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Re: Frequently Asked Questions for Newbies
2.4.2. Fleets are asssigned Formations and Strategies with the Change Formation/Strategy (H) order. Fleet strategy takes precedence over ship's strategy, unless/until the ship breaks formation. (capnq) [Replaced the reference to the "chess piece icon"]
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Frequently Asked Questions for Newbies
The Thread Begins again
[ October 07, 2003, 07:41: Message edited by: Ruatha ] |
Re: Frequently Asked Questions for Newbies
2.4.1. 'engine only' weapons hit not only movement but the weapons too - engines are destroyed with supplies which, with current patch, makes weapons to not fire at all (of course if you don't have supply component)
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Re: Frequently Asked Questions for Newbies
Should probably put in something about researching Psychology and Political Science (Urban Pacification Center) after you conquer a planet so the natives don't get restless.
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Re: Frequently Asked Questions for Newbies
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I just add entries from this thread and occasionally Posts from other threads that I think I understand. All input is Welcome [ 10 May 2002, 15:59: Message edited by: Ruatha ] |
Re: Frequently Asked Questions for Newbies
FAQ SE4
------ This is for us newbies, all feel free to add to this faq, correct errors, spellcheck and bump. Change the order if it needs to, long live chaos. Elite players share your knowledge, newbies, add the answers to your questions here when you receive an answer. First, read:Malfador Q&A Section and: Un-Official Space empires IV Strategy and Tactics Page ------------------------------------------------- CIVILIZATION BUILDING ********************* COLONIZING ========== 1.1.1. Put people on your colony ships. The colony module gives the ships some cargo space, use transfer cargo to put people on the ship so that your colony gets some population, otherwise the new colony won't build anything (Saying "Never" on construction time). (Suicide Junkie) 1.1.2. If the colony ship is currently at a planet with population, it will automatically load pop for you if you use the Colonize (C) order, or the Send Colony Ship button under Planets (F4). The latter button will not always work if the colony ship has moved. (capnq) 1.1.3. Colonies with 0 population have the "dome" symbol even if it is a planet with a breathable atmospere, the symbol disappears when you populate the colony. (Rdouglass, Suicide Junkie) CONSTRUCTION ============ 1.2.1. Units can be only be put in the construction queue as multiples such as 1, 2, 5, 10, 20, 25, up to 200 at a time. (TerranC) 1.2.2. Exception: "One turn's worth" will put however many can be built at the current construction rate; if the unit can't be built in one turn, this still adds 1 to the queue. (capnq) SHIPS ============ 1.3.1 Upgrading engines. Taking engine tech to level 2 (or three) just makes the engines cheaper. One level after that, you'll get an engine that gives a bonus movement point. Then two more levels of cheaper, another faster engine, etc. Upgrading engines that doesn't improve performance makes you loose some money overall, but if you keep that ship like that for a while the maintance savings add up. (Phoenix-D) 1.3.2. Giving a ship orders to move to place X, then before ship reaches X, giving it orders to move to place Y will NOT cancel move to place X. Instead you will now move to place X and then move to place Y! (Taz-in-Space) WAR *** INVASION ======== 2.1.1. To build troops that can invade enemy colonies explore "Construction" and "Troops"; the troops needs some weapons also, explore "Small Weapons" and/or "Troop Weapons". (capnq) 2.1.2. Then construct troops as you construct ships, build them and load them on ships. You can now invade other colonies. Even if you do not have "Ice colony" capabilities you can invade such colonies. (Gandalph, Cynapse) 2.1.3. Few planets have shields. The Massive Planetary Shield does not stop troop invasion and doesn't have to be "taken down" before troop landing. (Sinapus) 2.1.4. If you invade a colony you gain all that has not been destroyed in the battle, facilities and population. The population will be of the race that colonized the planet, if for example you are oxygen breathers and the colony race are methane breathers, you can move the new race to your colonies with methane. This will increase the possible amount of facilities if the new population is the only race on the planet, ie all breathe the same atmosphere. (Gandalph) 2.1.5 If the planet has weapon platforms and you successfully invades it, the platforms remains but comes under your control. (TerranC) 2.1.6 After (or hopefully, before invading) research Psychology, then Political Science. This allows you to build Urban Pacification Centers on conquered worlds that improve the captive population's happiness so that they do not riot. (kalthalior) 2.1.7 After conquering a world or race that breathes a different atmosphere that your own, build colony ships so that you can take advantage of worlds with that atmosphere (i.e., if you conquer methane worlds/races, use the population to colonize other methane worlds so that you can build more facilities on those worlds than you could using your own population). (kalthalior) 2.1.8 Transfer population from other atmosphere breathing conquered worlds/races to worlds you have already colonized that have that atmosphere, and pull your own population off to get the same effect as 2.1.7 above with regards to increasing facility slots on worlds. WEAPON PLATFORMS ================ 2.2.1. Weapons Platforms must be stored on one of your colonized planets to be able to fire. (Phoenix-D, Jmenschenfresser) SHIP CAPTURE ============ 2.3.1. To capture enemy ships you must first research "Military Science" and "Ship capture". Add component "Boarding Parties" to your ship design. In battle take down enemy shield then board. Watch out for self destruct mechanisms, they may take out your ship too. (Captain Kwok) 2.3.2. Or use a level 2 intelligence project called "Crew Insurrection" where you plant a spy on the enemy ship and attempt to convince the crew to join your cause. If successful, the ship is yours to do with as you please. (Gandalph) 2.3.3. If you start with the Psychic Trait, you can research an "Allegiance Subverter" which is a weapon that when fired will convert the crew (and thereby the ship) to your side. (Gandalph) 2.3.4. Once you've captured an enemy ship, you can take it to a space yard and analyze it. You may be able to get new tech like Rock Colony etc, but racial techs like organic and temporal will be a mystery unless you've got those traits. (Captain Kwok) WEAPONS ======= 2.4.1. Engines are the storage for supplies on the ship, therefore "Engine Only" weapons not only hits movement but the weapons too - No engines -> No Suplies -> Weapons can't fire at all, unless you have undamaged "Supply Component" (Georgig) 2.4.2. Shields Skipping. As is well documented the "Engine Only" and "Weapon Only" damage types skip all shields and armor and get straight to the component. One might assume that the "Only Boarding Parties" and "Only Security Stations" weapons do the same thing, but they do not. They only skip armor. (geoschmo) STRATEGIES ========== 2.5.1. Ships and units can be assigned default strategies in Designs (F3) under the Stats/Strategy toggle. These Strategies can (and really should) be customized under Empire Status/Strategies (F11). 2.5.2. Fleets are asssigned Formations and Strategies with the Change Formation/Strategy (H) order. Fleet strategy takes precedence over ship's strategy, unless/until the ship breaks formation. (capnq) TECHNOLOGY ********** 3.37. RELIGOUS STUDIES ====================== 3.37.1.4.1. TALISMAN The Talisman allows every hit to score. SE IV treat stack of units (weapon platform on planet, stack of satelites, stack of fighters) as one "ship". This is why you need only one RT to get the benefit for all units in stack. You may notice that the absolute maximum to-hit that you can get from experience is 99% The talisman gives you 100%. That tells you these two effects are quite separate, since the experience is applied before the total is capped at 99%, and the talisman applies afterwards. (Jim, Suicide Junkie, Oleg |
Re: Frequently Asked Questions for Newbies
FAQ SE4
------ This is for us newbies, all feel free to add to this faq, correct errors, spellcheck and bump. Change the order if it needs to, long live chaos. Elite players share your knowledge, newbies, add the answers to your questions here when you receive an answer. First, read:Malfador Q&A Section and: Un-Official Space empires IV Strategy and Tactics Page ------------------------------------------------- CIVILIZATION BUILDING ********************* COLONIZING ========== 1.1.1. Put people on your colony ships. The colony module gives the ships some cargo space, use transfer cargo to put people on the ship so that your colony gets some population, otherwise the new colony won't build anything (Saying "Never" on construction time). (Suicide Junkie) 1.1.2. If the colony ship is currently at a planet with population, it will automatically load pop for you if you use the Colonize (C) order, or the Send Colony Ship button under Planets (F4). The latter button will not always work if the colony ship has moved. (capnq) 1.1.3. Colonies with 0 population have the "dome" symbol even if it is a planet with a breathable atmospere, the symbol disappears when you populate the colony. (Rdouglass, Suicide Junkie) CONSTRUCTION ============ 1.2.1. Units can be only be put in the construction queue as multiples such as 1, 2, 5, 10, 20, 25, up to 200 at a time. (TerranC) 1.2.2. Exception: "One turn's worth" will put however many can be built at the current construction rate; if the unit can't be built in one turn, this still adds 1 to the queue. (capnq) SHIPS ============ 1.3.1 Upgrading engines. Taking engine tech to level 2 (or three) just makes the engines cheaper. One level after that, you'll get an engine that gives a bonus movement point. Then two more levels of cheaper, another faster engine, etc. Upgrading engines that doesn't improve performance makes you loose some money overall, but if you keep that ship like that for a while the maintance savings add up. (Phoenix-D) 1.3.2. Giving a ship orders to move to place X, then before ship reaches X, giving it orders to move to place Y will NOT cancel move to place X. Instead you will now move to place X and then move to place Y! (Taz-in-Space) WAR *** INVASION ======== 2.1.1. To build troops that can invade enemy colonies explore "Construction" and "Troops"; the troops needs some weapons also, explore "Small Weapons" and/or "Troop Weapons". (capnq) 2.1.2. Then construct troops as you construct ships, build them and load them on ships. You can now invade other colonies. Even if you do not have "Ice colony" capabilities you can invade such colonies. (Gandalph, Cynapse) 2.1.3. Few planets have shields. The Massive Planetary Shield does not stop troop invasion and doesn't have to be "taken down" before troop landing. (Sinapus) 2.1.4. If you invade a colony you gain all that has not been destroyed in the battle, facilities and population. The population will be of the race that colonized the planet, if for example you are oxygen breathers and the colony race are methane breathers, you can move the new race to your colonies with methane. This will increase the possible amount of facilities if the new population is the only race on the planet, ie all breathe the same atmosphere. (Gandalph) 2.1.5 If the planet has weapon platforms and you successfully invades it, the platforms remains but comes under your control. (TerranC) 2.1.6 After (or hopefully, before invading) research Psychology, then Political Science. This allows you to build Urban Pacification Centers on conquered worlds that improve the captive population's happiness so that they do not riot. (kalthalior) 2.1.7 After conquering a world or race that breathes a different atmosphere that your own, build colony ships so that you can take advantage of worlds with that atmosphere (i.e., if you conquer methane worlds/races, use the population to colonize other methane worlds so that you can build more facilities on those worlds than you could using your own population). (kalthalior) 2.1.8 Transfer population from other atmosphere breathing conquered worlds/races to worlds you have already colonized that have that atmosphere, and pull your own population off to get the same effect as 2.1.7 above with regards to increasing facility slots on worlds. (kalthalior) WEAPON PLATFORMS ================ 2.2.1. Weapons Platforms must be stored on one of your colonized planets to be able to fire. (Phoenix-D, Jmenschenfresser) SHIP CAPTURE ============ 2.3.1. To capture enemy ships you must first research "Military Science" and "Ship capture". Add component "Boarding Parties" to your ship design. In battle take down enemy shield then board. Watch out for self destruct mechanisms, they may take out your ship too. (Captain Kwok) 2.3.2. Or use a level 2 intelligence project called "Crew Insurrection" where you plant a spy on the enemy ship and attempt to convince the crew to join your cause. If successful, the ship is yours to do with as you please. (Gandalph) 2.3.3. If you start with the Psychic Trait, you can research an "Allegiance Subverter" which is a weapon that when fired will convert the crew (and thereby the ship) to your side. (Gandalph) 2.3.4. Once you've captured an enemy ship, you can take it to a space yard and analyze it. You may be able to get new tech like Rock Colony etc, but racial techs like organic and temporal will be a mystery unless you've got those traits. (Captain Kwok) WEAPONS ======= 2.4.1. Engines are the storage for supplies on the ship, therefore "Engine Only" weapons not only hits movement but the weapons too - No engines -> No Suplies -> Weapons can't fire at all, unless you have undamaged "Supply Component" (Georgig) 2.4.2. Shields Skipping. As is well documented the "Engine Only" and "Weapon Only" damage types skip all shields and armor and get straight to the component. One might assume that the "Only Boarding Parties" and "Only Security Stations" weapons do the same thing, but they do not. They only skip armor. (geoschmo) STRATEGIES ========== 2.5.1. Ships and units can be assigned default strategies in Designs (F3) under the Stats/Strategy toggle. These Strategies can (and really should) be customized under Empire Status/Strategies (F11). 2.5.2. Fleets are asssigned Formations and Strategies with the Change Formation/Strategy (H) order. Fleet strategy takes precedence over ship's strategy, unless/until the ship breaks formation. (capnq) TECHNOLOGY ********** 3.37. RELIGOUS STUDIES ====================== 3.37.1.4.1. TALISMAN The Talisman allows every hit to score. SE IV treat stack of units (weapon platform on planet, stack of satelites, stack of fighters) as one "ship". This is why you need only one RT to get the benefit for all units in stack. You may notice that the absolute maximum to-hit that you can get from experience is 99% The talisman gives you 100%. That tells you these two effects are quite separate, since the experience is applied before the total is capped at 99%, and the talisman applies afterwards. (Jim, Suicide Junkie, Oleg |
Re: Frequently Asked Questions for Newbies
Perhaps we should include instructions for building Ringworlds and Sphere worlds.
To Build a Ring worlds (or Sphere worlds) you need to: 1.) build on a star. 2.) create a Spaceyard ship (a ship that contains a shipyard component) 3.) take the spaceyard ship to the star you want to build your world on. 4.) start building STARBASES containing the components you need for the Ring/Sphere world. 5.) once you have all necessary components, build go to the component activation icon to activate the construct - all the built starbases and components will disappear and you will have a ring/sphere world there instead. NOTE: to speed construction (it takes awhile) you can construct bases housing more shipyards. |
Re: Frequently Asked Questions for Newbies
1.3.3 To change a ship's current orders, use Clear Orders (hotkey Delete) first.
Repairs and Retrofitting ======================== 1.4.1 A damaged ship will be repaired if it is in the same sector as a planet with a Space Yard facility, or a ship or base with a Repair Bay or Space Yard component. 1.4.2 The order in which repairs are performed is set with (F11) Empire Status/Repair Priorities. Clearing the priorities list will leave only the component types that you have the technology to build; more entries become available when you research the corresponding techs. 1.4.3 Ships and bases can be retrofitted to another design at a spaceyard. The Retrofit option appears under Scrap/Analyze/Mothball (hotkey G). The new design must have the same hull size as the old one, and have a combined total cost in resources of no more than 150% of the old design. Designs more than 150% apart can be retrofitted by designing one or more intermediate Versions. 1.4.4 Units cannot be retrofitted. (capnq) Remote Mining ============= (Somebody who uses this more than I do should write an entry for it.) |
Re: Frequently Asked Questions for Newbies
Remote Mining
============= 1.5.1 To use Remote Mining you must first design a ship, base, or satellite with remote mining components. 1.5.2 Remote mining uses supplies and maintenance, for this reason it is best to use bases as they have infinite supplies and reduced maintenance costs. If you use bases, you must build it with a Space Yard ship at the desired location. 1.5.3 Only one vehicle per location will actually mine the location. If you put one robo-minerals satellite and one robo-radioactives satellite at the same location, only the first one placed will actually generate resources. However, if you build a base with different mining components (ie 6 robo-minerals, 4 robo-radiactives, 2 robo-organics for example) all mining components on the station will produce, (but only 1 base per location). 1.5.4 Remote mining depletes the available resources at the location. It does not happen quickly, but you will see the value of the location drop over time. 1.5.5 It is possible to remotely mine any asteroid or UNCOLONIZED planet. As long as the location has a resource value, it can be mined. Once you place a colony on a planet it can no longer be remotely mined. [ May 14, 2002, 04:00 PM: Message edited by: Gandalph ] |
Re: Frequently Asked Questions for Newbies
Remote Mining
============= (Somebody who uses this more than I do should write an entry for it.) 99.12.03. just don't use it :-) |
Re: Frequently Asked Questions for Newbies
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Remote mining can be very profitable(IMHO). If you have an asteroid belt within your territory, you can reap large Caches of resources without having to devote planetary facilities to them, thereby freeing up the planet for things like ship or fleet training. |
Re: Frequently Asked Questions for Newbies
in all multiplayer games i've played i didn't see one remote miner
more profitable is to build a fleet and take two systems from your weakest neighbour other thing: you must research much to make remote mining profitable - in this point of research you can convert asteroids to planets and mine it without lowering planets value it's your turn :-) |
Re: Frequently Asked Questions for Newbies
I submit that I don't use stellar manip. as it seems too costly, to research, build, and maintain. The remote mining bases I build you have the technology for at the begining of the game in a mid tech start. 2 turns to build a space yard ship, 2-3 turns to get it to the location, 8 turns to build=14kt minerals per turn.
PS - We really shouldn't be discussing this here though. [ May 14, 2002, 05:35 PM: Message edited by: Gandalph ] |
Re: Frequently Asked Questions for Newbies
Repairs and Retrofitting
======================== 1.4.5--A faster, but more expensive, method to build ships is to use a retroseries. First, build a basic Version of the ship, usually taking a single turn. Then retrofit through a series of designs which gradually add components to the ship. Remember, though, that there can only be a 50% difference in cost for each resource. This means that if you don't have any components which require organics/radioactives in the first design (i.e., Life Support/Engines), you will not be able to add them later. |
Re: Frequently Asked Questions for Newbies
Umm... where did that come from? It is wrong. When retrofitting a ship, the total cost is used when determining if the ship can be upgraded or not, not the cost of each individual resource.
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Re: Frequently Asked Questions for Newbies
My bad. I guess I should have tried a few more designs during my empty-shell-to-huge-planet-destroyer retroseries. http://forum.shrapnelgames.com/images/icons/icon7.gif The only connection I could find was the lack of rads. The total cost of the added engines must have been the problem. The corrected entry is as follows:
Repairs and Retrofitting ======================== 1.4.5 A faster, but more expensive, method to build ships is to use a retroseries. First, build a basic Version of the ship, usually taking a single turn. Then retrofit through a series of designs which gradually add components to the ship. Remember, though, that there can only be a 50% difference in total cost. If you are building a stellar manipulation ship (which has a single very expensive component), you can use any combination of components to get the total cost close enough to the amount needed to add the stellar manip. component, at which point the other components can be removed. (Thanks to Imperator Fyron for clearing up my confusion on this issue.) [edits--typos/clarification] [ May 15, 2002, 12:04 AM: Message edited by: Krsqk ] |
Re: Frequently Asked Questions for Newbies
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Re: Frequently Asked Questions for Newbies
System Defense 101 - Once you have developed Cruiser technology build a space yard ship and locate Choke Point Warp Points. On the friendly side of the Hole build a Battle Station or whatever size you prefer. If you build it on the enemy side it eventually will be attacked by a strong enough force to destroy it. Reinforce this with some mines and repair modules (x2) on board and you have a gatekeeper for your systems. If you locate several of these type of systems you can close your borders to all unfriendly ships without fear. It only takes a few stations to do this and if they get to expensive you can always mothball them. This strategy works great against the AI and is still a hard nut to crack against PBW opponents. It also acts as a remote resupply depot for ships and fleets.
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Re: Frequently Asked Questions for Newbies
1.5.5 ... remote mining. My experience IS that a colonised planet can be mined, insolong as you don't already have a extraction ( minerals ) facility already there. Observed this quite by accident.
Dog |
Re: Frequently Asked Questions for Newbies
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If it did, You must have observed the Moon being mined, not the Colonized planet. |
Re: Frequently Asked Questions for Newbies
Didn't think so, but can't remember for sure... but I will watch for it next time.
Dog |
Re: Frequently Asked Questions for Newbies
Construction:
Emergency Build will increase the rate of your space yard by double and a quarter of your normal rate but a "slow" Building period that uses only a quarter of your normal rate for every turn Emergency was turned on. Emergency Build only works for 10 turns, and cannot be put on indefinitely. If you put on an obsolete building queue on an planet construction queue, and click upgrade facilities, the construction queues will be changed to the latest model. Will not work for ships and Units. Ships: To resupply ships, but if there are no planets nearby, go to the nearest space station, battle station, or starbase. After going to the base, go to set fleet window, make a fleet, include all the ships that need resupply in the fleet with the station in the fleet, wait a turn, and then the fleet will have full supplies the next turn. Ships will NOT jump to a forbidden system, nor move through it. You have to make it move manually. Strategy: Use Unit and Ship mounts almost all the time. The Ship mounts increase damage, the Station and weapon platforms increase Damage and Range which give your planet a distinct advantage against ships. One way to beat mounts are missles and drones. Missles have an EXTREME range that are unmatchable by mounted weapons, but get picked off by point defense cannons. Drones are death-on-engines if used carefully as point-defense cannons cannot easily destroy it. Specialty weapons should be used rarely, but is useful. -weapon destroying weapons are useful if you want to disable the ships then destroy them. -Nullspace guns are useful against heavily sheilded and armoured ships. -Warp guns can give your ship extended life in "Dogfights" especially with gunships. -engine destroying weapons disable ship movement and supply storage. Approach the ships with caution if they have Quantum reactors. |
Re: Frequently Asked Questions for Newbies
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Re: Frequently Asked Questions for Newbies
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Also; Red = armor + internals. Blue = shields Each bar / block of color represents 50 hitpoints (rounded up). If the number of hitpoints exceeds 1500, a number will appear on the right-hand edge of the bar, indicating hitpoints in 1000's [ May 23, 2002, 17:06: Message edited by: Suicide Junkie. ] |
Re: Frequently Asked Questions for Newbies
I think my question under "Construction Que Usage" is a valid item for the newbie FAQ. It was:
1.2.5 Do constructions queues' build values spill over to the next item in the queue if the curent item doesnt use all of the resources? For example, say you're building a ship which costs 2000 Min, 500 Org, and 500 Rad and your Space Yard has 3300,3300,3300 build rating. Does the unused 1300 of Minerals "spill over" into the next item or does it go wasted? ANSWER: It's wasted:( The only exception to this is if you are building units more than one at a time (ie, you select something other than "1" or "one turn's worth" when it asks you how many you want to build. Thanks to Dogscoff for the speedy reply. |
Re: Frequently Asked Questions for Newbies
some newbie pointers:
1. Rock planet type (more to colonize). Gas planets fewer but larger and take more skill. Ice bad... Ice cold.... fewer Ice planets. Beginners don't choose None Atmosphere type, choose any other atmosphere type. 2. Set up race to build a colonizer on Homeworld in 2 turns. This may mean stripping out half the engines and the cargo hold (good for a local colony ship). You have to boost your races construction rate by ? (5 %to 10%?) oops. 3. Experienced players build 3 space stations with shipyards first, but I think 2 is easier to manage. When you do run short on resources you can mothball these stations for a while. 4. Colonize your system fast. The extra research, resource, and shipyards early on are an advantage. Green star planets are your atmoshpere type . Red star have different atmosphere and are domed, so the build space is limited. 5. I generally do not waste resources on escorts. I build small transports instead. Arm them with a missle and add 3 SAT launchers, 3 cargo, 1 supply, 5 engines etc... they are good for exploring, transport and SAT laying. 6. Ships are fragile early on. A few SATs for Worm Hole defense can kill or cause them to limp home. It's better than letting them concentrate forces. 7. Weapon platforms. Better some than none, don't be a easy target. Try mixing missles with direct fire weapons, and use the largest weapon mount you can. 8. Early research. Opinions differ but most would suggest: More than one project in que, rotate projects and do not spread points evenly. Larger ships (friget on first turn, destroyer, light cruiser). Depleted Uranium Cannon (DUC) to level 3. Point Defense (PD) at least level 3, I prefer 4 I might start PD inbetween destroyer and LC. As you have to study Military Science before PD opens up. 9. Diplomacy: Avoid early wars, treaties are good bonuses. Hit back if attacked. Some AI races have different attitudes, so be cautious about colonizing their systems. 10. Bonuses: Trade for ships and analyze them, its great for gaining expensive colonizing tech. Just might get some population in the bargin. Trade for population that breaths a different atmosphere. Put them on their planet type, remove your pop from it, and that red star will turn green http://forum.shrapnelgames.com/images/icons/icon7.gif giving many more build spaces. |
Re: Frequently Asked Questions for Newbies
CARGO HANDLING AND LAUNCHING
============================ There are three different cargo handling commands. Transfer Cargo (hotkey T) gives you complete manual control over what goes where. Load Cargo (L) and Drop Cargo (D) will automatically move all that they can of one type of cargo. Launchable units (drones, fighters, mines, and satellites) have a parallel set of orders: Launch/Recover Units (U), Launch Units Remotely (I), and Recover Units Remotely (O). A ship needs a specific launch component to handle each type of unit, which cannot handle the other types. Planets can launch and recover units without needing any special facilities. Drones and mines cannot be recovered once launched. |
Re: Frequently Asked Questions for Newbies
* Will inocrporate later *
(Been Moving) |
Re: Frequently Asked Questions for Newbies
Thanks for the great idea and for the contributions.
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Re: Frequently Asked Questions for Newbies
What exactly is this thread??
I remember there already being a VERY extensive FAQ Last year? Is this one just for gold or something? I would this a great many things could be culled from the previous FAQ. |
Re: Frequently Asked Questions for Newbies
No, it's just a duplication. This is not a 'unified' community, you know. We're just a mob of fans who clump and unclump in our own ways. When one 'clique' gets an idea they go ahead and carry it out even if someone else has already done it. Notice the over-lapping mods, 'Star Trek,' 'SciFi Crossover' with lots of Trek stuff included, TDM modpack with lots of Trek and B5 and other races, B5 specific mod, etc...
"No boundaries" could be the SE IV official motto. |
Re: Frequently Asked Questions for Newbies
Too bad. That always frustrates me.
Unity is the key... |
Re: Frequently Asked Questions for Newbies
We are unified in our diversity.
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Re: Frequently Asked Questions for Newbies
Can someone post a link to the previus faq then, maybe I can merge them.
The Faqs in the sticky section doesn't quite seem to be aiemd at newbies starting a game. |
Re: Frequently Asked Questions for Newbies
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FAQ...First 50 turns Armor, Shields, and Damage (FAQ) There's also: Dubious' Strategy Guide (10 April 01) [old archives] |
Re: Frequently Asked Questions for Newbies
Ok, that seems like a more strategic guide, this thread aims to answer questions as " Why don't my colonies build anything?" - "move population there!".
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Re: Frequently Asked Questions for Newbies
After all my play time, I just discovered something new.
Cloaked ships will not gain experience while at a planet with a ship and/or fleet training facility. You MUST decloak the ship to benefit from the training. You can add this in where ever it fits. |
Re: Frequently Asked Questions for Newbies
1.2.6. On a construction queue, you can use the Fill Queue button to save Groups of construction orders for repeated use. Put the items you want in the queue, Fill Queue, Add Queue; name the set. Once a set of orders is saved, it can be selected with Fill Queue to add the set to the construction queue. If an item in saved set becomes obsolete, Fill Queue will produce an error message when you select that set, so you have to define a new set whenever you upgrade a design.
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Re: Frequently Asked Questions for Newbies
I found this thread incredibly helpful...when I found it! http://forum.shrapnelgames.com/images/icons/icon7.gif How about a sticky?
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Re: Frequently Asked Questions for Newbies
4.2.6.1. Heavier mounts increase the range and damage of weapons. To use a heavier mount on a design, press the Weap Mounts button on the design screen. The Weapons Report screen also has a Mount button.
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Re: Frequently Asked Questions for Newbies
Please check me on this...
Repairs and Retrofitting 1.4.6 Only one ship may use a spaceyard for retrofitting at any given time. However, next turn, a different ship may retrofit while the other ship(s) use the space yard to repair the newly retrofit components. 1.4.7 Engines that are retrofit to a different engine type lose all supplies. Ensure you retrofit engines over a resupply depot. 1.4.8 You cannot retrofit (captured, insurrected, or gifted) ships with special racial technology components that your race does not possess. 1.4.9 A space yard ship with a repair bay is an excellent way to refit ships in forward positions. |
Re: Frequently Asked Questions for Newbies
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You're right about a ship losing supply when the engines are retrofitted (unless, of course, you have supply storage components that are NOT being retrofitted; otherwise, you have the same problem - i.e., you don't get free supplies by retrofitting/repairing a supply storage component). I'm not certain about the special racial tech thing; you can't ANALYZE the racial tech unless you have the corresponding racial trait, but you can certainly scrap the ship and you should be able to retrofit the ship to one of your own designs (which, obviously, would destroy all the other race's special components). Also note that you can put multiple repair bays on a single ship and they will ALL work together; they will even "combine" with a space yard component (and/or a space yard facility). Hope that all made sense... |
Re: Frequently Asked Questions for Newbies
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The only difference is that the status lines will indicate that the analyse value of the ship is medium to high, but you will fail to get those techs if you analyse. |
Re: Frequently Asked Questions for Newbies
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Re: Frequently Asked Questions for Newbies
I've been wondering whether it would be worthwhile to compile a FAQ about the things that are different in simultaneous games.
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Re: Frequently Asked Questions for Newbies
Thanks guys,
I guess I still need to do some testing/tinkering. I'm looking for definitive guidance on retrofitting over space yards. Indeed, as the good Director stated, (Simultaneous games), If multiple ships can be retrofit, is the limitation that they must be of the same class, and must they retrofit to the same type? In the past, I used to get a prohibitive message when I tried multiple retrofits, so I gave up on it. As far as refitting, what I was trying to state is that if you capture/insurrect or are gifted a ship with special tech, (let's say the talisman), you can't refit the ship with new components, or you will lose the special tech. You will have to create a new design to retrofit the ship to- and because you don't own the talisman, you can't create a design with it. Therefore, if you try to retrofit a ship with special tech you don't own, you will not be able to select the special components when creating the new design, so you will lose them. True, you can do what you want with the ship, but if you decide to refit it, you will not be able to keep the special tech components. Am I incorrect? |
Re: Frequently Asked Questions for Newbies
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1.4.9 Ships can't be retrofit while in a fleet (it caused problems in 1.49, and is not even possible in Gold). More while I'm thinking about it (all are new unless otherwise noted).... 1.1.4.0 Research Stellar Manipulation to level 5 for Ringworlds (level 8 for Sphereworlds) and Base Construction to level 3. 1.3.6 [change] Umm... I believe a ship will resupply fully no matter how long it stays over a resupply depot, even for touch-and-go. The ship only looks 'nearly-resupplied' since it spent supplies between the depot and its Last position. For example, consider a speed 7 ship with six engines is five sectors away from a resupply depot. If the ship is ordered to move straight for the depot and then move as far as it can beyond that, at the end of the month, it will have full supplies minus the supplies it spent to go the two sectors beyond the depot. In this case, it would be (2 sectors x 6 engines x 10 supply per engine per sector) = 120 supply points below full when it stops moving. 1.4.2.1 The game chooses a ship in a sector to repair based on which ship has the highest-priority component broken, and then this ship will be repaired as much as it can. Example: say your repair priority list starts Vehicle Control (top priority), Engines, and Weapons. Say you also have two ships damaged in one sector. The first ship has only its bridge, a shield, and a piece of armor broken. The second ship has everything damaged EXCEPT its bridge, crew quarters, and life support (and does not have an Aux Con). Since the first ship has the a top priority Vehicle Control component damaged (the bridge), while the second ship has no Vehicle Control components damages, the first ship will be repaired as much as possible. Each turn the game re-determines which ship will be repaired (so that a ship that is repaired one turn may not be repaired the next turn). 1.4.2.2 If a ship is fully repaired, any excess repair ability in a sector will be carried over to other damaged ships in the sector. In this case, the game will pick the next-highest priority ship as above, then repair it as much as it can. This process repeats till either all ships are repaired or the repair facilities/components have repaired as much as they can in a turn. 1.4.2.3 Multiple repair bays will work on a single ship or base. Three repair bays fit perfectly on a Space Station. If they are Repair Bays 3, that's 24 components repaired per turn right there (with very low maintenance), which can make for speedy retrofits. Multiple repair bays on dedicated repair ships can greatly increase the lifespan of fleets at the front lines. 1.4.6 [change] Engines that are retrofit to a different engine type lose all supplies, unless they also have Supply Storage components. Ensure you retrofit engines over a resupply depot. 2.4.2 [change] In the post-1.67 patch, Ionic Dispersers, which destroy engines, will not skip shields. That's as much as I can concentrate on now. Take it or leave it.... http://forum.shrapnelgames.com/images/icons/icon7.gif [edit] The grammar police strike again.... [/edit] [2d edit] And English is my first language.... [/2d edit] Quikngruvn [ August 02, 2002, 05:26: Message edited by: Quikngruvn ] |
Re: Frequently Asked Questions for Newbies
First, Quikngruvn, good work on most of your inputs. I only disagree on one point:
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Re: Frequently Asked Questions for Newbies
Does this mean any change to 1.3.6?
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