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No ruins?!
Where are my ruins?!
Since the Last updates, none of my games have ruins on planets. Whats going on???!!! ------------------ Emperor Klis't of the Taera Republic. Proud member of the League of Empires. E-Mail - Ora Planet - Taera Republic - League of Empires |
Re: No ruins?!
Somebody said in another thread that if you generate map in the quadrant section of game setup then you get no ruins. So do not do that, let the game just generate the map when you start game after you add all the players. Maybe it was to keep players from looking at the warp point connections of maps before starting game. It makes some sense to put a penalty on generate map, and removing ruins was easy.
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Re: No ruins?!
Hey ppl, sorry for bringing up this topic from the bottom, but when i generate the map, what if i do not want the standatd mid-life? IF i choose some kind of map, other that Mid Life, will it generate it, and not something else?
------------------ Emperor Klis't of the Taera Republic. Proud member of the League of Empires. E-Mail - Ora Planet - Taera Republic - League of Empires |
Re: No ruins?!
Do you guys really use those ruin techs? I never found those one-shot massive shield depleters and engine killers desirable... simply because they fire only one shot!
On the topic of weapons, I found those heavy mount shield depleters a bargain! My Gunnery DNs can beat any AI DNs one-on-one every time simply thanks to the SD, even if I let the AI shoot first. |
Re: No ruins?!
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by CW:
Do you guys really use those ruin techs? I never found those one-shot massive shield depleters and engine killers desirable... simply because they fire only one shot! <HR></BLOCKQUOTE> I've modded the massive planetary shield generator so that it generates phase shields and has three extra levels. Basically, you get stronger shields at shield lvl 4, 7 and 10. (Was going to make it each shield level, but the expense of the facility made me reconsider. Upgrading it each shield level would be painful.) |
Re: No ruins?!
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>I've modded the massive planetary shield generator so that it generates phase shields and has three extra levels. Basically, you get stronger shields at shield lvl 4, 7 and 10.<HR></BLOCKQUOTE>
Hey! Mee too! I left the early planetary shields as standard though. It is too bad that my planetary armor facility dosen't work though http://www.shrapnelgames.com/ubb/images/icons/icon9.gif And neither do my planetary shield regenerators http://www.shrapnelgames.com/ubb/images/icons/icon9.gif As for the massive weapons, they are very good to use on LCs that plan to take on a Baseship. Two MSDs could wipe out the defenses of the BS, and a third LC could tear apart the internals. The 30 turn reload dosen't matter in this case, since your ships aren't designed to survive very long, and just need all their damage to hit in one burst before they die. ------------------ The latest info onPirates & Nomads (forum thread). -<Download V2.0>- -<Download V1.6>- -<Download compatible EMPs for P&N v1.6>- -<SJs latest AI Patcher>- Visit My Homepage |
Re: No ruins?!
Yes, it will generate the type you choose.
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Re: No ruins?!
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>The 30 turn reload dosen't matter in this case, since your ships aren't designed to survive very long, and just need all their damage to hit in one burst before they die.<HR></BLOCKQUOTE>
Isn't it much cheaper to build a bigger ship that acutally SURVIVES the fight??!? |
Re: No ruins?!
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Isn't it much cheaper to build a bigger ship that acutally SURVIVES the fight??!?<HR></BLOCKQUOTE>Not nessesarily.
If you had 3 FGs that could take down a BB, by using the massive shield depleter and ramming warheads, it would be worth it. ------------------ The latest info onPirates & Nomads (forum thread). -<Download V2.0>- -<Download V1.6>- -<Download compatible EMPs for P&N v1.6>- -<SJs latest AI Patcher>- Visit My Homepage |
Re: No ruins?!
Those weapons can be useful, when used right.
Make a fleet, put two-three ships with this one and the "strongest" ship at top of the targetting. Ths strongest ship will have nice surprise http://www.shrapnelgames.com/ubb/images/icons/icon7.gif. ------------------ Emperor Klis't of the Taera Republic. Proud member of the League of Empires. E-Mail - Ora Planet - Taera Republic - League of Empires |
Re: No ruins?!
You can take out Bigger ships with escorts if you design them with with the enemy weakness in mind.
I have attacked Battleships that had no missle defense with missle escorts and won. |
Re: No ruins?!
Exactly!
The most common "weakness" is a heavy reliance on heavy shield generators, which are neutralized by the Massive Shield Depleter. With the pitiful armor in classic SE4, you have no choice but to load up on shields for defense. ------------------ The latest info onPirates & Nomads (forum thread). -<Download V2.0>- -<Download V1.6>- -<Download compatible EMPs for P&N v1.6>- -<SJs latest AI Patcher>- Visit My Homepage |
Re: No ruins?!
It also points out why you need a balanced fleet. If you rely totally on one type of weapon you will be easily defeated.
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Re: No ruins?!
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Nitram Draw:
It also points out why you need a balanced fleet. If you rely totally on one type of weapon you will be easily defeated.<HR></BLOCKQUOTE> Same thing might apply with fighters as well. Trying to get to a point where I can test heavily armored/shielded (more armor than shields since there is that problem with fighters and shields) fighters to act as "Wild Weasels". Send them in ahead of my small-rocket pod Groups to set off the point defense cannons of the enemy targets, er ships. Wanted to try timing missile salvos to precede the first wave of fighters, but that's a bit too difficult and I think the PDC's reload after they fire at seekers since IIRC, seekers move Last. Hmm... that reminds me of something I've been wishing: make seekers move their full speed when they are launched. [This message has been edited by Sinapus (edited 19 July 2001).] |
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