Thread: Updated the FAQ
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Old April 25th, 2004, 09:00 PM
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Default Re: Updated the FAQ

Some updates and corrections:

0.0 current Version is now 1.91

1.1.1.2.2 Gestation Vats - increases the percentage for reproduction rate in system. Replicant Center - increases population by an additional fixed amount each turn in system. Medical Lab - prevents plagues in system (actually cures plagues, but this occurs 1 turn after plague hits so you still receive 1 turn's worth of plague damage), increases the percentage for reproduction rate in system, increases happiness in system. All three levels of the Medical Lab give only 1% improvement in happiness, unlike other happiness facilities which increase the rate with each level.

2.10.2 Ships do retain original strategies after being captured - you can overcome this by making a 1-ship fleet and giving it new fleet orders. *Deleted "retrofitted or" between "being" and "captured".*

5.9.10 Attacking with Cloaked ships/fleets: You must first give the order to Decloak before an attack. (Stone Mill) Only one ship in the fleet needs to be decloaked.

6.2.4.5 Warp Point Defense Formations: Wall and phalanx are not so good here. Better to use a more "circular" formation like spider, dome or bull.

*Please delete this entry, it is not true.*
6.4.1.1 In strategic combat your design will refuse to board if there is a SDD present on the target ship.(Dogscoff)

6.4.2 Or use a level 2 intelligence project called "Crew Insurrection" where you plant a spy on the enemy ship and attempt to convince the crew to join your cause. If successful, the ship is yours to do with as you please. (Gandalph) The insurrection will occur at the very end of the turn, so no battle will occur that turn. On the next turn, you will often find the insurrected ship amongst a fleet of enemy ships.

6.6.1.3 Once the population has all expired, the [plagued] planet reverts to uncolonized and may be recolonized by anyone without fear of residual contagin. (Arkcon)
Q. Do the facilities remain?

6.8.3 Ship moves on different days during the turn depending upon their speed capacity. (The 'movement day' is the day that the ship ends up in a new sector.):
Spd Movement Days
02: 15, 30
03: 10, 20, 30
04: 7, 15, 22, 30
05: 6, 12, 18, 24, 30
06: 5, 10, 15, 20, 25, 30
07: 4, 8, 12, 17, 21, 25, 30
08: 3, 7, 11, 14, 18, 22, 26, 29,
09: 3, 6, 10, 13, 16, 20, 23, 26, 30
10: 2, 5, 8, 11, 14, 17, 20, 23, 26, 29,
11: 2, 5, 8, 10, 13, 16, 19, 21, 24, 27, 30
12: 2, 4, 7, 9, 12, 14, 17, 19, 22, 24, 27, 29
13: 2, 4, 6, 9, 11, 13, 16, 18, 20, 23, 25, 27, 29
This is essentially correct but I've seen ships/fleets move on day one, so there are minor variation.

7.2.24 Bear in mind weapons on a troop transport will not fire at the planet, even when in range, but will fire at ships and units in space. Unless you change the strategy [from "Capture Planet"], and then they won't drop troops. Point defense is ok though I believe. Will help if the planet is shooting missles at you. (Geoschmo)

9.5.0 Some stellar manipulation devices work anywhere, others must be at a specific location. IE: A warp point can be opened from anywhere, but naturally, you can only close a warp point where a warp point already exists. This can cause problems with the orders you give to the ship.
For a warp opener, your orders can read "open warp point, move" or "move, open warp point, move" or "move, open warp point, sentry". Basically just about anything.
A closer must start at a warp point to use its close warp point order. Your orders will read "close warp point, move" or something similar. Putting a move order before the close order is a risk and often not even possible.

*Please delete section "a.". It is not quite right.*
9.5.6.1 Sequence:
a. In simultaneous games worm hole opening and closing happens before all players ships are moved.

12.0.2 Happiness affects resource production and reproduction (see settings.txt)
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