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March 7th, 2005, 02:06 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Gameplay tips & tricks
Quote:
StrategiaInUltima said:Also, do NOT underestimate the sheer defensive power of a Large Weapons Platform design containing nothing but shields, regenerators and armor. Place a few of these on your planets and orbital bombers will have a hard time bombing as they're up against heavy regenerating shielding AND armor, while WPs keep pounding away at them from the surface.
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Oddly enough I just tested this.
Platform: 1550 shields, 140 hull, 2500 regeneration.
Ship: 100 damage per shot, spread over many turns.
Result: 33rd hit dealt -1350 damage, killing the platform plus 10m people @ 10 hitpoints each.
Conclusions:
- The platform did not absorb any damage from the shot that killed it.
- This implies that the platform had an effective strength of between 3200 and 3300 hitpoints.
- 1550 of the hitpoints were not accounted for by the hitpoint meter on the planet.
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The same test was repeated with 3 ships, capable of delivering the entire volley in one combat turn. Identical results were achieved.
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The same test was repeated with the shield regenerators replaced with inert PDCs.
Identical results were achieved.
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Overall Conclusions:
- Shield generation counts double on platforms.
Presumably once as shields, and again as hull structure.
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March 7th, 2005, 02:37 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Toledo, OH
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Re: Gameplay tips & tricks
Shield regeneration doesn't work on units, right?
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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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March 7th, 2005, 03:10 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: Gameplay tips & tricks
Or planets, yes.
For the most part, it dosen't really matter, as units are often killed by the handful and would never have a chance to regenerate.
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March 9th, 2005, 04:52 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Gameplay tips & tricks
QUESTION BY: Smolf
Quote:
I'm playing in a star system where not all system are connected to each other. I have just researched stellar manipulation to lvl 3 and got Gravitational Quantum Resonator I. It states that it can open a warp point out to a system 100 light years away. Is their any way to measure the distance between one of my star systems and the closest neighboring system?
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ANSWER BY: Fyron
Quote:
When you order a ship to open a warp point, you can see the distance between the systems by selecting the source system, then hovering the mouse over the target system.
The only other way to determine the distance between systems is to calculate it, unfortunately. Each square on the galaxy map is 10 light years. Diagonals count, so 10 squares in a direct diagonal line is not 100 LY, but instead 100 * sqrt(2) LY (at most).
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If retorical please excuse, but it is good advice and should be mentioned twice.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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March 9th, 2005, 05:48 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Gameplay tips & tricks
And as a detailed reminder:
To calculate the distances, use the Pythagorean theorem:
Distance to system = 10LY x squareroot( (horizontal)^2 + (vertical)^2 )
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March 9th, 2005, 07:32 PM
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Sergeant
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Join Date: Feb 2001
Location: Colorado
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Re: Gameplay tips & tricks
Y'all don't remember there is a way to see distances in Y'all don't remember there is a way to see distances in SEIV I can't remember how but it had something to do with the stragic map and locating the distance it will tell you distance from point to point just click on point of origin and click on the point you want measured and the Distance in light years will come up this is in the game somewhere I am sure as I have used it before.
Tip:
Fleet strategies and experience are critical for winning a fleet action.
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The fact that slaughter is a horrifying spectacle must make us take war more seriously, but does not provide an excuse for gradually blunting our swords in the name of humanity. Sooner or later, someone will come along with a sharper sword and hack off our arms
Clausewitz
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March 9th, 2005, 10:25 PM
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Brigadier General
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Re: Gameplay tips & tricks
That's available only if you have a warp opener, on the screen to choose the destination of the warp opener. and you have to select a checkbox to turn that on.
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Slick.
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June 1st, 2005, 11:17 PM
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Second Lieutenant
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Location: Texas
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Re: Gameplay tips & tricks
A tactic I am starting to use against deadly foes concerns fleet experience.
I make sure I always put one or two ships in each fleet with "Do not get hurt" and "Break from fleet" orders. If a few ships survive a multi-fleet battle it should be them. This will save the fleet experience for use when it is reconstituted later. The fleet could even gain experience if the only survivor was the one who ran away.
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I thought of the sun as a big bright ball of something that produced an intense absence of darkness. Alan Dean Foster No More Crystal Tears
A++SeGdy$+-++Fr?C++++Cst+SfAi--Mm-MpTS---SsROPw++Fq++Nd++++RpG++Mm++Bb
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June 5th, 2005, 02:54 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Gameplay tips & tricks
Unless they are hunted down and destroyed. I just keep a couple of skilled ships at all my training facilities and have all my construction yards send ships there. (I use the neural net). Share the experience and your off and running while only training a minimal amount of your ships. The most trained ships are heavily armored with shields and armor. 
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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June 5th, 2005, 03:57 AM
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Shrapnel Fanatic
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Re: Gameplay tips & tricks
In my assessment, Neural Combat Nets are dubious at best.
With two moons, it only takes 3 turns to get full training (training facilities on the planet and both moons will stack). 2 turns for 18% if you need the ships much more quickly.
Also, you can even set up routes to move your ships along to get training. Training occurs if the ship ends up in a sector with a training facility at the end of the turn. You can move your ship to a planet with a training facility and it will recieve training on the next turn. Move it to another planet with a training facility, it recieves more training. By carefully setting up training routes, you can get your ships trained to 20% while they are moving to the front lines with a minimal amount of time wasted sitting at training planets.
Why do you think I eliminated sector training entirely in Adamant and replaced it all with (1% per turn max for non-psychic races) system-wide training facilities? 
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