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  #1  
Old March 12th, 2001, 11:42 PM

Nitram Draw Nitram Draw is offline
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Default 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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Old March 13th, 2001, 12:52 AM

Possum Possum is offline
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Default 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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Old March 13th, 2001, 02:02 AM

AJC AJC is offline
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Default 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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  #4  
Old March 13th, 2001, 02:26 AM
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pathfinder pathfinder is offline
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Default Re: Some newbie thoughts...

lizard/possum: also remember there is currently a US Navy system called Aegis (anti-missile/fighter stuff) ...
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Old March 13th, 2001, 02:39 AM
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Default Re: Some newbie thoughts...

Just a reply for those who say fighters are destroyed too easily... the most effective design I have takes 2 shots from a PDC before having one destroyed. Large Fighter, 1xCockpit,1xLifeSupport,3xEngines,1xAfterburners,1 xSmallShield,1xCombatSensors,1xECM,1xTimeDistortio nBurst,3xElectricDischarge. The major thing with this design is you need both Temporal and Organic technology, although I'm sure a modified design that is nearly as effective could be made with one or the other tech, or with just standard tech.

Against shields, one fighter will do a max of 120kT damage, and against armor a max of 75kT. Multiplied over a group of 10 or 20, they become quite leathal, and if you use decoy fighters (same as above, only take out weapons and replace with shields) to draw away PDC and weapons fire, they can take out quite a few ships. On top of warps, I've had a group of 11 (one turn's build with Temporal yard on a 4B pop planet) take out AI cruisers, since both ships start very close, the enemy has no chance to defend.

I believe in my AI probing game I destroyed 250kT in ships before it became too much of a hassle to ferry fighters to the front lines and my capital ship design was doing so well (5mT destroyed thus far I believe, 112 constructed, 6 lost).

Now, for the "exotic" weapons as you call them: I believe they are some of the most underrated weapons in the game. Granted, it's not something you want to fill every ship with, but if you have one of these on each of your main attack ships, it can be very useful. Against the AI, I would normally go for big guns, one Ionic Disperser, one Tachyon Disruption Cannon, one or two PDC. The PDC take care of most missiles and fighters, a barrage from the TDC and a shot from the ID (I'll be abbreviating from now on will disable ships so you can mop them up later and focus more guns on the others. ID are also useful for dropping into a range of six and disabling the movement on several ships, then moving out of direct-fire weapons range (which is 8). That way, a relatively small fleet can effectively disable, target, and destroy large fleets (don't try in strategic mode, the AI doesn't use 'em very effectively).

I think I caught everything I wanted to reply to...
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Old March 13th, 2001, 03:34 AM

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Default Re: Some newbie thoughts...

Fighters can be extremely powerful, especially when mixed well, think of them as infantry in medieval combat, with your ships being horsemen or chariots, it takes a good mix to really work things right. Heavilly armored Phalanx defend my Groups from point defense without really doing much damage, faster moving pikemen line up in squares to attack ships and planets under cover of Archers using point defense weapons of their own, and of course my ships play the part of the assyrians at babylon, CHARGE!!! Swerve!!!! Fire!!! lol

These kind of tactics are especially good if you combine them with naval tactics, troops are just like ancient pirates, grapple the planet, fire off a few bombs if you have time, slaughter the defenders, and take the loot, hardest part is (and always was) getting a foothold on the enemy vessle, in this case a planet.
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