't have to be a reader of the RISKS Digest to realize how absolutely terrifying that should be for the crew... HAL9000: Possible intruder detected. Activating self-destruct sequence. 30... 29... Dave: TURN IT OFF. It was just me coming here, HAL. HAL9000: I'm sorry, Dave. I can't do that. My orders were to ensure that this ship does not fall into enemy hands. 25... 24... Dave: ARRRRRRRGHHHHHH! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif ------------------ -- The thing that goes bump in the night |
Re: Shield Generators
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Psitticine:
Yep, if you don't have the tech, you can't make the repairs. I believe that goes for ordinary components as well as the special stuff like Psychic and Temporal equipment. I think that you can still analyze a destroyed component (shifting through the wreckage?) and have a chance to discover the tech which builts it, but I'm not sure about that.<HR></BLOCKQUOTE> I'm not sure if this has been covered lately, but from what I've seen, you don't get the research from unrepaired universial tech. At least the research potionial states None. Anyone try it? |
Re: Shield Generators
I think that you can't even repair the unresearched tech. I had acquired a Phong colony ship with destroyed colony component. When I brought it back to spaceyard I couldn't repair it, and I didn't acquire any research when I analyzed it.
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Re: Shield Generators
You can analyze a destroyed component, but you cannot repair or analyze a special component whether or not it is destroyed. So if you capture a ship with damaged shield 4s and you only have shield 3 tech, you'll get the shield 4 tech when you analyze it. But if the ship had crystal armor, you would not be able to reverse engineer it even if the component was not damaged.
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