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  #1  
Old January 26th, 2003, 06:20 AM
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Slick Slick is offline
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Default New revision to Newbie FAQ posted.

Roughly 40% more info. See sticky thread above.

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Old January 26th, 2003, 06:35 AM

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Default Re: New revision to Newbie FAQ posted.

Nice job, Slick. I'm sure folks around here (especially the newbies) appreciate your efforts!

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Old January 26th, 2003, 11:14 AM

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Default Re: New revision to Newbie FAQ posted.

I will check it out. And many thanks for your efforts (and the others who contributed).

Here is your Smileys award:
(ok, enough, you get the point) : D

Edit in:
1.1.2.1.2..... is it missing "high energy magnifer" or is that not a racial weapon. reload 2, direct fire (and causes major damage. level 3 has a range 1-7, 330 damage w/heavy mount). tagrets ships/planets

[ January 26, 2003, 09:27: Message edited by: couslee ]
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Old January 26th, 2003, 01:18 PM

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Default Re: New revision to Newbie FAQ posted.

Not sure if this should be posted here, or in the sticky thread. but considering the other weird crap I have seen in my game, i would rather post here so if my observations are unique it can slip into obscurity without clutter up the FAQ.

I took a break from reading at 5.x. I put my comments in bold. Is this the way you want comments/corrections/observations done?

2.5.2.1.3.2 Example:
Standard armor with 40 hitpoints, and size 10kt has a value of 4 hitpoints per kt.
Shield generator I's have 75 hitpoints and are size 30kt, for a value of 2.5 hitpoints per kt.
huh?. in SEIVg they have 50 shield,30 damage. where do you get 75 hp?
Thus, it is much better to add the standard armor than a shield generator I.
As tech improves, the shields rapidly outpace the armor in strength, rising to almost 9 hitpoints per kt for a Phased Shield Generator V.
Shield 1 (80~30kt= 2.667) Shield 2 (140~40kt=3.5) Shield 5 (340~40kt=8.5)

2.8.9 PDC’s don’t need multiplex tracking. However, if you fire PDC's before your other weapons, you can lose 1 multiplex tracking "slot". If you have no multiplex tracking component, you may then be unable to fire your main weapons at another target. This bug does not apply if you fire your PDC's Last.
PDC can also fire during the AI's turn, which may or may not cause you grief

2.10.7 [paraphrasing] To have a ship perform recon at a planet i.e. attack planet defenses or orbiting ships but not attack the planet and attempt to blockade it, create a new strategy and set it to not target planets, then give your [ship] this new strategy prior to sending to the planet. (Gandalph)

4.2.10 Before colonizing a 'ruin planet' make sure that your research queue is filled. If it is - there's a good chance that you might get some of the queue finished for you from the discovered ruins.(Elowan)
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

4.4.1 Units can be only be put in the construction queue as multiples such as 1, 2, 5, 10, 20, 25, up to 200 at a time. (TerranC)
"2" is not an option

4.4.5.1 The calculation of how much the planet or spaceyard will build when set to “One Turn’s Worth” is made at the time that the order is placed in the queue. If the capacity of the shipyard changes for better or worse, the number ordered will not change. Examples of how this can happen: 1) you order 1 turn’s worth of mines THEN place your spaceyard on emergency build. The number built would be 1 turn’s worth at regular rate,
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
2) you place a spaceyard facility III in the build queue THEN place an order for 1 turn’s worth of mines. The number built would be at the rate for no-spaceyard, 3) You order 1 turn’s worth of mines THEN your planet’s happiness goes down. In this case you might not even be able to build the amount in the queue in 1 turn because your planet’s construction rate dropped due to happiness drop.
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.

4.5.5 Things to do when your resource production is getting too high and you are wasting resources: build units (no maintenance), build supply storage, build more ships, build more spaceyards to build more ships, give gifts/tributes to benefit your diplomatic situation, unmothball ships, take spaceyard queue’s off “hold”.
Or trade resources for ones you have room for. Or scrap some facilites and rebuild later.(Last resort)

4.7.2 Having more population increases a planet’s construction (building) and production (resource generation) rate (see settings.txt). Construction rates of ships & bases is not affected by population.
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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Old January 27th, 2003, 02:58 AM
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Default Re: New revision to Newbie FAQ posted.

Quote:
Originally posted by couslee:

4.7.2 Having more population increases a planet’s construction (building) and production (resource generation) rate (see settings.txt). Construction rates of ships & bases is not affected by population.
yes it does/is. the construction rate is not affected by what your building. (perhaps is a change from regular to gold).
Do you mean that spaceyatd ships and bases orbiting a planet get's a bonus depending on the planets population???
I do think that you mean that the construction rate isn't affected by the building queue, taht's right.
But what we in the FAQ commitee meant was that Spaceyad ships and bases aren't affected by any population concentration on the planet below.
We might have to clarify this.

[ January 26, 2003, 13:00: Message edited by: Ruatha ]
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Old January 26th, 2003, 06:49 PM
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Default Re: New revision to Newbie FAQ posted.

Quote:
Is this the way you want comments/corrections/observations done?
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.

Quote:
huh?. in SEIVg they have 50 shield,30 damage. where do you get 75 hp?
Good catch. This error existed for the Last few revisions.

Quote:
Shield 1 (80~30kt= 2.667) Shield 2 (140~40kt=3.5) Shield 5 (340~40kt=8.5)
Yes.

Quote:
PDC can also fire during the AI's turn, which may or may not cause you grief
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.

Quote:
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
True, this was added by someone else and should be corrected for the next rev.

Quote:
"2" is not an option
Good catch. This will be fixed.

Quote:
...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.
Yes. But I think the text is already clear and 3 examples are enough. Not intended to cover every conceivable example.

Quote:
Or trade resources for ones you have room for. Or scrap some facilites and rebuild later.(Last resort)
Yes. Same comment as above.

Quote:
yes it does/is. the construction rate is not affected by what your building. (perhaps is a change from regular to gold).
huh? 4.7.2 is correct.

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