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March 24th, 2003, 02:41 AM
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BANNED USER
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Join Date: Nov 2001
Location: Near Boston, MA, USA
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Re: Things in SEIV I never knew about....
When building something it applys the maximum quantity of Min / Org / Rad that it can each turn. Thus on the 2nd and 3rd turn of construction of a smaller ship it will not require Rads or Orgs.
This is signifigant if it looks like you will run out of Rads the next turn.
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March 27th, 2003, 07:37 PM
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Lieutenant Colonel
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Re: Things in SEIV I never knew about....
If a ship has no weapons with higher damage than the emissive rating of the enemy ships, it will not attack. Just found that out while working on some modding.
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March 27th, 2003, 07:45 PM
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Colonel
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Re: Things in SEIV I never knew about....
Quote:
Originally posted by Ward:
Ships not armed with direct-fire weapon do not gain experience from battles.
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Agree, except for the "Ramming Ships".
Yea, the ramming ships will gain experience when destroy other ships using their hulls...
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March 27th, 2003, 08:54 PM
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Shrapnel Fanatic
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Re: Things in SEIV I never knew about....
Quote:
Originally posted by Phoenix-D:
"This is a big part of the reason why the Talisman has always been horribly unbalancing. Nothing should ever give 100% to hit rate."
It can if it was other things backing it up. Like being really frigging expensive. It's already 50kt in size..how about 50kt, 4000/4000/4000 cost?
Phoenix-D
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It should still not be 100% guaranteed to hit. There should always be a chance of failure.
Quote:
Originally posted by Gryphin:
When building something it applys the maximum quantity of Min / Org / Rad that it can each turn. Thus on the 2nd and 3rd turn of construction of a smaller ship it will not require Rads or Orgs.
This is signifigant if it looks like you will run out of Rads the next turn.
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This is why you stack the build orders so that only some SYs are using orgs and rads on a turn.
Quote:
Originally posted by Master Belisarius:
quote: Originally posted by Ward:
Ships not armed with direct-fire weapon do not gain experience from battles.
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Agree, except for the "Ramming Ships".
Yea, the ramming ships will gain experience when destroy other ships using their hulls... The reason that missile ships do not gain experience is that the ships themselves do not do any damage or cause any deaths. The missile units are what do the damage when they hit the enemy ships. The game technically assigns an experience point to the missile (or it would if units could gain experience) for the kill. This is the same as carriers not gaining experience for the kills made by the fighters they launch. Ramming ships can gain experience because it is the ship itself that does the damage.
[ March 27, 2003, 18:59: Message edited by: Imperator Fyron ]
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March 27th, 2003, 09:53 PM
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General
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Re: Things in SEIV I never knew about....
OK, another dumb question
Am I to understand there is a way to put ships (for example) in a queue and have leftover "construction points" from the first ship in the queue to pass to the second ship? Example: Ship 1 takes 2 turns to build but on the second turn, the construction queue is really only adding on the Last (for instance) 20% of the ship. If there is another ship of the same size in the queue, will the remaining 80% construction points be applied on turn 2 to the second ship in the queue. So that after 3 full turns, you have 2 completed ships?
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March 27th, 2003, 10:26 PM
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Shrapnel Fanatic
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Re: Things in SEIV I never knew about....
No. Construction rates represent the maximum number of resources of each type that can be put into building and object in each turn. They do not represent a pool of construction points. Any unused rate is lost.
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March 27th, 2003, 10:46 PM
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General
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Re: Things in SEIV I never knew about....
Quote:
Originally posted by Imperator Fyron:
No. Construction rates represent the maximum number of resources of each type that can be put into building and object in each turn. They do not represent a pool of construction points. Any unused rate is lost.
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Well, though I bemoan the loss of "unsued" construction points, I'm glad to see I haven't been getting my butt whooped because I didn't know about the most advantageous way to get ships out of the queue .
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ALLIANCE, n. In international politics, the union of two thieves who have their hands so deeply inserted in each other's pocket that they cannot separately plunder a third. (Ambrose Bierce)
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