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March 12th, 2001, 10:30 PM
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Second Lieutenant
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Join Date: Aug 2000
Location: New York, New York USA
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Re: Some newbie thoughts...
Lizard,
1 forget firing arc that is too tactiacl and the computer could nto handle it.
2 Formation none in tatical there is an option button. Click on it and a menu will show up with like 9 options. One of them is to clear formations. Do that and each ship will move alone and not as part of a formation. Also if you move the formation leader Last then no one else will have any movement points to move.
3 Fighters are not too powerful you just have to defend against it.
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Seawolf on the prowl
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March 12th, 2001, 10:31 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Re: Some newbie thoughts...
On fighters, well, they can't traverse warp points by themselves -- to do so, you need a carrier. They also can run out of supply fairly quickly without support... and I don't like using them for long-distance offense because they die QUICKLY against PDCs, and replacing them in enemy space is a bear (either stop to build *slowly* with spaceyard ships, or do carrier chaining); I prefer building advanced, self-sufficient fleets that can wreak as much havoc as need be without ever needing to return to port. As for the AI not adapting, well, it's scripted in many aspects, such as ship design and research... which isn't surprising given that Malfador isn't exactly a huge company employing dozens of AI specialists, which might still be insufficient for such a *customizable* game due to the extreme number of degrees of freedom. And on formations... ISTR that there's a command to 'clear assignments' or 'clear orders' in tactical mode, which basically removes every ship from formation.
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-- The thing that goes bump in the night
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March 12th, 2001, 10:40 PM
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Private
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Join Date: Mar 2001
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Re: Some newbie thoughts...
Thanks for the info re:fighters. In the battle I was involved in (It's still pretty early in the game, I just researched Cruisers, for example), I was mostly defending one world near a wormhole, so it was easy to use 'supportless' fighters. I can see where it would be problematic later on. Fortunately, my new 'All PD' ship seems to be doing a good job of protecting my carriers and attack ships, so they can close to fight. Next -- trying to board and capture.
Other question:How useful are the 'exotic' weapons (weapon&engine damage)? Is it useful to build ships which use them, or should I stick to bigger guns and missiles?
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March 12th, 2001, 11:11 PM
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Captain
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Join Date: Jan 2001
Location: Texas
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Re: Some newbie thoughts...
In the beginning of the game, fighters are INCREDIBLY powerful--especially if you mass produce them at all your colonies. IMHO, one of the best things about fighters is the fact that they don't affect your score or your maintenance costs. So, you can put a couple hundred of them at every wormhole leading into your empire. The early game equivalent of ships would make you MEE *WAY* too early plus the maint costs might strangle your empire.
This is a very minor note. But you don't need to use a carrier to send fighters through wormholes. Transports work just as well. (Or, minesweepers, or satellite layers). Of course, you can't attack a planet with fighters in a transport. But if you can capture or destroy/recolonize one planet in a system. Then, you can transport in fighters and transfer 1000 fighters per turn between your transport(s) / the planet and then launch them back into space. Once you have a sizeable group in space, you can send them to attack the planets.
Before the AI researches Point Defense cannons, your fighters are better off in small Groups so one weapon shot doesn't kill three or four of them. But once the AI has lots of point defense, I think you are better off sending them in very large Groups. Two Groups of 90 fighters launched from a planet can be quite devastating against a heavily defended planet with PD V's whereas you would lose them all if you launched them from a pair of light carriers.
(Of course, this tactic requires tons of micro management and is pretty tedious vs. just using ships.)
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March 12th, 2001, 11:42 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Some newbie thoughts...
One thing you have to watch out for with fighters, mines and satellites is the maximum number of units in space limit. Be careful you don't deploy so much in your safer systems that you can't deploy in the ones under attack. The default is now 1000 units in space, I think. Fighters and mines can eat this up in a hurry.
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March 13th, 2001, 12:52 AM
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First Lieutenant
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Join Date: Oct 2000
Location: San Diego, CA, USA
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Re: Some newbie thoughts...
Lizard, just a quick comment. I totally agree with your idea of creating "all-PD" ships. This allows a really quick fix to a situation in which you're suddenly overwhelmed by fighters or missiles.
Historically, there is an interesting parallel in the WW2 US Navy's use of the Atlanta-class CLAA's. The Atlanta herself first saw action at Midway, and proved to be a big success.
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March 13th, 2001, 02:02 AM
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Second Lieutenant
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Join Date: Nov 2000
Location: West Coast - USA
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Re: Some newbie thoughts...
The limit on ships and units is 5000. You can make a permanent change in your settings file - so you dont have to click it up to higher levels everytime you play -
Space Empires IV\Data\Settings.txt
change them to 5000 as I have shown and you never have to adjust the settings again.
at the bottom of the long list are two catagories
Default Number Of Units Per Player := 5000
Default Number Of Ships Per Player := 5000
[This message has been edited by AJC (edited 13 March 2001).]
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