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May 9th, 2004, 11:12 PM
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Just got the demo...a few questions
1. What are the best technologies to get early on? I usually get ship construction I first, but I'm not sure what to get after that. Weapons? Propulsion? What do you reccomend? And when should I research ice/gas giant colonies?
2. Can you do mods in the demo? If so, which ones are the best?
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May 9th, 2004, 11:18 PM
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Re: Just got the demo...a few questions
Quote:
Originally posted by joeljermon:
1. What are the best technologies to get early on? I usually get ship construction I first, but I'm not sure what to get after that. Weapons? Propulsion? What do you reccomend? And when should I research ice/gas giant colonies?
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Personally, when I still had the demo, I researched ship construction, propulsion, and for your weapons, depeleted uranium cannons (i think....its been a while). Also go for Point Defense Cannons, to defend you from the missiles the AI likes to fire at you. They also can target fighters. Also, shields are a very good thing to go for. In the demo, because of the 100 turn limit, ice/gas colonies generally aren't a good choice, because they simply take too long to research.
Quote:
2. Can you do mods in the demo? If so, which ones are the best?
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If I remember correctly, no, you can't do mods in the demo. But someone who actually knows might want to clarify that for you.
[ May 09, 2004, 22:21: Message edited by: Renegade 13 ]
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May 9th, 2004, 11:20 PM
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Shrapnel Fanatic
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Re: Just got the demo...a few questions
For stock, you will want to research projectile weapons early. Level 5 DUCs will be good enough for quite a while, and you can put off researching the more advanced weapons for quite some time.
Using missiles on your ships is good for your first scouts, since the enemy won't have point defense cannons. The missiles won't be effective for very long, so you should switch to DUC warships fairly quickly.
Shields and ship construction are the other two critical stock war techs.
Bigger ships and more hitpoints. You may need to research some physics before the shield tech area becomes available.
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May 9th, 2004, 11:22 PM
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First Lieutenant
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Re: Just got the demo...a few questions
Quote:
Originally posted by joeljermon:
1. What are the best technologies to get early on?
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Mines are great for early tech. (Construction --> Mines). ECM makes your ships harder to hit (Military Science -- Combat Support). And it is always nice to have a good weapon. Projectile Weapons are good in the early game. But later you will want Phased Polaron Beams (Physics 2 -- Phased Energy weapons), meson bLasters, or anti-proton beams (both those are in physics branch). Other good things in the physics branch are Scanners and shields. Astrophysics -- Stellar Harnessing will let your ships travel further and faster.
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May 9th, 2004, 11:36 PM
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Re: Just got the demo...a few questions
There is no single "best" strategy. Scout around a bit and see what the races around you have to offer and what (if any) threats are imminent. You can steal or trade a lot of techs from the AI, so consentrate on whats really neccessary
Mines gives the best and cheapest early defence against the AI - Point defence are a must - Ship capture can help you steal tech worth a zillion - Combat sensors and training are neccessary when things get serious, but not before - Shields, Armor and a big gun for all non missile combat ships - Ship constructions; you want LC's pretty fast for the large mount (steal it or research it ?) - Troops for capturing planets and keeping your people happy when times are rough - Solar sails for speed - And so on ..... 
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May 10th, 2004, 12:01 AM
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Re: Just got the demo...a few questions
Another question - on an early scout, is it worth it to have 4 engines instead of 6 if it means I can build it in one turn? And how much do early-game scouts need supply bays? Finally, should I divide research evenly or not?
[ May 09, 2004, 23:14: Message edited by: joeljermon ]
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May 10th, 2004, 12:26 AM
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Re: Just got the demo...a few questions
Make the scout design thats best for your particular purpose. If its just for peeking into the next system, 4 engines and no supply might be OK, but for long range scouting you need both. Or you can build whatever you can in one turn and retrofit it to a better design later. Or you can just use colonizers for scouting, no need to give those fuel for the return trip
Never ever divide research evenly. You will loose whatever extra points there is when a project is done. When doing sequential research the extra points carries over to the next project.
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May 10th, 2004, 02:21 AM
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Re: Just got the demo...a few questions
Suggestion: pick whatever tech is quickest to research. You'll learn how technology progresses in SE4, you'll learn what works (and especially what doesn't), and you'll come up with tricks for using your new toys. If you research something of dubious use (planetary weapons comes to mind), you won't be too far behind the AI anyway.
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May 10th, 2004, 11:42 PM
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Second Lieutenant
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Re: Just got the demo...a few questions
Quote:
1. What are the best technologies to get early on? I usually get ship construction I first, but I'm not sure what to get after that. Weapons? Propulsion? What do you reccomend? And when should I research ice/gas giant colonies?
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MY favorite weapon of choice in the demo was the phased polaron beam. Since you don't get phased shields in the demo, these are pretty powerful weapons.
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May 11th, 2004, 04:30 AM
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Re: Just got the demo...a few questions
A few more things:
1. Is it just me or are fighter rocket pods basically worthless? They do a lot of damage, but have terrible range and take ages to reload (30 turns, that means you can only fire it once per combat!) I'd much rather have a meson, anti-proton beam, or even a level 3 uranium cannon on my fighters. Maybe they could be useful for fighters that are made to just launch their missiles and then die, but why not just build suicide drones or kamikaze fighters in that case?
2. What exactly does the ionic disperser do?
3. Weapon platforms are for planetary defense, right?
4. Do computers ever keep alliances for more than a few turns? They offer a trade alliance, I accept, and a few turns later they break it.
5. Are robominers worth it? I mean, they do permanently deplete the planet, but I suppose they could be useful if you really need resources.
6. Not a question, but a general comment. Tactical combat seems lacking compared to MOO2. The ships take way too long to move, they're too small, and it needs to be a bit easier to determine weapon range (especially when dropping combat satellites - ugh, if you're one space off, they don't do a thing!) Besides the obvious graphics and sound issues, the tactical combat is the only real flaw I've found.
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