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August 14th, 2003, 02:47 PM
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Sergeant
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Join Date: Sep 2002
Location: Lithuania
Posts: 290
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Re: Strategy Articles!
About the point of heavily defended warp point - are you sure guys that it is possible to have 2 warp points between 2 systems? IIRC the message says 'there already is a warp point to that system' and you are not allowed to open another one. What you can do is close the defended warp point and open the new one. This is also clumsy as when I tried this the warp point opened in the exactly same position as the closed one so it became heavily guarded again. My resolution was to open a warp point from another system and get inside
I hope I made my point that you can understand what I mean
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August 15th, 2003, 12:20 AM
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Sergeant
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Join Date: Jun 2003
Location: Coruscant
Posts: 312
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Re: Strategy Articles!
Just to throw my two cents in I personaly like to take physical strenght,intelligence[i never really use it],cunning,and political savvy down to -50% then bump up construction aptitude to 150% the hightest it can go.Then I like to add my ship atk. and def. as high as I get it.Under advance traits I select temporal knowledge[for the temp.spaceyard]and hardy industrialists in the game this allows me to build with 11kt in construction! Some thing I do slowly during my game I start to convert my min. org. rad. facilities with monoliths then my homeworld can make about 34kt on each resource.This is one thang I have had nice results with.
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Good help is so hard to murder these days.
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August 15th, 2003, 01:53 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Thanked 12 Times in 10 Posts
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Re: Strategy Articles!
Quote:
Originally posted by Stone Mill:
Only, I'm not sure about the strategy behind
"Change fleet target priorities to kill minesweeping/stellar/supply ships first."
Does this actually work, and what is the value?
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If you set your fleets to target non-combatant ships, you can knock out the support ships of large fleets. This has great value if you can not destroy the fleet directly. Knock out their sweepers, and they might just die on your next minefield.
You missed the "launch mines in empty sectors" trick. Launch mines in sectors that are along the ship paths between warp points. People often do not suspect that someone will have launched mines in empty space, only over planets and warp points.
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August 15th, 2003, 04:10 AM
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Sergeant
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Join Date: Jan 2002
Location: Sacramento, CA
Posts: 364
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Re: Strategy Articles!
All these help increase your mobility in a game - they may be "gamey" but they are allowed:
You can order your ship to retrofit and THEN move on the same turn. Move it to a forward repair facility or repair ship and it will get retrofitted, moved, AND repaired - all in the same turn - if you are a retroseries builder this helps a lot.
String training facilities to your front lines - a ship gets training at the end of a movement turn. That way your ship doesn't have to sit in one spot to get trained - it can train as it moves.
You can order a ship to warp and THEN move into and unexplored system. It will then move it's full movement and you won't get stuck at a warp point.
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December 4th, 2003, 04:52 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
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Re: Strategy Articles!
bump.
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Slick.
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March 2nd, 2005, 10:57 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Re: Strategy Articles!
Quote:
Slick said:
bump. <img border="0" title="" alt="[Smile]" src="images/icons/smile.gif" />
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__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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March 26th, 2005, 07:14 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
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Re: Strategy Articles!
El Bumpo. Stoney where are you???
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Slick.
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