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July 30th, 2004, 05:06 PM
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Major General
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Join Date: May 2002
Location: Linghem, Östergötland, Sweden
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Re: Updated the FAQ
No hurry.
I haven't thought it very pressing for an update..
so there's no hurry.
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August 29th, 2004, 03:26 PM
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Private
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Re: Updated the FAQ
Trade Adds.
1º tech by now difficult to trade.
2º trade colonizing tech with neutral ai opponents NOT with the others (as they win options), if u cant in a 1 vs 1 add some resources.
3º Use trade as weapon if u have a good storage (even at the begining), mostly with ai opponents, sell them organics and rad resources get minerals, """!!!extremely!!!!!"""" important strategy in finite resources games.
Why? resource convertor looses a 50% in level 1 40% in level 2 20% (not secure about) in level 3, 5 years or more to take this tech.
you can trade ex-3000org+2000rad for 4000 minerals (loose of 20%).
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some tricks
puppet parties in enemy colonies they will abandon they empire, declare war on them they will give u the tech of the original empire.
Give this colonies to other empires (after scraping the buildings), mostly in direct or not direct contact, the relations between them will go badly (for contested systems).
Maybe (not secure yet), ruined planets too for this strategy (i dont know if they win the tech of the planet).
Avoid Mega Evil Empire if u can (u can win many with trade and so on), at the begining, u can colonize ruined better.
from a newbie player
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March 16th, 2005, 08:20 PM
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Major
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Join Date: Apr 2004
Location: Atlanta, Georgia
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Re: Updated the FAQ
Another kind of stellar manipulation where ship ID can matter: star destruction/nebula creation/black hole creation. A ship moving on the same day as the scheduled mass destruction order has two possible options if it has a lower ID than the stellar manipulation ship. First, if it is on a warp point, it can warp to safety an instant before the superweapon goes off. Second, if it is one sector away from the stellar manipulation ship, it can move there and prevent the ship from doing anything, provided that you do not have a non-aggression or higher treaty with the owner of the stellar manipulation ship. If it has a higher ID than the stellar manip ship, it can't do anything but wait to die.
All orders that do not spend movement points happen just before the ship's next move action. This means that if a ship runs out of movement with a stellar manipulation or load/drop or similar order at the top of the queue, that order will not be executed until its first movement of the next turn.
Now for a list of restrictions on stellar manipulation operations:
Note: "enemy presence" refers to any object that you can detect controlled by a player you do not have at least a non-aggression treaty with. Cloaked enemy ships will only prevent stellar manipulation if you have a good enough sensor in the system to detect them.
Create Planet: Can be issued anywhere, will apply to whatever asteroid field the ship happens to be in when it's executed. Cannot be done when there is an enemy presence in the sector.
Destroy Planet: Can only be issued when over a planet. Stores the target planet, even if there's only one there and it doesn't specifically ask, and will not work on any other planet. This is the only stellar manipulation order that can be done in the presence of an enemy.
Create Star: Can be issued anywhere, even in systems that already have a star. Will create a star wherever the ship happens to be when the order is executed. Will fail if there is another star in the system at the time of execution. Cannot be done in the presence of an enemy.
Destroy Star: Can only be issued when at a star. Stores the target star and will not work on any other star. Cannot be done in the presence of an enemy.
Open Warp Point:
Can be issued anywhere. Will open the warp point wherever the ship happens to be when the order is executed. Restrictions such as only one warp between the same two systems allowed and the maximum of ten warp points in a system are checked at time of execution. Cannot be done in the presence of an enemy.
Close Warp Point:
Can only be issued when at a warp point. Stores the target warp point, even if there's only one there and it doesn't specifically ask, and will not work on any other warp point, not even the other side of the same warp point. Cannot be done in the presence of an enemy.
Create Storm:
Can be issued anywhere. Will create the storm wherever the ship happens to be at the time of execution. Cannot be done in the presence of an enemy. Will give an erroneous log message about lack of supplies when attempted in the presence of an enemy.
Destroy Storm:
Can only be issued at a storm. Stores the target storm and will not work on any other storm. Cannot be done in the presence of an enemy.
Create Nebula:
Can only be issued at a star. Does not store the target star, but does require that a star be present in the sector when executing the order. Cannot be done in the presence of an enemy.
Destroy Nebula:
Can be issued anywhere. Will apply to whatever nebula the ship happens to be in when the order is executed. Cannot be done in the presence of an enemy.
Create Black Hole:
Can only be issued at a star, but no star is necessary when the order is carried out. The star the order was issued at will be deleted even if it is not in the same system as the new black hole. This deletion will not affect anything else in the system - the star just disappears. Cannot be done in the presence of an enemy.
Destroy Black Hole:
Can be issued anywhere. Will apply to whatever black hole the ship happens to be in the same system with when the order is executed. Cannot be done in the presence of an enemy.
I have not tested ringworld/sphereworld construction in the presence of an enemy.
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March 16th, 2005, 08:35 PM
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Shrapnel Fanatic
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Re: Updated the FAQ
Does the ID number exploiting really need to be in the FAQ? It really doesn't matter, and it greatly detracts from the "game" aspect of SE4... There is a point when over-analyzing the minute details of the game takes any possibility for fun out of it. Of course, whether this point has been reached or not is a matter of personal opinion...
Perhaps this should be moved to a new thread if it is going to spark lengthy discussions...
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March 16th, 2005, 08:47 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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Re: Updated the FAQ
*sigh*
No lengthy discussions, please. Fyron, the instant you feel like you are reading something that is over-analyzing and taking the fun away for you, just stop reading.
__________________
Slick.
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March 16th, 2005, 08:53 PM
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Brigadier General
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Re: Updated the FAQ
Great research, douglas. I'm sure that took some time to test.
__________________
Slick.
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March 16th, 2005, 09:05 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Updated the FAQ
I was talking about the ship ID number stuff, to make it clear...
Slick:
You can delete posts now. Just hit the "Delete this post" button when editing the post you wish to delete.
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March 17th, 2005, 02:20 AM
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Major
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Join Date: Apr 2004
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Re: Updated the FAQ
Same sector, and that option was disabled. Also, I got a log message each time enemy presence prevented the operation specifically stating that it couldn't be done because an enemy was there - except for the create storm trial, where it told me I didn't have enough supplies, even though the ship had 6 engines and a quantum reactor. Moving one sector away to an unoccupied spot fixed that problem, so I'm quite certain that error message was giving me the wrong text.
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March 21st, 2005, 03:55 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Updated the FAQ
In the interests of keeping the hyperlink version of the FAQ up to date, I plan to write a little program to auto-insert all of the necessary HTML formatting. Would you be interested in this for the official post on Shrapnel Slick?
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March 17th, 2005, 12:17 AM
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First Lieutenant
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Join Date: Jan 2001
Location: Toledo, OH
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Re: Updated the FAQ
Quote:
douglas said:
Create Black Hole:
Can only be issued at a star, but no star is necessary when the order is carried out. The star the order was issued at will be deleted even if it is not in the same system as the new black hole. This deletion will not affect anything else in the system - the star just disappears. Cannot be done in the presence of an enemy.
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Let me stress that the blackhole is succesfully created in the target system - even if the ship carries out it's "create black hole" order in a space that doesn't have a star! System Gravitational Shields still protect the target system, however.
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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