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A complete newbie\'s questions...
Hello,
Just to introduce myself a bit, I'm a complete newbie player, a MOO3 defector. Ordered SEIV Gold Online and received it a couple of weeks ago. This game just rocks by the way. I've been playing with the Proportions mod (because I just like long, slow games) and I have some questions: 1) Does anyone else think that PD is incredibly powerful? I keep wishing that I could make it my main weapon and hit ships with it. 2) Why does everyone seem to think that torpedoes suck? They seem alright to me, stat-wise. (Yes, I know about the reload rate.) Am I missing something else? 3) How do I keep my fighters from running out of ammo in mid-battle? If I max them out on engines, they run far, far ahead of my main fleet. I can't add supply storage components to them. Use less weapons and more armor on them? 4) What the heck are meson bLasters for? They seem to suck to me. 5) I need some suggestions for ship designs. I notice that the AI doesn't tend to put supply components in combat vessels, but then they tend not to travel very far. Is it better to put supply components on every ship that needs to travel to attack the enemy (uses up precious space that could go towards weapons and armor) or is it better to build specialized supply tankers (game's "sharing of supplies evenly among all ships in a fleet" seems very inefficient)? 6) What makes "Neutral" dispositioned races happy? I find that if I pick "Peaceful" races, I get keep them on "Happy" and "Jubilant" most of the time. However, if I pick "Neutral", they spend most of their time on "Indifferent". 7) I find that once an AI declares war on me, I can't seem to end it, even if they are "Brotherly" to me and no one actually engages in combat for ages and ages. 8) How do tech trades work? The AI keeps giving me tech that I have already. Sorry, if some of my questions seem silly. I haven't really played all that much yet and I'm nowhere near to completing a game. |
Re: A complete newbie\'s questions...
Edit: Oh shoot, I didn't catch that you were using Proportions Mod. Some of my answers may not apply then. If one of the Proportions players wants to correct me in areas feel free.
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Also, damage to weight ratio is taken into consideration. Take for example the Quantum Torps vs. Phased Polaron Beams. With Large mount the Quantum Torps take up 80kt of space of a ship, do 300 damage to range 6 with a reload of 2. PPB however, take up only 60kt of space, do 150 damage out to range 6 (300 damage in two turns) plus they skip normal shields. Thus making PPBs more efficient. This is just one example. Quote:
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Oh, and welcome to the forum! I hope I have helped you and you enjoy your stay here. [ June 03, 2003, 00:05: Message edited by: Ragnarok ] |
Re: A complete newbie\'s questions...
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[ June 03, 2003, 00:12: Message edited by: Imperator Fyron ] |
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</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif"> It is also much less accurate than in the unmodded game, where PD is probably way too effective. Lots of fighters or seekers or drones (or all of three) though, will call for lots of PD, especially in Proportions. If I ever do a Proportion 3.0, I may make it less accurate against seekers, though. There was no way to make seekers harder to hit in SE4 when I designed the values, so I did what I could and still keep the balance I wanted with other weapons and target types. Quote:
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Proportions is one of the mods that improves the effectiveness of torpedoes. They are good weapons in Proportions, against ships. Quote:
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</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I disagree, both in unmodded and in Proportions. In unmodded, they are pretty easy to research, do almost as much damage/kT/turn as the best weapons, they get more shots than larger weapons, are more cost-efficient than PPBs, their small size makes for more flexibility in ship design, and Last but not least, against the hardest-to-hit opponents, their max range of 6 rather than APB's 8 can actually be an advantage. In Proportions, they have many of the same advantages. The low research entry level, and the efficient cost are more important in Proportions. Researching them also gives a good fighter weapon and a good anti-fighter PD weapon. They do have an added disadvantage in Proportions, in that there are many types of armor which reduce the amount of damage per hit, which has more of an effect against lighter weapons. Quote:
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">The QR option is much less feasible and attractive in Proportions. Supply issues are much more improtant, as well. There are a number of considerations, but the most basic one is whether it is going to be used as an offensive or frontier ship for operating far from a base or not. If so, then you should probably consider using some efficient engines and supply storage on the ship itself. If instead it is a defensive ship that will always be near a resupply depot, then you can maximize abilities at the expense of range. You could even have zero storage components on a defensive ship, and use an ionic shield generator to protect against engine-destroying weapons. Tankers are more effective that they might seem in Proportions. Use a hull type with a good combination of size and maintenance reduction, like a destroyer for fast fleets, or a transport for slower fleets. However realize that if you rely on tankers, and the tankers get killed, your fleet may suddenly become stranded. Quote:
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Yeah, more or less. If you want to roleplay a neutral, you want to avoid contact with aliens, and then do something else to keep happiness up (facilities, bunches of "civillian ships" (i.e. unequipped scouts) in orbit, etc). Quote:
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Avoiding systems the AI claims is a big one. Giving them things can help. The Proportions AI's are all modded and many have increased the time required to arrive at peace. They are different from each other, too. The Xi'Chung will pretty much always want you for lunch. PvK |
Re: A complete newbie\'s questions...
Since most questions are related to Proportions, I'll try to answer questions with it in mind.
Proportions' torpedos do not suck http://forum.shrapnelgames.com/images/icons/icon7.gif PvK improved them. In stock SE torpedos are (almost) useless. Meson bLaster is a very good weapon. Just remember it has size 20, while APB, DUC, etc. take 30 space ! you can put 50% more MB then APB on ship. Proportions' fighters use supplies during strategic turns. Do not keep in space for long. To increase range of your ships, use efficient engines. You will lose some speed though. It is a good idea to have 1-2 supply bays on each ship. It may save you when enemy uses engine killers. Still, few supply ships is a good idea. |
Re: A complete newbie\'s questions...
Thanks for the replies.
I missed one question though and it's a biggie: how does the "Mounts" interface work? I click on the Mounts button, a list of available mounts come up, I select one, the window closes, and then ... nothing? I guess I might seem slow but I was expecting it to work something like in MOO3, in which you get to choose to mount a particular weapon as a spinal, or light mount, or heavy mount or whatever. Is this true for SEIV or does this game do it differently? |
Re: A complete newbie\'s questions...
the mount is applied to the weapons it applies to, like direct fire or missiles. you can see if you've got a mount selected because there's a letter in the corner, upper left i think, of the icon.
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Re: A complete newbie\'s questions...
Just to clarify a bit more : after you select the Large mount (for example) all direct fire weapons options will have an 'L' in the corner of their icon. Any weapons you install are now automatically Large. If you want to install a normal-sized weapon (maybe because you can't fit another Large one in) then you must select Mounts, then Normal Mount, which makes all direct fire weapons options normal-sized again.
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Re: A complete newbie\'s questions...
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Greetings and welcome to SEIV. Quote:
Yes, I would have to tent to agree that Point Defense is a tad more effective in Proportions than in a standard game, but then again, I could be wrong. Quote:
I have never really paid much attention to this debate, and feel that if people do not like the way something is set up, they can mod it. After all, the game is easily modable and one can tune the game or a mod to one desires. Quote:
http://forum.shrapnelgames.com/images/icons/icon7.gif First off, I wouldn't help "your" fighters from running out of ammo in mid-battle as that would only help me. http://forum.shrapnelgames.com/images/icons/icon10.gif Seriously, you can either change your design and add the extra storage mod, or you can mod a fighter component to allow for more storage. I.E. the engines can carry more storage or use less supplies. Quote:
Some weapons, like the Meson BLasters, do sometimes suck and I honestly never use them, but I am told, and have read that they do serve a purpose, what that is exactly I honestly have not GD idea. Perhaps one of the other Posts will shed some like on this, and I to will become "informed." (You see, there is no dumb question.) Quote:
It is not nessassary to put more than one or two supply storages on a standard design. You can design ships that are STORAGE specific that are considered support ships and have nothing but supply storage. Or you can build a forward base and on that base, normally a moon, build a resupply base. Quote:
It has been my experience that the AI diplomacy and politics system is broken therefore this is no way to effectively keep a "neutral" or other dispositioned race happy. You can again modify the Anger and Politics.txt files, but that still really has only a small effect over all. Quote:
A repeat answer: It has been my experience that the AI diplomacy and politics system is broken therefore this is no way to effectively keep a "neutral" or other dispositioned race happy. You can again modify the Anger and Politics.txt files, but that still really has only a small effect over all. Quote:
The Ai can only give you technology that is considered and advancement if you do not already have it. I.E., if you have PPB II and the AI has PPB III, you would received a Technology increase if the AI agreed to exchange technology with you and your received PPB III in that trade. However, if you and the AI both had PPB II, and the AI traded PPB technology with you, the trade would not benifit you. Quote:
[ June 03, 2003, 14:53: Message edited by: Atrocities ] |
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