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August 15th, 2003, 02:20 PM
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Brigadier General
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Re: Updated the FAQ
Good idea! Slick, Ruatha, what do you think?
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August 15th, 2003, 05:31 PM
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Brigadier General
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Re: Updated the FAQ
I could work with that.
Looks like there was some problem with a reply (?) that the Moderators took care of??? Was there a problem with content or credit to an original author or something like that?
edit: As soon as the latest "Strategy Article" is complete, I was going to incorporate it and the other additions in this thread.
Slick.
[ August 15, 2003, 16:34: Message edited by: Slick ]
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August 15th, 2003, 06:09 PM
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Major General
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Re: Updated the FAQ
Right now I'll let Slick decide as he has already done, it's he that does all the work, I'm just a backup, and happy with that!
[ August 15, 2003, 17:10: Message edited by: Ruatha ]
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August 15th, 2003, 06:18 PM
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Re: Updated the FAQ
Ruatha, I enjoy doing the updates and am proud to be able to contribute to the community - although the real credit goes to the contributors. I am glad that you allow me to help with this project. My work situation is really getting busy and will stay busy for the near term of 6-8 months, so I might need some help during this time. I think between the 2 of us, and the upcoming Starfury and SE5 we can manage. In the next revision, I will start sections for Starfury and SE5, and when the respective games are released, I will break out those sections as separate FAQ's.
Slick.
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August 15th, 2003, 07:08 PM
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Re: Updated the FAQ
Hello all,
Long time lurker, first time poster. First of all, thank you _so_ much for the FAQ. I think just reading it and the rest of the info on this forum has bumped me from "newbie" to "novice". Not much of a difference, but it sounds better.
Anyways, would it be possible to post all of the updates separately from the FAQ? I mean, still put the updates in the FAQ, but also post all of the updates you did somewhere else? Like in this thread, or the now "Old FAQ" thread? That way there would still be a place for the "new" newbies to read the FAQ, and a place for the "old" newbies to get new information that was added to the FAQ, without having to scan through the whole thing to find out what was added. I know that some of the updates are discussed in this thread, but sometimes one of you will find some random piece of info and stick it in the FAQ. If it's too much extra work, nevermind, but it would be nice. Thanks!
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August 15th, 2003, 07:56 PM
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Brigadier General
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Re: Updated the FAQ
That's a good point and I have been resisting doing it because it adds to the amount of work, but what I'll do is make a revision synopsis which lists just the section numbers that were added or modified. That should't be too much extra work. The readers can then just read those sections to see new info.
Slick.
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August 15th, 2003, 10:33 PM
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Shrapnel Fanatic
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Re: Updated the FAQ
Mephisto, you added the header part twice in the new thread... it is important info, but having to read it twice is annoying. 
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January 6th, 2006, 05:29 PM
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Re: Updated the FAQ
Fyron prompted me to post this...
Ok, a big fix section:
5.5.2 The order in which repairs are performed is set with (F11) Empire Status/Repair Priorities. Clearing the priorities list will leave only the component types that you have the technology to build; more entries become available when you research the corresponding techs. (capnq)
5.5.3 Ships are repaired in the order they are listed in the fleet transfer screen. (Douglas) "Repair Priorities" only applies to the ship currently being repaired, and does not affect which ship gets repaired first. See also section 5.13 for an explanation of ship ID and how it affects retrofits.
The above is wrong.
Instead:
- Repair priorities can be set in the repair priorities window  F11) Empire Status/Repair Priorities. This is not an ordered list, but rather a true/false state. Items on the right side will be prioritized, while items on the left will not be prioritized.
- Any damaged component which falls into a category on the right side of the repair priorities list will get a "priority flag". Any SHIP which contains a damaged component with priority will also have a priority flag.
- Repairs will then be conducted in the following order:
1) Only ships with priority flags are considered. The priority ship with the lowest ID is selected first.
2) If no ships with priority flags are present, then all damaged ships are considered, and the lowest ID is selected first.
3) Components with priority flags are repaired first, in order of placement on the hull.
4) If there are still repair points remaining, then a second pass is made, and the non-priority damaged components are repaired in order of placement on the hull.
5) If there are still repair points remaining, and the ship has been fully repaired, the game selects a new ship as in (1) and starts over.
- If all the priority components on a priority ship are repaired, but there are not enough repair points to completely fix the ship, then that ship will not be a priority ship on the next turn. If there is a second ship with priority components damaged, that second ship will be repaired instead.
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January 6th, 2006, 07:04 PM
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Corporal
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Re: Updated the FAQ
Don't forget
- You must have at least one repair priority item on the right side, otherwise no ships will be repaired.
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August 16th, 2006, 03:40 AM
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Re: Updated the FAQ
I noticed a duplication:
2.9.8 You can use larger hulls to make colonizers too. The advantage of this is that you can make an armed colonizer that can defend itself and possibly destroy an enemy planet (then colonize it!).
2.9.9 In my late-game, I now use this more expensive (takes two turns to build in most worlds) colonizer for colonization at any range, though the overwhelming majority of my colonization is short-range: Bridge, life support, crew quarters, colony pod, cargo bay, one (1) best engine (quantum III), solar sail, best emergency propulsion (emergency propulsion V). This has an effective one-turn speed of 12 allowing it to reach any planet in its system the same turn it’s built, but it runs out of fuel quickly. If I’m colonizing long-range, I usually send a bulk transport full of population along with it, and my bulk transports generate unlimited supply. So I don’t bother designing another ship. Or, I use an obsolete colonizer. I call this design simply "Rock Colony", "Ice Colony", and "Gas Colony", and you may use it if you like. (Nocturnal)
2.9.10 The default strategy for a colonizer is "Don't Get Hurt". If it gets into a battle, his will cause your colonizer to run for the corner and usually get killed. Here's a little trick. A colonizer has a pretty good mass. You can use this as a last ditch effort by changing your colonizer strategy to "Kamikaze" (Ram). Especially in the early game, you will be surprised at how many times an unarmed colonizer will destroy a smaller ship by ramming. This strategy has the added benefit if potentially killing the colonizer before it gets captured - you never want to give away your colonization techs or population easily.
2.9.11 In my late-game, I now use this more expensive (takes two turns to build on most worlds) colonizer for colonization at any range, though the overwhelming majority of my colonization is short-range: Bridge, life support, crew quarters, colony pod, cargo bay, one (1) best engine (quantum III), solar sail, best emergency propulsion (emergency propulsion V).
This has an effective one-turn speed of 12 allowing it to reach any planet in its system the same turn it’s built, but it runs out of fuel quickly. If I’m colonizing long-range, I usually send a bulk transport full of population along with it, and my bulk transports generate unlimited supply. So I don’t bother designing another ship. Or, I use an obsolete colonizer. I call this design simply "Rock Colony", "Ice Colony", and "Gas Colony", and you may use it if you like. (Nocturnal)
2.9.12 When colonizing distant systems, create a fleet with the Colony Ship and a small ship full of supply components and solar panels (an escort or frigate is enough) so the colony ship can have the supplies needed to reach the system. I normally retrofit my old escort and frigate ships to these "booster ships" when new hull sizes make them obsolete in the line of battle. (Makinus)
Just thought you would want to know.
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