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				August 15th, 2003, 08:13 AM
			
			
			
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				 Re: Hidden facts of SE IV 
 planets have about 200% penalty to be hit, ECM wont change a bit. 
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				August 15th, 2003, 03:43 PM
			
			
			
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				 Re: Hidden facts of SE IV 
 
	The 'command Fighter' concept won't work, as Fighters will only stack with like Fighters in combat, so only other 'command' Fighters will get the bonus from a Fighter with Talisman, ECM, or Combat Sensors.Quote: 
	
		| Originally posted by Gozra: Grin
 I see your point and raise you one. Your command fighter, satillite, or weapons platform will have room to spare. In SEIV there are so many good players that kicking, clawing, and scratching for any legal advantge is worth while. In 'Last Man Standing' ask the Spirit of space and the La Veins Empires if running up against these stacks is any fun. 2 turns ago Spirit lost several ships to talisman armed satillites. Something like 50 Battle Cruisers.
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	Are you certain of this?Quote: 
	
		| Originally posted by Taera: planets have about 200% penalty to be hit, ECM wont change a bit.
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 [ August 15, 2003, 14:43: Message edited by: Loser ]
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				August 15th, 2003, 04:23 PM
			
			
			
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 General |  | 
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				 Re: Hidden facts of SE IV 
 
	Are you certain of this?Quote: 
	
		| Originally posted by Loser: 
 quote:Originally posted by Taera:
 planets have about 200% penalty to be hit, ECM wont change a bit.
 |  well it WILL change it... to 140%
   Like that makes any difference
 
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				August 15th, 2003, 04:56 PM
			
			
			
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 Colonel |  | 
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				 Re: Hidden facts of SE IV 
 
	Are you certain of this?Quote: 
	
		| Originally posted by Ed Kolis: 
 quote:Originally posted by Loser:
 
 quote:Originally posted by Taera:
 planets have about 200% penalty to be hit, ECM wont change a bit.
 |  well it WILL change it... to 140%
   Like that makes any difference
   Okay, so with both 30% armors this cranks down to a 70% bonus for the attacking ships.  And that means, assuming the assaulting ships don't have any combat bonus of their own, that their chance to hit does not drop from 100% until they get eight squares away from the planet.  Is this correct?
 
 [ August 15, 2003, 16:56: Message edited by: Loser ]
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				August 15th, 2003, 05:26 PM
			
			
			
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				 Re: Hidden facts of SE IV 
 Some more hidden facts about SE4:
 -Putting supply storage on bases allows them to be fleeted with ships, and if it's in orbit above a planet the planet gets the resupply depot ability.
 
 -Your race can earn experience points and save them from game to game. If you get enough points you can trade them in for a massively powerful hidden racial tech tree with weapons that can destroy planets from up to 4 systems away.
 
 -If you start a game of se4 between midnight and 1am on halloween, all ship images are replaced by pictures of witches, pumpkins etc.
 
 -If you meet a player in an SE4 game whose emporer name contains the letters 'F', 'N', 'Y', 'R' and 'O' in any order, there is a bug that lets you get infinite minerals for the rest of the game if you declare war immediately and direct all your warships/ intel against that player.
 
 -If you succeed in building a ring/sphereworld over every star on the map before turn 255, a nude picture of anna kournikova will be displayed as your race portrait.
 
 -If you play your se4 cd backwards on a record player, you will hear demonic Messages in the lost ancient language of the EEE.
 
 -If you send money and/or nude photos of Anna Kournikova to dogscoff's home address, you will be granted masses of good karma and be guaranteed a happy re-incarnation.
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				August 15th, 2003, 05:32 PM
			
			
			
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 National Security Advisor |  | 
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				 Re: Hidden facts of SE IV 
 Now D, I was all ready to jump on you about the first one being totally wrong, untill I read the others and realized you are just kidding around. That first one sounds reasonable enough that you are going to get some people saying, "But I read somewhere that if you..."   
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				August 15th, 2003, 07:42 PM
			
			
			
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				 Re: Hidden facts of SE IV 
 New hidden fact SEIV67% of the people that play SEIV use mood altering drugs (legeal amd illegeal) My Wife says no of us can spell worth a durn.
 
 Hidden fact:
 
 replaces componets.
 
				__________________The fact that slaughter is a horrifying spectacle must make us take war more seriously, but does not provide an excuse for gradually blunting our swords in the name of humanity. Sooner or later, someone will come along with a sharper sword and hack off our arms
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				August 15th, 2003, 07:48 PM
			
			
			
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				 Re: Hidden facts of SE IV 
 Hidden Facts:
 --Fighters in Space added to fleets suck up incredible amounts of supply (Fighter piolots go crazy buzzying all the ships, wasting valuable fuel).
 
 --Co defending warp-points with an ally frequently causes you both to be position well away from the center.
 
 --Defending against a fleet coming through a warp-point does not give you first fire, it gives you the first move, which usually gives you first fire.
 
 --Unarmed ships disregard orders and run away.
 
 --Troops cannot invade an eneymy world with zero population due to Food Contamination or some other means.
 
 --Units never take damage.  They are either intact or destroyed.
 
 --Combat occurs every day when zero movement assets (Satellites, Bases) are present at a potential battle site.
 
 --Fighters draw experience from the fleet to which their mother ship belongs.
 
 --If you abandon a riotous world and transfer new population to it, it will no longer be rioting.
 
 --Opaque systems & storm sectors add 1 to 2 factors to cloaking.
 
 --Units do not get racial movement bonus during combat. e.g. 6 engines on a fighter + one racial, give seven movement strategically, but they only move 3, not 4 in combat.
 
 --Ship/Fleet Experience at a planet accrues even if you only move through the sector.
 
 --Retrofitting your entines with no other supply container on board will deplete all your supply.
 
 --To close a warp-point you must start your turn on a warp-point. You can move and create a warp-point.
 
 --Combat does not occur every 5 days as indicated in the manual.  It happens when a ship's or fleet's turn to move comes up.
 
 --Downgrading a treaty resets the trade percent back to 1%.
 
 --Population growth occurs before production, so removing a small population from a fully populated homeworld well sive give the 4 Bil bonuses to production and construction, providing your pop growth recovers back to the 4 Bil level.
 
 --Fighters launched from ships during combat will be recovered, if possible, automatically at the end of combat.
 
			
			
			
			
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				August 15th, 2003, 11:37 PM
			
			
			
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				 Re: Hidden facts of SE IV 
 --If you abandon a riotous world and transfer new population to it, it will no longer be rioting. 
 This is true in most cases. However when an enemy is pounding your Empire. And continuing Happiness losses the 'Shoot a million people and the rest will behave techneque' can fail.
 
 Hidden fact: Ship movement log replay can be a valuable tool for watching were enemy ships go.
 
				__________________The fact that slaughter is a horrifying spectacle must make us take war more seriously, but does not provide an excuse for gradually blunting our swords in the name of humanity. Sooner or later, someone will come along with a sharper sword and hack off our arms
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				August 15th, 2003, 11:44 PM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: Hidden facts of SE IV 
 
	No. ECM + both armors gives 90% bonus. So, the planet will have 110 penalty to be hit (assuming ECM on the weapon platforms can even affect the planet in the first place). Which means you get 99% to hit at range 11, 90% at range 12, and so on. And that is if your ship has NO bonuses to hit at all.Quote: 
	
		| Originally posted by Loser: Okay, so with both 30% armors this cranks down to a 70% bonus for the attacking ships.  And that means, assuming the assaulting ships don't have any combat bonus of their own, that their chance to hit does not drop from 100% until they get eight squares away from the planet.  Is this correct?
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	I am fairly certain that was fixed in one of the Gold patches (if not Gold itself).Quote: 
	
		| --Fighters in Space added to fleets suck up incredible amounts of supply (Fighter piolots go crazy buzzying all the ships, wasting valuable fuel). |  
 
 
	That should be unit components never take damage, the unit is either intact and fully functional, or destroyed when it has more damage than hit points.Quote: 
	
		| --Units never take damage. They are either intact or destroyed. |  
 
 
	I am pretty sure they can only get a fleet bonus if they are in the fleet themselves, meaning they have to be launched on the strategic map and added to the fleet.Quote: 
	
		| --Fighters draw experience from the fleet to which their mother ship belongs. |  
 
 
	Not quite. They provide a level or 5 of cloaking, but they do not really add to the cloaking you have, they replace it (if it is higher). If you have cloaking 2 on your ship and you move into a storm with cloaking 3, your ships will be cloaked at level 3.Quote: 
	
		| --Opaque systems & storm sectors add 1 to 2 factors to cloaking. |  
 
 
	Are you sure about that? It has been my experience that they only get trained if they end their turn over the planet.Quote: 
	
		| --Ship/Fleet Experience at a planet accrues even if you only move through the sector. |  
 [ August 15, 2003, 22:55: Message edited by: Imperator Fyron ]
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