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Various questions about the FAQ
OK, I've finished reading through the entire FAQ (minus the multiplayer parts) for Version 03069 and have several questions related to areas that are either unclear or seem to be contradictory.
The format is FAQ section quoted followed by my related question. Quote:
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Second, I never build the climate control facility. I just can't tell what kind of difference it makes to have the atmosphere go from, say, "unpleasant" to "optimal." Anyone have any stats on exactly what this accomplishes? +++ Quote:
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That's all for now. All replies appreciated. |
Re: Various questions about the FAQ
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Occasionally, this may only be 1 or 2 squares. Statistically, there will be a few times when it moves the ship closer to you. However, most of the time, the enemy will be flung far away, and at the very least, their ships will be scattered out of formation. Quote:
If the conditions get down to "Deadly", then there will be no growth at all. Quote:
Which also means they don't get any more until the next turn. So if you fire off all your ammo in combat you can run out of supplies until the quantum reactor ship has a chance to share some more of its infinite supples at the end-turn. Quote:
Without shield regenerators or armor, your boarding ship will have no defenses for the remainder of the battle. Quote:
The shields do not. They are treated the same way armor is. IE: if the shielded unit is hit, its shields will protect it. If an unshielded unit is hit, the other unit's shields don't help. Which unit is hit is fairly random. Quote:
Thus, ony one stealth or scattering armor is useful. The rest should be Standard armor or shields. Quote:
Before it appears in the list of techs you know they posses, you must encounter it in battle. (Allied combat against a third party works too) [ June 28, 2003, 19:37: Message edited by: Suicide Junkie ] |
Re: Various questions about the FAQ
[quote]Originally posted by Suicide Junkie:
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EDIT: Slick confirmed that they start the turn with full supply, which is what I suspected. Didn't want to give info I wasn't completely sure about. Quote:
If you get way into micromanagement though, you can put units with lots of guns (low total hp) "behind" units with lots of armor and shields (high total hp). This allows the gun units to survive longer and fire a lot. Most often done with troops, I think. [ June 28, 2003, 19:21: Message edited by: cybersol ] |
Re: Various questions about the FAQ
I'll take a shot at a few of them.
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If I get more time later, I might take a swing at some more. Slick. |
Re: Various questions about the FAQ
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</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">You don't officially know that the aliens have the tech that your spies on them to discover. Before it appears in the list of techs you know they posses, you must encounter it in battle. (Allied combat against a third party works too)</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">What about the many non-combat techs? How would I ever know if I got them? |
Re: Various questions about the FAQ
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</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">He said it may only be 1-2 squares. It's completely random. It could quite possibly fling the ship to the corner of the combat map. It all depends on the randomness of it. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Various questions about the FAQ
Yeah http://forum.shrapnelgames.com/images/icons/tongue.gif
Murphy's law will cause those small jumps to happen in the worst possible situation at the worst possible time, but most of the time the ships will be flung across the map. |
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