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-   -   religious talisman and attack rating (http://forum.shrapnelgames.com/showthread.php?t=11465)

Asmala February 28th, 2004 03:36 PM

Re: religious talisman and attack rating
 
Quote:

Originally posted by wilhil:
also I didnt want to start another topic, but I am a bit confused, there are so many diffrent scanners wich all apprently do the same things, wich is the best?
<font size="2" face="sans-serif, arial, verdana">In stock game the type of scan doesn't matter so passive scan is as good as temporal scan. The best scanning component is Hyper Optics because it's easy to research. Ship and fleet training facilities are extremely important and they require Advanced Military Science 1-3, Hyper Optics require 4-6 so you get it almost for free.

As Atrocities said it's very important to train your ships and fleets even if you have talisman. It's a common mistake not to train ships when having talisman, but then the enemy hits your ships almost as well as if the had the talisman.

wilhil February 28th, 2004 03:43 PM

Re: religious talisman and attack rating
 
I will train my ships then, thanks for the advise, but I was wondering what does training actually do, in what areas and how does it improve the ships?

Liudas February 28th, 2004 03:57 PM

Re: religious talisman and attack rating
 
Ship training gives your ships better chance to hit enemy and better chance that your opponent will miss your ships. I dont know exacly what fleet training gives.

Atrocities February 28th, 2004 04:02 PM

Re: religious talisman and attack rating
 
Listen to Asmala, he is KOTH at the moment and that says a lot. http://forum.shrapnelgames.com/images/icons/icon7.gif

Arkcon February 28th, 2004 04:04 PM

Re: religious talisman and attack rating
 
The training facilities add experience to the ships and fleet, whit gives a direct bonus to direct fire attacks and defense against direct fire attacks. So the defence bonus is good even if you have the talisman.

Combat sensors with the talisman is a new one for me, I don't think it's needed in that case.

Someone else broke it down more fully over here: {click}

[ March 04, 2004, 01:38: Message edited by: Arkcon ]

Phoenix-D February 28th, 2004 09:15 PM

Re: religious talisman and attack rating
 
The only reason to have combat sensors with the Talisman is in case it is destroyed in combat. But most times if the Taliman is destroyed the rest of the ship will soon follow, so you're better off saving the space.

Fyron February 28th, 2004 09:29 PM

Re: religious talisman and attack rating
 
Quote:

Originally posted by Atrocities:
The talisment is a very powerful component, but it is ALWAYS adivisable to have multi tracking, EMC, and combat sensors on your designs.

Also Training is a good thing too.

<font size="2" face="sans-serif, arial, verdana">Umm... I would not advise always having multiples of those components. That is removing a shield generator or a weapon, which will likely end up being a more powerful design than having backups.

Quote:

Originally posted by Liudas:
Ship training gives your ships better chance to hit enemy and better chance that your opponent will miss your ships. I dont know exacly what fleet training gives.
<font size="2" face="sans-serif, arial, verdana">Fleet training does exactly the same thing, and it adds linearly to ship training (as well as all other combat bonuses).

[ February 28, 2004, 19:31: Message edited by: Imperator Fyron ]

Ed Kolis February 28th, 2004 11:07 PM

Re: religious talisman and attack rating
 
I think he meant multiplex tracking. But I can see where that might need clarification http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron February 29th, 2004 12:16 AM

Re: religious talisman and attack rating
 
Oops, guess he did! http://forum.shrapnelgames.com/images/icons/icon7.gif

wilhil February 29th, 2004 02:13 AM

religious talisman and attack rating
 
Hi

I was wondering if I only have direct fire weapons and the religious talisman, do I not need to have any sensors or attack enhancers?

thanks

Arkcon February 29th, 2004 02:15 AM

Re: religious talisman and attack rating
 
Quote:

Originally posted by Phoenix-D:
The only reason to have combat sensors with the Talisman is in case it is destroyed in combat. But most times if the Taliman is destroyed the rest of the ship will soon follow, so you're better off saving the space.
<font size="2" face="sans-serif, arial, verdana">I'm currently playing against the TDM-Modpack United Flora -- and the talisman is definitely the Last to go!

Atrocities February 29th, 2004 02:22 AM

Re: religious talisman and attack rating
 
The talisment is a very powerful component, but it is ALWAYS adivisable to have multi tracking, EMC, and combat sensors on your designs.

Also Training is a good thing too.

wilhil February 29th, 2004 02:25 AM

Re: religious talisman and attack rating
 
ahh, sorry i meant combat sensors, I still use the multi sensors and other stuff!


also I didnt want to start another topic, but I am a bit confused, there are so many diffrent scanners wich all apprently do the same things, wich is the best?

Thanks

Atrocities February 29th, 2004 02:35 AM

Re: religious talisman and attack rating
 
One is good for scanning for cloaked ships. I always use the most adavanced on my designs. That or Hyper Optics.

Really it is your choice. You should do a search for .... crap I don't remember the thread name. But iw as about Torpedos. I has a lot of excellent info in it about ship designs and such.

Randallw February 29th, 2004 04:11 AM

Re: religious talisman and attack rating
 
Interesting. In one of my games my technology is roughly equal (at least in weapons) to my enemies and i have superior combat sensors and ecm. Yet my ships couldn't hit the broad side of a barn and he picks me off one after the other. Could the answer lie in him having very experienced ships?. Until recently I was his only worthwhile enemy (he's 1, i'm 2 and we are way ahead of everyone), so he must have training facilities i think. He has superior aggresiveness and defensiveness while I'm only average.

Slick February 29th, 2004 04:22 AM

Re: religious talisman and attack rating
 
Quote:

Originally posted by Randallw:
Interesting. In one of my games my technology is roughly equal (at least in weapons) to my enemies and i have superior combat sensors and ecm. Yet my ships couldn't hit the broad side of a barn and he picks me off one after the other. Could the answer lie in him having very experienced ships?. Until recently I was his only worthwhile enemy (he's 1, i'm 2 and we are way ahead of everyone), so he must have training facilities i think. He has superior aggresiveness and defensiveness while I'm only average.
<font size="2" face="sans-serif, arial, verdana">That's a good assumption. Fire up your training facilities. A fully trained ship in a fully trained fleet gives a +40% to your offense AND defense (specifically to the chances of hitting/being hit by direct fire weapons).

Slick.

Arkcon February 29th, 2004 04:24 AM

Re: religious talisman and attack rating
 
Quote:

Originally posted by Randallw:
He has superior aggresiveness and defensiveness while I'm only average.
<font size="2" face="sans-serif, arial, verdana">In that same PBW game, I am also at war with the Aquilaneans -- they also take superior aggressivness and defensiveness.

Their lone minesweeper met my stack of 60 satelites, point blank range, my % to hit? One percent.

It sure is lonely being mega evil.

Randallw February 29th, 2004 04:56 AM

Re: religious talisman and attack rating
 
Quote:

Originally posted by Arkcon:
In that same PBW game, I am also at war with the Aquilaneans --
It sure is lonely being mega evil.
<font size="2" face="sans-serif, arial, verdana">your mega evil reference leads me to believe you are my opponent despite the different name, but I am not aware of any Aquilaneans in the game. Are they nuetral?. I don't suppose it matters since you crippled me.

Edit: I wonder how you know you only had a 1% chance to hit. The combat replay doesn't show to hit %.

[ February 29, 2004, 03:14: Message edited by: Randallw ]

DavidG March 1st, 2004 01:53 AM

Re: religious talisman and attack rating
 
Quote:

Originally posted by Slick:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Randallw:
Interesting. In one of my games my technology is roughly equal (at least in weapons) to my enemies and i have superior combat sensors and ecm. Yet my ships couldn't hit the broad side of a barn and he picks me off one after the other. Could the answer lie in him having very experienced ships?. Until recently I was his only worthwhile enemy (he's 1, i'm 2 and we are way ahead of everyone), so he must have training facilities i think. He has superior aggresiveness and defensiveness while I'm only average.

<font size="2" face="sans-serif, arial, verdana">That's a good assumption. Fire up your training facilities. A fully trained ship in a fully trained fleet gives a +40% to your offense AND defense (specifically to the chances of hitting/being hit by direct fire weapons).

Slick.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">And more importantly make sure you understand what the "+40%" actually means. It does NOT mean you ships will hit 40% more often than if they were untrained. It can acutally be way way higher than that. There is a thread somewhere here explaining the way SE4 calcs combat odds.

Personally I think this is on of SE4's biggest flaws and one reason a vet will always make mincemeat out of the newbies.

Fyron March 1st, 2004 02:00 AM

Re: religious talisman and attack rating
 
It is pretty simple. Everything adds linearly, with no multiplication anywhere. Chance to hit = 100% + (sum of all to hit bonuses) - (sum of all defense bonuses that affect the target) - (range to target * 10).

Arkcon March 1st, 2004 02:55 AM

Re: religious talisman and attack rating
 
Quote:

Originally posted by Randallw:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Arkcon:
In that same PBW game, I am also at war with the Aquilaneans --
It sure is lonely being mega evil.

<font size="2" face="sans-serif, arial, verdana">your mega evil reference leads me to believe you are my opponent despite the different name, but I am not aware of any Aquilaneans in the game. Are they nuetral?. I don't suppose it matters since you crippled me.

Edit: I wonder how you know you only had a 1% chance to hit. The combat replay doesn't show to hit %.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">No, I'm playing a solo TDM-Modpack game, medium bonus. The Aquilaneians are a avian race that look like owl-men wearing red hood.

I like to play tactical combat, fully automatic so I can watch the combat and see the percentages and ship damage, but not gain the tactical combat advantage.

This game is really an experiment to see if missiles and fighters are a viable tactic in the late game if I also include weapon destroyers. I'd heard that was the case, because the weapon destroyer tends to knock out point defence cannons, because they're smaller.

To summarize the experiment results so far ... no, it doesn't work. http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron March 1st, 2004 02:59 AM

Re: religious talisman and attack rating
 
The Tachyon Projectors should tend to destroy PDCs Last, as components with more hit points tend to be destroyed first. Kiloton size is irrelevant when determining which component takes a hit, only structure (hit points) matter. Also, note that any extra damage from the Tachyon Projector is not saved. Each shot either destroys a whole component (or more), or does nothing. This is the same with all special damage weapons that damage only a specific component type (except for Ionic Dispersers damaging shields, but that is a special case).

Armor components, however, seem to be backwards, in that armor components with fewer hit points tend to be destroyed before components with more hit points. This is why stock Emissive Armor can work, as it has 10 more hit points than regular armor components. It usually gets destroyed after a lot of the Armor components get destroyed. Using it with Crystalline or Organic Armor, however, does not work out too well, as it is usually destroyed first in that case.

[ March 01, 2004, 01:02: Message edited by: Imperator Fyron ]

wilhil March 1st, 2004 03:00 AM

Re: religious talisman and attack rating
 
when i started this topic i didnt realise it will be a huge 2 day deal, it was just a simple question!

anyway I was wodnering now with the fleet and ship training..... I have 5 ships in a sector defending a warp hole, they gain experiance. if I put them in to a fleet, will the whole fleet gain exp aswell as each of them individually?

Fyron March 1st, 2004 03:07 AM

Re: religious talisman and attack rating
 
Ship and fleet experience are entirely separate. You could replace all of the ships in an experienced fleet and the fleet itself will still have the same experience level. Careful though, because if you remove all ships from a fleet, it disappears, and all of its accumulated experience is gone.

You gain ship and fleet experience separately, according to different formulae. The experience bonus from the fleet stacks with the ship's own experience bonus.

Ships with high experience do not confer any bonus to other ships in the same fleet. Unless you use the Neural Combat Net components, however.

wilhil March 1st, 2004 03:19 AM

Re: religious talisman and attack rating
 
ok thanks you have cleared up loads, but one more question, when a ship is in a fleet the fleet gets experiance, but can individual ships get experiance? or is the only way to do that to get it individually?

Thanks

wilhil March 1st, 2004 03:32 AM

Re: religious talisman and attack rating
 
well i am playing a game right now, and basically my stratagy is to kill before they get a chance to fight back, for this reason I get ships with loads of weapons and no shields(extremly quick to build) and put them on the warp points, they scatter all around it and it basically when someone comes through they home in from all directions and usually kill in turn 1 or 2 but when they are in a fleet it neatly organises them and it takes 3 turns or so to get the enemy and they basically have a chance to fight back.

for this reason i think for defending fleets are bad, but for attacking they are the best!

Ruatha March 1st, 2004 09:26 AM

Re: religious talisman and attack rating
 
After battles experiance is gained by both the fleet and the individual ships within it, according to the different formulas for fleet and ship experiance.

Fyron March 1st, 2004 09:28 AM

Re: religious talisman and attack rating
 
Usually, it is best to set your stategies so that ships will break formation. Fleets tend to be stronger when the ships are not locked into rigid positions, as they do not have to waste time moving to the opposite side if the fleet leader turns around, which happens a lot.


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