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October 7th, 2005, 03:13 AM
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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: The Mentality
Boarding already has a 100% chance of "hitting". The only question is whether you have more attack than they have defense, and if they have a self-destruct to use.
All fireable weapons have 0% chance to miss with the talisman.
What effects they have on the target when they hit are not altered in any way.
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October 7th, 2005, 07:21 PM
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Sergeant
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Join Date: Sep 2005
Location: Colorado, USA
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Re: The Mentality
4. What's the best free graphics program for creating shipsets?
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October 11th, 2005, 11:48 AM
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Sergeant
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Join Date: Sep 2005
Location: Colorado, USA
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Re: The Mentality
answer to 4:
DOGA
- used by Atrocities for his shipsets
- for SEIV and SEV (see SE Portal for SEV conversion)
http://www.doga.co.jp/english/
Wings3d
- recommended by narf
http://www.wings3d.com/
Blender
- usable to create sets for both SEIV, SEV directly
http://www.blender.org
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October 11th, 2005, 12:04 PM
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Sergeant
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Join Date: Sep 2005
Location: Colorado, USA
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Re: The Mentality
5. Is it true that if you take the religious trait, and you employ tailismans, that your attack bonus is effectively overkill, and as such you can drop it to 50% in the race creation window without any adverse effect?
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October 11th, 2005, 12:21 PM
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National Security Advisor
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Join Date: Nov 2000
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Re: The Mentality
Quote:
inigma said:
5. Is it true that if you take the religious trait, and you employ tailismans, that your attack bonus is effectively overkill, and as such you can drop it to 50% in the race creation window without any adverse effect?
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Yes, for any ship that has the talisman installed.
Up until you get that, you'll be hurting.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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October 11th, 2005, 12:32 PM
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Sergeant
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Join Date: Jun 2005
Location: Rockford, MN
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Re: The Mentality
Yes, but there is a catch. You don't get the tailsman right away. If you start close to another empire, they will walk all over you untill you get it.
You will also fall behind in other areas of reaserch if you want to get it sooner.
It's kind of a gamble to do that, but it could work out for you. If for example you start a game with a large galaxy with only a couple of players, then you could reaserch it and enough other techs to make it useful. On the other hand if you start a small galaxy with 20 races they will likely crush you before you get anywhere.
It also might be considered a bit gamey in a PBW game, so if it doesnt't say in the game description it might be best to check with the owner before trying it.
I have done (80% I think was the lowest I could go) it in a single player game once. Got crushed in about 20 turns.
Alot of mods reduce how far you can drop attack and defense, some remove the tailsman, others change it to just an attack bonus, so it isn't so overpowering in the late game.
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October 11th, 2005, 02:15 PM
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Sergeant
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Join Date: Sep 2005
Location: Colorado, USA
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Re: The Mentality
6. Would the psychic trait be a good trait to take in a high-tech game where everything is allowed? Or should those 1500 points be better spent elsewhere since most people would employ MCs to counter the psychic subverting advantage?
Aparently, pairing up subverters with computer viruses is a worthless endeavor.
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October 11th, 2005, 02:19 PM
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General
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Join Date: Sep 2003
Location: United Kingdom
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Re: The Mentality
Note that having a very bad attack rating and the Talisman can backfire, should your Talisman be destroyed. That scenario is only likely to happen often with leaky armour in place, though... or a mod creating some sort of weapon able to easily destroy the Talismans.
I have never seen much use for the Psychic trait, except in the early game where the other players might spend valuable resources countering your Psychic traits, even if you do not actually use it. If all tech is available right from the start, Master Computers are a lot cheaper than human components, so your trait isn't all too great.
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