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Old June 20th, 2001, 10:15 AM
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Default Re: Many (semi) newbie questions...advice requested.

[quote]Originally posted by Dragonlord:
Hello all,
Hello. Welcome to the forum.

1: Don't know what's going on there, but Victory conditions do *NOT* carry over from one game to the next. Did you set the "conditions only apply after X turns" on?

2: Yes.

3: 20% Experience (whether gained from training or combat) would give your ships a 20% less-likely-to-be-hit modifier and a 20% more-likly-to-hit-with-direct-fire-weapons modifier. As for fleet xp VS ship xp... not sure.

4: Advantages / disadvantages to both.
many small mines are harder to sweep than a few large ones, but I think their effects can be more easily negated by huge components and armour due to a "feature" in the way the game handles damage. Also, it's probably cheaper to produce 1 large mine than the equivalent damage in small . Oh, and there's also a limit to the number of units you can have in space at any one time, so large mines would be better once that kicks in.

5: It does work, and it has been explained. Does anyone remember the thread which explained it all? Basically counter-intel is confusing but there's good logic in there somewhere. You're right though, once you have CI III there's little point starting a CI I or a CI II

6: I don't use ministers so my way to solve it is to switch the ministers off and micromanage. Not a very helpful response, sorry.

7: Pass.

8: Multiplex 2 lets you divide your fire between two different ships in the same combat turn. You don't necessarily have to destroy the first ship before you can fire on the second. Multiplex 3 lets you fire on 3 ships and so on.


9: There's another current thread about this. Some ppl use it, some don't. The advantage is that although your ship will still be able to fight without a bridge, it's movment will be halved. AuxCon lts you keep full movement.

10: Ripper Beam: Don't know. I think the advantage is the damage compared to the tonnage - 200 ktons of ripper beams will do more damage than 200 tons of (for example) PPBs
Shield regenerators: These are great. Say you have 300 shield points at the start of combat, but no shield regenerators: that's all you get. Once those 300 are gone your ship is shieldless until the next fight. With regenerators, you can go in, lose all 300 shield points in the first combat turn, then back off and a few comabt turns later you'll be back to 300 points, ready to go in and continue fighting. Very handy against boarding parties, which are blocked by any rmaining shield points.

11: I think (not sure) you can repair 16 components but they would have to be on 8 on one ship and 8 on another - any one ship can only be worked on by one repair bay/ ship yard at a time. Someone might correct me on this though.

12: Phased shields stop everything, except things like engine damagers and Wave motion Guns which skip all shields.


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"Pinky, are you pondering what I'm pondering?"
"Uh, I think so, Brain, but balancing a family and a career ... oooh, it's all too much for me. "
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