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January 31st, 2003, 09:42 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Things in SEIV I never knew about....
Quote:
One thing I recently learned was that there is a keyboard code for marking sectors as being enemy minefields. This can be used with the "don't enter minefields" setting to improve routing of traffic without repetetive micro-management. It can be very helpful when playing with something like Fryon's quadrant mod, which has lots of damaging sectors which will otherwise get ships lost or stuck.
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Ships already avoid the damaging sectors on their own. Minefield markers are redundant.
The only components that you should upgrade immediately are Combat Sensors and ECM (and probably Stealth and Scattering Armors too). Being a level behind in them makes a huge, massive difference.
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February 1st, 2003, 04:25 AM
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Captain
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Re: Things in SEIV I never knew about....
Quote:
Originally posted by Imperator Fyron:
quote: One thing I recently learned was that there is a keyboard code for marking sectors as being enemy minefields. This can be used with the "don't enter minefields" setting to improve routing of traffic without repetetive micro-management. It can be very helpful when playing with something like Fryon's quadrant mod, which has lots of damaging sectors which will otherwise get ships lost or stuck.
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Ships already avoid the damaging sectors on their own. Minefield markers are redundant. Yes, but with enough of those nasty asteroid fields, your ships could waste a lot of move points going around them. The best solution is to set a "bypass" waypoint.
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Those who can't, teach.
Those who can't teach, slag.
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February 1st, 2003, 04:29 AM
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Captain
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Re: Things in SEIV I never knew about....
(Boosting my post total  )
Javaslinger, I've been playing this game since it came out and I'm still learning things. That's probably the most rewarding thing about this game.
As for micro management: One of the things I like about SEIV and other "strategic" games is the micromangement... but that's just me 
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Those who can, do.
Those who can't, teach.
Those who can't teach, slag.
http://se4-gaming.net/
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February 1st, 2003, 04:47 AM
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Sergeant
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Re: Things in SEIV I never knew about....
Me too Grandpa Kim. Micormanagement is just fine. Thats why I prefer finite resources. "I like it, I love, I want more of it".
One of the cool things I found out about (from the board here), is being able to right click on a system in the galaxy map and have a freeform note pad available. You can use it it for things specific to the sydtem, or general info (IE when an empire fell, enegy ship true damage resisance, grocery list, ect).
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February 1st, 2003, 08:17 AM
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Shrapnel Fanatic
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Re: Things in SEIV I never knew about....
Quote:
Originally posted by Grandpa Kim:
quote: Originally posted by Imperator Fyron:
quote: One thing I recently learned was that there is a keyboard code for marking sectors as being enemy minefields. This can be used with the "don't enter minefields" setting to improve routing of traffic without repetetive micro-management. It can be very helpful when playing with something like Fryon's quadrant mod, which has lots of damaging sectors which will otherwise get ships lost or stuck.
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Ships already avoid the damaging sectors on their own. Minefield markers are redundant. Yes, but with enough of those nasty asteroid fields, your ships could waste a lot of move points going around them. The best solution is to set a "bypass" waypoint. And that is why I cut back on the damaging ones in FQM several Versions ago. I hardly ever see situations where a lot of movement is wasted going around walls of damaging asteroids any more.
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February 1st, 2003, 09:34 AM
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National Security Advisor
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Join Date: Dec 1999
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Re: Things in SEIV I never knew about....
Quote:
Originally posted by Imperator Fyron:
quote: One thing I recently learned was that there is a keyboard code for marking sectors as being enemy minefields. This can be used with the "don't enter minefields" setting to improve routing of traffic without repetetive micro-management. It can be very helpful when playing with something like Fryon's quadrant mod, which has lots of damaging sectors which will otherwise get ships lost or stuck.
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Ships already avoid the damaging sectors on their own. Minefield markers are redundant.
... They're not redundant if you cleverly place them in certain non-damaging sectors, in order to herd ships the way you want them to go. For instance, if their natural path would send them diagonally towards a damaging sector, ships will randomly move one way or the other around it, which can be bad. By placing a minefield marker or more on the side you don't want them to go, you can get them to go the way you want.
PvK
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February 1st, 2003, 09:48 AM
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Colonel
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Re: Things in SEIV I never knew about....
careful with quotest in quotes....
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