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  #11  
Old June 20th, 2001, 08:57 PM

Lucanos Lucanos is offline
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Default Re: Many (semi) newbie questions...advice requested.

quote:
Originally posted by Dragonlord:

7: Why would you ever use torpedoes? How are they different from missiles?



Torpedoes are not seekers but direct fire weapons so there's a big difference. They have a long reload time and their damage isn't as devastating as I'd want it to be.

Try em.

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  #12  
Old June 20th, 2001, 09:39 PM
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Default Re: Many (semi) newbie questions...advice requested.

Re: Question #7.

See: This thread on Missiles vs. Torpedoes

Summary of reasons to use torpedoes:
A) They fire every two turns
B) They cannot be shot down by PointDefence
C) Their damage occurs right away, preventing the enemy from firing an extra volley (or two) while you wait for the missile to arrive.
D) They do 56% more damage: 1.25 vs 0.8 (damage per turn per Kt space)
E) Torpedoes can be put on Large/Heavy/Massive mounts, improving their damage factor even more (Massive mount is up to about double the missile's damage per turn per kT)
F) In most mods,torpedoes have a 30% or so to-hit-chance bonus, since a torpedo can seek a little.
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  #13  
Old June 20th, 2001, 11:33 PM
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Lisif Deoral Lisif Deoral is offline
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Default Re: Many (semi) newbie questions...advice requested.

quote:
Originally posted by Dragonlord:
1:Yes, I had conditions apply after 5 years. I met one condition in year 9, the game continued, then yesterday I met a second condition (300% score of player2) and then the game finally decided I had won. My original question is still unanswered though...


You must satisfy every victory condition to win the game (AFAIK).

quote:
6: maybe the global resupply minister would help here...hmm must try.


I strongly suggest you to disable all ministers! Currently, the AI makes a mess with anything it handles (especially when you miss a turn in a PBeM)

quote:
Bus I heard that only Strategic combat is available in PBEM and PBW ?! Thats a big bummer, because the AI sucks in strategic combat.


That's true (as I wrote above, the AI makes a mess with anything it handles). Anyway, it's true for your opponent too, and I enjoy "programming" my fleets (through ship design creation, fleet orders and composition, etc.) so that the AI will be able to use them in a decent way.

Lisif
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  #14  
Old June 20th, 2001, 11:36 PM
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Jubala Jubala is offline
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Default Re: Many (semi) newbie questions...advice requested.

quote:
Originally posted by Lisif:
I enjoy "programming" my fleets (through ship design creation, fleet orders and composition, etc.) so that the AI will be able to use them in a decent way.


Any tips? I'm getting my head handed to me in a pbem game and it hurts to put it back.

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  #15  
Old June 20th, 2001, 11:36 PM
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Default Re: Many (semi) newbie questions...advice requested.

quote:
Originally posted by suicide_junkie:

Summary of reasons to use torpedoes:
A) They fire every two turns
B) They cannot be shot down by PointDefence
C) Their damage occurs right away, preventing the enemy from firing an extra volley (or two) while you wait for the missile to arrive.
D) They do 56% more damage: 1.25 vs 0.8 (damage per turn per Kt space)
E) Torpedoes can be put on Large/Heavy/Massive mounts, improving their damage factor even more (Massive mount is up to about double the missile's damage per turn per kT)
F) In most mods,torpedoes have a 30% or so to-hit-chance bonus, since a torpedo can seek a little.



IMO, torpedoes may be superior to missiles, but point A makes them inferior to other Direct Fire weapons (unless your opponents have a large defense bonus)...
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  #16  
Old June 21st, 2001, 12:31 AM
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Default Re: Many (semi) newbie questions...advice requested.

Okeydokey. Here are the damage Ratings for various weapons, at max tech.

APB XII: 2.1 - 1.5, normal
CSM V: 0.8, seeker
MB: 1.75, normal
AMT V: 0.625, normal
QT V: 1.25, normal
PM V: 1.0 - 0.27, seeker
PDC V: 3.25, pointdefence, +70%
PPB V: 2.0 - 1.67, phased
RB IV: 2.5, normal
IB III: 0.9, normal, +10%
WMG III: 0.67, normal, +30%
TPC V: 0.375 - 0.188, Weapons only
ID V: 1.3, engines only
IPM V: 0.625, engines only, seeker
PN V: 15.0, planets only
NB V: 5.0, planet population only
GHB V: 1.21 - 0.33, normal
SD V: 7.5, shields only
DUC V: 1.33, normal
PC V: 1.33 - 1.0, normal, organic
HPB V: 1.67 - 1.0, normal, organic
ED III: 1.5 - 0.5, normal, organic
LR III: 2.0 - 0.5, normal, organic
SP V: 1.0, seeker, organic
AG V: 0.56, normal, organic
EAG V: 1.25, normal, organic
SC X: 1.17, skip armor, crystalline
HEM III: 0.917, normal, crystalline
TDB V: 1.0 (4.0), quad2shields, temporal
TS III: 0.33, skips all, temporal
TKP V: 1.75, normal, psychic
CW III: 6.0, warhead
MSD: 10.0, one shot, RuinsTech
MID: 5.0, one shot, RuinsTech
NSP: 0.4, skips all
CT V: 0.45, ships armor, seeker
SA V: 9.0, shields only, temporal
TC III: 1.2, normal, temporal, +10%
MSG III: 0.68, normal, psychic, +20%

Acronyms expanded in order:

Anti-proton Beam, Capital Ship Missile, Meson BLaster, Antimatter Torpedo, Quantum Torpedo, Plasma Missile, PointDefence Cannon, Phased Polaron Beam, Ripper Beam, Incinerator Beam, Wave Motion Gun, Tachyon Projection Cannon, Ionic Disperser, Ionic pulse missile, Planetary Napalm, Neutron bomb, Graviton Hellbore, Shield Depleter, Depleted Uranium Cannon, Plasma charge, Hyperplasma bolt, Electric Discharge, Lightning gun, Seeking Parasite, Acid Globule, Enveloping Acid Globule, Shard Cannon, High Energy Magnifier, Time Distortion Burst, Temporal shifter, Telekinetic projector, Cobalt Warhead, Massive Shield depleter/Ionic disperser, Null-spaceProjector, Crystalline torpedo,Shield Accelerator ,Tachyon Cannon ,MentalSingularityGenerator

Whew, thats a lot of stuff!

[This message has been edited by suicide_junkie (edited 20 June 2001).]

[This message has been edited by suicide_junkie (edited 22 June 2001).]
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  #17  
Old June 21st, 2001, 02:33 AM
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Default Re: Many (semi) newbie questions...advice requested.

quote:
Originally posted by suicide_junkie:
Okeydokey. Here are the damage Ratings for various weapons, at max tech.


Thanks. What formula did you use for these values?

And you missed the +30% on Wave Motion Guns.

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  #18  
Old June 21st, 2001, 03:10 AM

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Default Re: Many (semi) newbie questions...advice requested.

I always liked to use torpedoes, but was disappointed with the way SE IV treated them with limited range. So - BAM - I added some range and just a smidge more destrutive power...

I don't like missiles all that much - they become really ineffective against an opponent with good point defense.

Once component that I modded in to the game is Pulse Phasers. They're like souped up Meson BLasters and quite effective at close to mid range.

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  #19  
Old June 21st, 2001, 03:50 AM

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Default Re: Many (semi) newbie questions...advice requested.

Some great questons and responses. This thread is already going into the next revision of the Strategy Guide. However I am cutting it up to put things into the respective sections.

Just wanted to say that (to the best of my knowledge) all the threads which have been mentioned are already in the SG.

For those who haven't seen it, Link to the first 'Modding Tools and Help/Info' Archive page: http://www.shrapnelgames.com/ubb/For...ML/000019.html and go to the oldest page, second item (ignore posted date, it gets edited when a revision goes up).


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  #20  
Old June 21st, 2001, 02:05 PM
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Default Re: Many (semi) newbie questions...advice requested.

quote:
And you missed the +30% on Wave Motion Guns
I think the IB has a +15%, but I can't check right now.

It was getting really late, so I couldn't finish adding the tohit bonuses. I'll get to them in 9 hours or so.

Edit: IB has only 10% bonus.

[This message has been edited by suicide_junkie (edited 22 June 2001).]
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