Thread: Updated the FAQ
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Old August 8th, 2003, 06:02 PM
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Default Re: Updated the FAQ

Awesome list! Here are some changes and additions from a lurker (Parasite)

1.1.1.2.1 (edit) plagues, increase happiness system-wide,

2.9.7.1 (move "Neat trick" stuff move to here)
2.9.7.2 (add) Design colonizers with one more movement point than needed to reach a planet to have it move and colonize in one turn. Two moves away, make it the cheapest speed three ship. i.e. three engines III or one engine IX depending on TL.

2.14 (add the below)
A (Parasite)
d. Medium Transports are good for carrying a repair bay and can still carry enough cargo to design correctly. (see also the "Junk Carrier" strategy later)

4.4.8.1 (edit) (add here or somewhere)
Planet population markers tell how many people are generally on a planet. The marks appear in the top right corner of the planet.
Pop.(M) Dashes
0 0
1-200 I
201-1000 II
1001 + III

4.4.13
f. (edit) Add Tech Level too.

i.
(replace second answer) Static for all things. Note: If you save a queue with a low TL then after adding it, go to "Construction Queues" and click "Upgrade Facilities". It will upgrade all the faculties in your queues to the current TL faculty. It also adds all needed updates to your construction queues. This may or may not be what you want.

(edit to Last answer) have to click once for each facility in the saved queue over the current queue limit. Making a queue with 7 items can then be added twice to fill a 15 queue, or three times in a 20 or 25 queue.

5.5.3 (???) The wording here is not correct. I have construction as my highest priority and (during refits for sure) the ship/base with repair stations is not always repaired first. I think it is done on a Last refitted first repaired FILO queue. Battle damage repairs could be different. Once a ship starts repairing, it will complete unless moved out of the sector.

5.5.9 (add to end) Retrofit engines three (or half) at a time and only lose supplies to what the leftover/repaired engines can hold.

6.4.11 (replace) A captured ship will have its weapons disrupted for ten combat turns before they can fire. Any previous load time on the weapon (from firing before capture) is added to this.

6.7.4 (add) Click on a weapon to unhighlight it before firing. It will then not fire. It can then be clicked on again and fired at the same ship the same turn. Very useful for removing shields, killing WPs only, ect. This does not work for fighter stacks (unit stacks???) All fighters in a stack will fire at once. (Multi track may change this???)

7.2.8.1 (add) Capture a planet on turn 29 and the Sats will only get one fire at the planet. They will hit the troops you dropped first, and you can still get the planet intact.

7.2.17 (obsolete) As of 1.84 Gold you will not be able to attack your own captured planet. Also friendly missiles in flight targeted on the planet are stopped before they hit.

7.2.23 (edit sp) strength does affect

7.2.24 (edit) PD is OK. It will fire.

8.1.5 (edit A) Units (aka fighters) must also have supplies for shields to work.

8.5.4 (my question) Does this work in Strategic mode?

10.2.4 (add) Offering an AI empire a good trade can cause him to accept the trade. This will happen BEFORE he would declare war on you. This can be done for several turns even if you are a Mega Evil Empire. You will still get the normal treaty trade (because he didn't declare war). It can more than make up for the trade losses of 1-2K resources.

10.2.5 (add) How an AI refuses a trade can give hints on his tech. "We do not have that tech" means OK, no fighters, Attack! Whereas "We don't was to trade for that" means Get on that PD tech research!

13.1.2 (add) Trades may prevent full war for a time. (see 10.2.4)

17.3.6.2 (edit) values as your

17.3.10.1
c. (add) Preparing for upgrades.

17.11.5
d. (add) Build lots of cheap stupid ships for his "Any Ship" insurrections to capture.

17.11.7
(remove) Comm Mimic (in twice)

[ August 08, 2003, 17:06: Message edited by: Parasite ]
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