
January 26th, 2003, 06:49 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
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Re: New revision to Newbie FAQ posted.
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Is this the way you want comments/corrections/observations done?
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No:
0.03 To make requests for additions, please take a couple of minutes to format your text, make your spelling and grammar right and look for the most applicable place to add it and then provide a suggested paragraph number. This makes updates much easier. Also please don't go postal with the subparagraphing; it should be VERY rare that you need more than 4 levels i.e. N.N.N.N and I would prefer it be kept to 3 levels where possible. Also, please make entries factual, and based on some testing you have accomplished to minimize heresay and potentially inaccurate info.
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huh?. in SEIVg they have 50 shield,30 damage. where do you get 75 hp?
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Good catch. This error existed for the Last few revisions.
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Shield 1 (80~30kt= 2.667) Shield 2 (140~40kt=3.5) Shield 5 (340~40kt=8.5)
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Yes.
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PDC can also fire during the AI's turn, which may or may not cause you grief
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already covered:
6.1.5 Point Defense Cannons (PDC’s) won’t fire automatically unless you or the target moves and is in range; but they can be fired manually.
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The amount of tech in the queue has nothing to do with how many techs you recieve from a ruins. Ruins seem to be set when you create the game/system. If a ruins is set to give a specific ruins-omly tech, that is what you get. If youor another race already have that tech, you get the message "we found technology" but you don't recieve anything. If a ruins is set to give 3 techs, you get 3 techs, even if you only have 1 in your queue. If you have a full queue, then it stands to reason your chances are better of a random tech being in it. Also, It only happened to me once, but it would appear colonization techs are pre-set like the ruins-only techs are
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True, this was added by someone else and should be corrected for the next rev.
Good catch. This will be fixed.
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...and visa-versa, if you have it on emergency build and switch it to normal/slow, then it will take more than one turn to finish the number ... Reducing population also can affect this. IE: say "one turn worth" is 7 units with 100k pop, if you remove population below that mark, then "one turn's worth" can drop to 6 units. This can cause your previous entry to take two turns (and waste build potential). And visa-versa.
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Yes. But I think the text is already clear and 3 examples are enough. Not intended to cover every conceivable example.
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Or trade resources for ones you have room for. Or scrap some facilites and rebuild later.(Last resort)
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Yes. Same comment as above.
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yes it does/is. the construction rate is not affected by what your building. (perhaps is a change from regular to gold).
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huh? 4.7.2 is correct.
Slick.
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Slick.
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