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New guy questions post.
Hello all. Yep I'm the new guy on the block. So ic come to you vets with humility. I'll probably keep this post going for quite sometime until i'm on the right path. I give hardy thanks for everyone's help in advance.
Q1. I am getting my newbie arse kicked by the AI in the intelligence field. Every other turn. It's something from snafus to rioting to muntiny. I've tried doing counter-intel Lv.3 it stops it about 75% of the time. What's worse is that i can't accomplish anything back. Can someone show me the light. This is my number grievance at the moment. |
Re: New guy questions post.
You will need to build many Intel Centers. Keep using Counter Intel lv 3, and soon you won't be bothered by the other guys intel attacks.
Another way to stop intel attacks, although its cheating, is to switch the AI players that are intel attacking you to Human control, and then when you play their turn, you turn off the INTEL minister, and clear the intel attacks against you in the Intel Options window. Then switch them back to AI and that should buy you a few turns. [ 15 April 2002: Message edited by: Atrocities ]</p> |
Re: New guy questions post.
it helps to have a counter intel project running at all times, and to be paying as many intel points into it as the enemy is throwing at you in projects. if you do that, it should stop them 100% of the time.
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Re: New guy questions post.
Atrocities, Puke, & Dogscuff many thanks for your for your tips and tactics. I will try and implement these in my new game.
Q2. Those planets that don't have a breatheable for your race, is there anyway to terraform them to one that you can? ex. for terrans carbon dioxide to oxygen. |
Re: New guy questions post.
Yup, if you build an atmosphere converter on the planet the atmosphere will (eventually) be converted to the preferred atmosphere of the largest population on it.
Can't remember offhand where the atmos converter is in the tech tree... Of course it's usually a lot easier to just steal someone else's population and put them to work. Troops are a good way to get alien populations, as are ship captures via boarding parties or alliegence subverters (steal colony ships & pop transports), crew insurrections (ditto) and Puppet Political Parties. Of course not everyone wants a bunch of dirty aliens running around in their empire... |
Re: New guy questions post.
Research Planet Engineering. Atomsphere converters are a great resource. So are Value Improvement and Climate control facitlities.
Once a planet has been converted, scrap the AC and replace it with whatever you wish. Keep the Climate and Value improvement facilities though. Anther great way to colonize the planets you can not breath is to capture races who do, and use them to colonize those worlds. http://forum.shrapnelgames.com/images/icons/icon7.gif Its cheep and its very effective. |
Re: New guy questions post.
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Atrocities:
Climate control facitlities.<hr></blockquote> Atrocities, do these facilities actually work in any decent timeframe? I have put a climate control facility and the change seems to be miniscule - has anyone actually noticed tangible benefits fromthese things Atmosphere converters are the best BTW |
Re: New guy questions post.
I figure that planet conditions range from Deadly(0%) to Optimal (100%).
Since there are about 6 words for the different levels of conditions, they would be separated by 20% each A conditions improvement plant (level 3) adds 3% every 10 turns (1 year). At that rate, you need 70 turns to ensure a rating upgrade. The easiest way to improve the improvement rate is to build multiple plants, since they DO stack. Of course, you could always mod them to be much more powerful. [ 15 April 2002: Message edited by: Suicide Junkie ]</p> |
Re: New guy questions post.
If you know where the enemy's intel production planets are (which you probably won't, because you can't do any intel on them, but never mind), try to conquer them with troops. That will boost your intel output while reducing theirs. Also, researching industry / computers gives you the citizen databank facilities which, if used carefully, will boost your output considerably.
A good way to guess at enemy intel worlds is to look for planets with low resource values. These are less likely to be for mining / farming/ rad extraction. If a planet seems to be producing ships then it is less likely to have intel facilities on it, and in any game which started at low tech, intel facilities are likely to be on worlds a few systems away from the homeworld, because most empires will have expanded quite a bit before they research the intel tech. |
Re: New guy questions post.
it's me again. I have some new questions.
Q3How do you... -cure a plague raging on want of your planets. -Stop a planet from rioting? Q4Does garrisoning a planet with troops or have warships in orbit have any effect on your civilian population. |
Re: New guy questions post.
To cure a plague, you need a ship / base in orbit with an appropriately- levelled med-bay component (ie level 3 comp for level 3 plague.) There are also facilities in the organic tree which can prevent plagues. A good idea is to put med bays on all your pop transports and construction bases.
Rioting is best cured by sending ships and/ or troops to a planet. Things like urban pacification centres / temporal vacation centres do the trick as well. There are other factors involved, such as plagues, enemy ships in the system (especially if you have that enemy's population on your planet) and nearby battle wins/ losses. [ 16 April 2002: Message edited by: dogscoff ]</p> |
Re: New guy questions post.
Q5. If you capture an enemy planet do gain tech?
Q6. How can you find out the enemies homeworld? Thanks |
Re: New guy questions post.
Capture-No.
Surrender-Yes. Capture Ship-No Analyse Ship-Yes Wasn't that simple http://forum.shrapnelgames.com/images/icons/icon7.gif and this isn't always the case but... In most games, the homeworld will have the Most Population. That means if you find a Planet with 4000M population, That's the homeworld http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: New guy questions post.
Thanks TerranC
Q6. Is it possibel to give races Homeworld names through mods or other methods. I'm guessing maybe through the map editor. |
Re: New guy questions post.
you can change the name of any colonized planet (or ship you own, or base, or fleet) by selecting it and hitting 'N' or clicking on the NAME button.
you can also change the names of planets in the map editor and set them as starting positions for players. |
Re: New guy questions post.
Q7. What makes your production go up population or some other concept I haven't thought of? I believe it's population.
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Re: New guy questions post.
Production Goes up by:
The Level of the Space Yard on the Planet (Nothing to SY 3 to TSY 3) The Level of Happiness of the Planet (Rioting-0% production-to Jubilant-100%?) The Level of Population on the Planet (4/34 Million to 15 billion-Sphearworld?) |
Re: New guy questions post.
Rioting = 0%
Angry = 80% ... Jubilant = 120% > 100M = 105% > 500M = 110% > 1B = 120% > 2B = 130% ... > 8B = 190% > 10B = 200% Plus, the modifiers add, so 2B indifferent people = 50M Jubilant people = 4B angry people. [ 20 April 2002: Message edited by: Suicide Junkie ]</p> |
Re: New guy questions post.
Q8. can you rearm fighters with rocket clusters with a carrier present during combat?
Thanks again for everyone's help |
Re: New guy questions post.
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> Q8. can you rearm fighters with rocket clusters with a carrier present during combat? <hr></blockquote>No, the Rocket Pods only get one shot per combat, and Fighters cannot be recovered during Combat anyway.
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Re: New guy questions post.
Q9. Can someone give me a detailed description on these 3 mods- Proportions/TDM/P&N.
Thanks |
Re: New guy questions post.
OK, briefly:
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Proportions:<hr></blockquote> Scales of economics changed to a more realistic model... basically, it now takes you decades to build up a large population on a colonised world, and hundreds of years (ie thousands of turns!) for a colony to become as economically developped as a homeworld. Some small changes to the tech tree, a few components and weapons added and re-organised. Engines-per-move system makes ship design/ movement much more interesting. Some nice touches regarding combat bonuses, too. Makes for a much slower and more thoughtful game, with things like intel and politics becoming infinitely more important. Ships and colonies are no longer "throw away" items. AI for this mod is OK, but really should be played vs humans. This mod is currently being feverishly developped by PvK, and it is evolving rapidly. <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>TDM:<hr></blockquote> All the stock AI races have had their AIs revamped, and a bunch of the toughest and meanest fan races have been put in there too. All other elements of the game have been left untouched, so the weapons, ships, facilities etc are exactly as Malfador intended. This is probably the most widely used and highly respected mod. Updated regularly to maintain compatibility with game patches. The best game you'll get on your own. <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>P&N<hr></blockquote> Suicide Junkie's infamous monstro-tech-fest. The first mod to implement quasi-newtonian propulsion. Loads of new ways of playing - for example pirate economies rely entirely upon ship captures and scrapping for resource income. New racial traits and techs, including some cute "minor" ones and those wonderful crossover techs (ie pick organic and crystalline ad get bio-crystal armour). Tons of new weapons, components, weapon mounts and ship sizes (including the infamous battlemoon- KERBLAMMO!=-), and things like hardened bulkheads and quality mounts to make your ships individual and extremely durable. Still maintained, but I think it's fair to say it's reached a reasonably static "mature" stage of development. I think the AIs are ppretty good, and S_J has produced a nifty little gizmo to make any AI compatible with his mod. Did I miss anything out? BTW, don't forget all the other mods out there. The other biggie (IMHO) is the Devnullmod, which is now looked after by Rollo and GeoSchmoe. An extremely well balanced collection of new weapons, armours, shields, ship sizes and a few other little surprises to expand SEIV in the spirit of the original game. Comes with customised AIs, which (if I know Rollo) will be bloody evil=-) Currently undergoing not-very-well-publicised development, I am anxiously awaiting the next Version... [ 22 April 2002: Message edited by: dogscoff ]</p> |
Re: New guy questions post.
Dogscoff thanks.
Q10. So, TDM is the best of the 3 for Solo? Has anyone made a crossover using all 3? Q11. Where can I find P&N? |
Re: New guy questions post.
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Big Game Hunter:
Dogscoff thanks. Q10. So, TDM is the best of the 3 for Solo? Has anyone made a crossover using all 3? Q11. Where can I find P&N?<hr></blockquote> P&N is on your SE IV Gold CD, in "extras". There is a thread over here "TDM vs P&N". It is basically what can happen if you import awesome TDM AI into P&N. IIFC, Suicide Junkie had a very tough time holding back the benevolent Vaxin. |
Re: New guy questions post.
Thanks
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Re: New guy questions post.
Q12. I'm totally lost in the P&N 3.1 I have no idea who to colonize a planet. I chose both pirate and Nomad traits. it's probably something really obvious. I guess that's why i'm a newb.
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Re: New guy questions post.
IIRC neither Pirates nor nomads USE planets; that's why you can't colonize one http://forum.shrapnelgames.com/images/icons/icon7.gif
Pick the "normal" racial trait. Phoenix-D |
Re: New guy questions post.
Q12.Is there a guide or something explaining this mod?
Just because you can't colonize a planet doesn't mean you can't capture one correct? Thanks Pheonix D |
Re: New guy questions post.
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Just because you can't colonize a planet doesn't mean you can't capture one correct?<hr></blockquote>That's right. When you do capture one, you will have the choice of:
A) spend plenty of money to try and defend it, hoping to make back your investment over time using the planets production. B) Soak up resources until the owner comes looking, then sell out and scrap everything for cash, and hide until the commotion dies down. http://forum.shrapnelgames.com/images/icons/icon7.gif C) Something unexpected. |
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