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Questions, questions ...
A new batch. ...
1. Is there an option in diplomacy to demand that an empire stop its war against you? (There only seem to be options for demanding an end to specific sorts of attacks, not the war in general.) 2. How does armour show in statistics? I add it to ships but I have no sense of its representation (i.e. another stat line in its description, for example) or how it works (i.e. do 10 armour points stop 10 points of damage from each weapon that hits it in a turn before being destroyed, or is it gone with the first 10 points of incoming fire it takes?). 3. While I'm upgrading extraction facilities, do the ones currently upgrading still produce minerals, radioactives, etc., or are they offline? 4. I did a massive upgrade of my mineral miner plants from I to III (500 per turn to something like 1000 per turn). There appeared to be NO CHANGE in my production even though there should have been a massive one as far as I know; I kept checking stats under empire and it seemed to be stuck around 139k. What's going on? 5. When ships are in formation how is their individual positioning in the formation being determined? (I want to be able to make sure certain ships are nearer the front of the formation, for example.) 6. Can boarders not attempt to board an enemy ship until the enemy shields are completely down? 7. Under strategies, I don't understand the "damage" option where it says "damage percent per ship." Is this referring to how much damage my ships will take before attempting to flee? 8. Do tractor beams actually work? I had three each on some destroyers and took them up against some enemy dreadnoughts. Didn't appear to do anything. 9. Do tachyon projection cannons actually work? I had TP IIIs on a veritable horde of small ships and took them up against said dreadnoughts but it appeared that the latter really didn't lose any weapons. I thought it would be the great equalizer given my small ships vs. the AI's heavily gunned ships. Are the cannons simply not worth it. |
Re: Questions, questions ...
"1. Is there an option in diplomacy to demand that an empire stop its war against you? (There only seem to be options for demanding an end to specific sorts of attacks, not the war in general.)"
Demand a peace treaty. "2. How does armour show in statistics? I add it to ships but I have no sense of its representation (i.e. another stat line in its description, for example) or how it works (i.e. do 10 armour points stop 10 points of damage from each weapon that hits it in a turn before being destroyed, or is it gone with the first 10 points of incoming fire it takes?)." Each component has two kt Ratings- size and strengh. Armor components have a higher KT than their strength- armor III will stop about 40kt of damage for example. Once it's gone, it's gone. "3. While I'm upgrading extraction facilities, do the ones currently upgrading still produce minerals, radioactives, etc., or are they offline?" Still produces. Same with everything else. "4. I did a massive upgrade of my mineral miner plants from I to III (500 per turn to something like 1000 per turn). There appeared to be NO CHANGE in my production even though there should have been a massive one as far as I know; I kept checking stats under empire and it seemed to be stuck around 139k. What's going on?" Hmm. Are you sure you weren't looking at your resource STORAGE? "5. When ships are in formation how is their individual positioning in the formation being determined? (I want to be able to make sure certain ships are nearer the front of the formation, for example.)" More or less random http://forum.shrapnelgames.com/images/icons/icon9.gif except for the leader. "6. Can boarders not attempt to board an enemy ship until the enemy shields are completely down?" Correct. "7. Under strategies, I don't understand the "damage" option where it says "damage percent per ship." Is this referring to how much damage my ships will take before attempting to flee?" No, this is how much they'll shoot up the ENEMY ship before switching to another target. "8. Do tractor beams actually work? I had three each on some destroyers and took them up against some enemy dreadnoughts. Didn't appear to do anything." Only on ships smaller than the mounting ship. (maybe same size too) "9. Do tachyon projection cannons actually work? I had TP IIIs on a veritable horde of small ships and took them up against said dreadnoughts but it appeared that the latter really didn't lose any weapons. I thought it would be the great equalizer given my small ships vs. the AI's heavily gunned ships. Are the cannons simply not worth it." Yes, they work.. but they MUST do enough damage to destroy a weapon in a single shot. If they don't, the component will simply soak up fire infinitely. Phoenix-D |
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1. A non-aggression pact signals the end of hostilities (and a non-intercourse treaty implies an end to open hostilities). There is no way to halt a war without drafting a treaty.
2. Armour is designed to be hit first on a starship, if I remember right. Unfortunately, it doesn't work quite right, again if I remember right. I never bothered with it -- I always use shields, since I know those work. 3. Upgrading keeps the facilities running all the way through. 4. No idea... did you have space ports in those systems? 5. Their order in the fleet in the system scale determines where they show up in the formation. Also, clicking on the Help button (the question mark) and clicking on Formations will show you the numbers of each position. 6. Shields must be down before a ship can be boarded, yes. 7. I'll have to pass that one off to someone else, since I've never seen it. =) 8. I haven't tried out tractor beams yet either. All they do is move a ship closer or further, though, so they're not all too useful unless you want to keep an short-ranged enemy ship away while you pummel it with long-ranged weapons, or drag a long-ranged ship closer so you can pummel it with short-ranged weapons. 9. They normally work just fine, so I'm not sure what's happening. [ July 05, 2002, 06:39: Message edited by: Spuzzum ] |
Re: Questions, questions ...
1. Is there an option in diplomacy to demand that an empire stop its war against you? (There only seem to be options for demanding an end to specific sorts of attacks, not the war in general.)
I don't know. 2. How does armour show in statistics? I add it to ships but I have no sense of its representation (i.e. another stat line in its description, for example) or how it works (i.e. do 10 armour points stop 10 points of damage from each weapon that hits it in a turn before being destroyed, or is it gone with the first 10 points of incoming fire it takes?). It doesn't show as a separate statistic. Armor takes damage just like any other component, except that it is hit first. If it has 40 hit points, it is destroyed after 40 points of damage hit it. Crystalline Armor does what you were thinking. It channels the first X points of damage from each shot into the shields, thereby reducing the damage each shot does. 3. While I'm upgrading extraction facilities, do the ones currently upgrading still produce minerals, radioactives, etc., or are they offline? They still produce resources. In fact, you could but the build queue on hold, and they would still produce. http://forum.shrapnelgames.com/images/icons/icon7.gif 4. I did a massive upgrade of my mineral miner plants from I to III (500 per turn to something like 1000 per turn). There appeared to be NO CHANGE in my production even though there should have been a massive one as far as I know; I kept checking stats under empire and it seemed to be stuck around 139k. What's going on? Level I makes 800. Level III makes 1000. So, it wasn't as massive as you thought. Did you wait a turn after the upgrade was completed? There is generally a turn delay in the updating of some of the windows. 5. When ships are in formation how is their individual positioning in the formation being determined? (I want to be able to make sure certain ships are nearer the front of the formation, for example.) It is something like the order that the ships were built. You can choose the Leader, but thats it. 6. Can boarders not attempt to board an enemy ship until the enemy shields are completely down? You cannot board a ship until it's shields are at 0. 7. Under strategies, I don't understand the "damage" option where it says "damage percent per ship." Is this referring to how much damage my ships will take before attempting to flee? No. I believe that what you are refering to is the setting that determines how much damage your ship will do until it changes to a different target ship. 8. Do tractor beams actually work? I had three each on some destroyers and took them up against some enemy dreadnoughts. Didn't appear to do anything. Yes, they work. I don't think that there is a size limit to what they can affect, but I am not positive. 9. Do tachyon projection cannons actually work? I had TP IIIs on a veritable horde of small ships and took them up against said dreadnoughts but it appeared that the latter really didn't lose any weapons. I thought it would be the great equalizer given my small ships vs. the AI's heavily gunned ships. Are the cannons simply not worth it. They, like all special damage weapons, have to completely destroy the target component in one shot, or else they do not do anything. Their damage does not build up or stack. Try using larger mounts. |
Re: Questions, questions ...
Wow, 3 replies in 3 minutes! There must be a lot of people with nothing better to do than be here tonight. http://forum.shrapnelgames.com/images/icons/icon7.gif
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I choose not to answer that. ;-)
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Re: Questions, questions ...
Tractor Beams only work on something smaller than you.
Note that a weapon platform counts as being part of the planet, and thus wins in any tug of war contests http://forum.shrapnelgames.com/images/icons/icon10.gif Also, if your ship is big enough, you can push defense bases away from the planet they're protecting http://forum.shrapnelgames.com/images/icons/icon12.gif [ July 05, 2002, 14:26: Message edited by: Suicide Junkie ] |
Re: Questions, questions ...
Guys, about the upgrading of the mineral miner facilities, this was deep in the game--yes, I did have space ports and no, I wasn't mistakenly looking at my storage capacity and yes, I know about the one turn delay. In fact, I must have had 30-45 planets all going from miner Is to mner IIIs with about eight miner IIIs coming Online every turn. So I should have seen a big jump in my actual production even if there was no place to store the excess, right? I've started a new game and will see what happens when I try it again.
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Well, the same thing can be said of early shields, too.
When deciding what to use, consider the Hitpoints per KT of space used. For shields, this starts at 1.88 hp/kt, and rises to 9.38 Armor goes from 3 up to 5hp/kt Organic armor has anywhere from 5hp/kt to 35 hp/kt depending on how the damage is applied during combat. Also consider whether your opponent has phased weapons, in which case, anything below tech level 8 in shields will be weaker than armor. Armor is cheaper to research at first, but the shield techs do go higher in the end. You will also need to consider the bonuses given by Stealth Armor and Scattering armor. Although they are weaker than even normal armor, they both provide a stackable 15% defense bonus. +30% to defense can make a huge difference in combat. |
Re: Questions, questions ...
"Given the amounts of damage that even the most basic weapons do (i.e. a DUC I does 30 pts in one shot) it seems like you'd have to pack on an insane amount of armour for it to really make a difference. Better to spend that tonnage on other systems, no?"
One Armor III protects about as much as one Capital Ship Missile, and takes 1/5 as much space. It's useful. Certainly better than early shields, *especially* if phased weapons are in play! Let's say you and your opponent have two idential ships. Bridge, LS, CQ, 3 engines. He has three DUC Is, you have 2 DUCIs and three armor Is (30 hp each). -You both fire. His shots do 90 points of damage, destroying all of your armor. Your shots hit, do 60 points of damage, and take out two of his DUC's (larger components tend to get hit first- not a hard and fast rule, but tend). -Next salvo. He fires, doing 30 damage and taking out one of your DUCs. You fire, taking out his Last DUC. I think you can see where this goes from here. The alternatives are bride/LS/CQ/engine hits; but in a close-range slugging match, these don't really matter until afterwards. Phoenix-D |
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Quote Suicide Junkie, "+30% to defense can make a huge difference in combat. "
Big time. Turn 114 I sent: 4 Battle Crusiers through Warp Point 101 Sats with Meson BLaster III Waiting, (oops, bad move) 2 Square Range 101 Shots flare out No Damage Battle Crusiers: ECM III, 1 Stealth Armor III, 1 Scattering Armor III No Racial bonus on either side. No Shields, no Point Defence Cannons Meson BLaster III do 20 pts Damage if they hit. I did save the file for anyone who would like to see it. [ July 05, 2002, 20:38: Message edited by: The High Gryphin ] |
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[ July 05, 2002, 20:52: Message edited by: TerranC ] |
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