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Old March 23rd, 2004, 12:26 AM

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Default Re: Updated the FAQ

The most recent FAQ is 66 pages printed out in MS Word with 1/2" margins.
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Old March 23rd, 2004, 02:29 AM
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Default Re: Updated the FAQ

Quote:
I notice that section 3.0 Research lacks these formulae:

Low tech cost: (Level Cost) * Level

Medium tech cost: (Level Cost) * (Level² / 2)
--> except at level 1, where the cost is simply Level Cost.

High tech cost: (Level Cost) * (Level²)
It is located in 1.6.1; I'll cross reference it.


Quote:
The most recent FAQ is 66 pages printed out in MS Word with 1/2" margins.
Odd. I just tried it and mine was 85 pages. Maybe different fonts or point sizes...

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Old March 23rd, 2004, 06:38 AM
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Default Re: Updated the FAQ

Ok. Could you also make it explicit that at medium tech costs, level one technologies cost LC, not LC / 2?
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Old April 6th, 2004, 01:10 AM
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Default Re: Updated the FAQ

http://www.shrapnelgames.com/cgi-bin...;f=23;t=011427
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Old April 16th, 2004, 11:25 PM
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Default Re: Updated the FAQ

Is there any FAQ or info on the best way to set up a TCP/IP game? Either via Internet or LAN?

Thanks,

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Old April 17th, 2004, 03:11 AM
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Default Re: Updated the FAQ

Yes, click here.
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Old April 25th, 2004, 09:00 PM
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Default Re: Updated the FAQ

Some updates and corrections:

0.0 current Version is now 1.91

1.1.1.2.2 Gestation Vats - increases the percentage for reproduction rate in system. Replicant Center - increases population by an additional fixed amount each turn in system. Medical Lab - prevents plagues in system (actually cures plagues, but this occurs 1 turn after plague hits so you still receive 1 turn's worth of plague damage), increases the percentage for reproduction rate in system, increases happiness in system. All three levels of the Medical Lab give only 1% improvement in happiness, unlike other happiness facilities which increase the rate with each level.

2.10.2 Ships do retain original strategies after being captured - you can overcome this by making a 1-ship fleet and giving it new fleet orders. *Deleted "retrofitted or" between "being" and "captured".*

5.9.10 Attacking with Cloaked ships/fleets: You must first give the order to Decloak before an attack. (Stone Mill) Only one ship in the fleet needs to be decloaked.

6.2.4.5 Warp Point Defense Formations: Wall and phalanx are not so good here. Better to use a more "circular" formation like spider, dome or bull.

*Please delete this entry, it is not true.*
6.4.1.1 In strategic combat your design will refuse to board if there is a SDD present on the target ship.(Dogscoff)

6.4.2 Or use a level 2 intelligence project called "Crew Insurrection" where you plant a spy on the enemy ship and attempt to convince the crew to join your cause. If successful, the ship is yours to do with as you please. (Gandalph) The insurrection will occur at the very end of the turn, so no battle will occur that turn. On the next turn, you will often find the insurrected ship amongst a fleet of enemy ships.

6.6.1.3 Once the population has all expired, the [plagued] planet reverts to uncolonized and may be recolonized by anyone without fear of residual contagin. (Arkcon)
Q. Do the facilities remain?

6.8.3 Ship moves on different days during the turn depending upon their speed capacity. (The 'movement day' is the day that the ship ends up in a new sector.):
Spd Movement Days
02: 15, 30
03: 10, 20, 30
04: 7, 15, 22, 30
05: 6, 12, 18, 24, 30
06: 5, 10, 15, 20, 25, 30
07: 4, 8, 12, 17, 21, 25, 30
08: 3, 7, 11, 14, 18, 22, 26, 29,
09: 3, 6, 10, 13, 16, 20, 23, 26, 30
10: 2, 5, 8, 11, 14, 17, 20, 23, 26, 29,
11: 2, 5, 8, 10, 13, 16, 19, 21, 24, 27, 30
12: 2, 4, 7, 9, 12, 14, 17, 19, 22, 24, 27, 29
13: 2, 4, 6, 9, 11, 13, 16, 18, 20, 23, 25, 27, 29
This is essentially correct but I've seen ships/fleets move on day one, so there are minor variation.

7.2.24 Bear in mind weapons on a troop transport will not fire at the planet, even when in range, but will fire at ships and units in space. Unless you change the strategy [from "Capture Planet"], and then they won't drop troops. Point defense is ok though I believe. Will help if the planet is shooting missles at you. (Geoschmo)

9.5.0 Some stellar manipulation devices work anywhere, others must be at a specific location. IE: A warp point can be opened from anywhere, but naturally, you can only close a warp point where a warp point already exists. This can cause problems with the orders you give to the ship.
For a warp opener, your orders can read "open warp point, move" or "move, open warp point, move" or "move, open warp point, sentry". Basically just about anything.
A closer must start at a warp point to use its close warp point order. Your orders will read "close warp point, move" or something similar. Putting a move order before the close order is a risk and often not even possible.

*Please delete section "a.". It is not quite right.*
9.5.6.1 Sequence:
a. In simultaneous games worm hole opening and closing happens before all players ships are moved.

12.0.2 Happiness affects resource production and reproduction (see settings.txt)
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Old December 28th, 2004, 01:21 AM
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Default Re: Updated the FAQ

Question:
I only have about 5 planets with a ship yard on them. The problem is remembering which ones have a ship yard and picking them out of the colonies report menu. I realize I could write them down, but I was wondering if there's a way to view only colonies with a specific facility? When you have say 30 colonies and only 5 ship producers its quite difficult to pick them out you see.



Answers:
You name your planets with shipyards on them, or

1. click on the Minister icon (The Crown)
2. Click the EMPIRE OPTIONS Tab at the top right
3. Scroll down to SYSTEM DISPLAY.
4. Check the 6th line down "Show Resupply Depots (R), Spaceports (S), and planetary Space Iards (SY)
5. Click CLOSE
6. Click CLOSE
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