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Old January 26th, 2003, 06:49 PM
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Slick Slick is offline
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Default Re: New revision to Newbie FAQ posted.

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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.

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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.

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

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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.

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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.

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

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...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.

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

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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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Old January 28th, 2003, 03:52 PM

couslee couslee is offline
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Default Re: New revision to Newbie FAQ posted.

LMAO. Completly misunderstood 4.7.2

I thought it was saying that planet based space yards only get a population construction bonus when building facilities, and that there was no population construction bonus applied when building ships. That is why said "huh?".

My bad. (they need one more type of "red faced" smiley. embarrassment)
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