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March 20th, 2003, 04:02 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Things in SEIV I never knew about....
Things I did not know about SEIV.
1. That it was so horribly addictive
2. That I would become so involved with it as to make 25 ship sets.
3. That the community would be the way that it is.
4. That is would be well supported
5. That it would still be my Top played game after two years.
6. That the game would be so enjoyable to learn and talk about.
7. That the game would be easily modible.
8. That there would be so many mods for the game.
9. That it would kick MOO3's arse.
10. That it continuely draws new players who can not believe that such a game has existed for over two years.
These things were welcome surprises.
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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 20th, 2003, 05:48 PM
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Major
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Join Date: Dec 2000
Location: Northern Virginia, USA
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Re: Things in SEIV I never knew about....
Quote:
Originally posted by Slick:
quote: Originally posted by DirectorTsaarx:
Too bad that thread is lost to the sands of old servers...
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Here's the thread that I think you are talking about:
(Link deleted because it's causing serious formatting problems)
Had a hard time finding the thread, but I knew it was one I started. I never did come back to post my results, but they are here.
By the way, the unfortunate thing about this fact is that once you have level III of any facility, (min, org, rad, research, intel), you best not be upgrading all your facilities with the construction queue. This will update the level II's in the queues to III's, and this is NOT what you want.
Slick. Well, actually, here is the thread I was referring to:
LINK to thread discussing upgrading vs. straight build
It took me a while to figure out which thread I wanted because the original thread was a different topic...
[ March 20, 2003, 15:52: Message edited by: DirectorTsaarx ]
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March 20th, 2003, 08:51 PM
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Private
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Join Date: Mar 2003
Location: Czech Republic
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Re: Things in SEIV I never knew about....
Customize your strategies as soon as possible and add them to "..._AI_strategies.txt" so that you don't have to make them each time you start a new game. They can be significantly improved.
Although crew's experience doesn't affect missiles to-hit chances(always 100%) it affects it's to-defend chances so it's a good idea to train them.
Ships not armed with direct-fire weapon(there are exeptions such as PD's) do not gain experience from battles.
[ March 25, 2003, 12:47: Message edited by: Ward ]
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March 24th, 2003, 02:41 AM
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BANNED USER
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Join Date: Nov 2001
Location: Near Boston, MA, USA
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Re: Things in SEIV I never knew about....
When building something it applys the maximum quantity of Min / Org / Rad that it can each turn. Thus on the 2nd and 3rd turn of construction of a smaller ship it will not require Rads or Orgs.
This is signifigant if it looks like you will run out of Rads the next turn.
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March 27th, 2003, 07:37 PM
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Lieutenant Colonel
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Join Date: Jul 2001
Location: Orlando, FL
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Re: Things in SEIV I never knew about....
If a ship has no weapons with higher damage than the emissive rating of the enemy ships, it will not attack. Just found that out while working on some modding.
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The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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March 27th, 2003, 07:45 PM
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Colonel
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Join Date: Jul 2000
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Re: Things in SEIV I never knew about....
Quote:
Originally posted by Ward:
Ships not armed with direct-fire weapon do not gain experience from battles.
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Agree, except for the "Ramming Ships".
Yea, the ramming ships will gain experience when destroy other ships using their hulls...
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March 27th, 2003, 08:54 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:
Originally posted by Phoenix-D:
"This is a big part of the reason why the Talisman has always been horribly unbalancing. Nothing should ever give 100% to hit rate."
It can if it was other things backing it up. Like being really frigging expensive. It's already 50kt in size..how about 50kt, 4000/4000/4000 cost?
Phoenix-D
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It should still not be 100% guaranteed to hit. There should always be a chance of failure.
Quote:
Originally posted by Gryphin:
When building something it applys the maximum quantity of Min / Org / Rad that it can each turn. Thus on the 2nd and 3rd turn of construction of a smaller ship it will not require Rads or Orgs.
This is signifigant if it looks like you will run out of Rads the next turn.
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This is why you stack the build orders so that only some SYs are using orgs and rads on a turn.
Quote:
Originally posted by Master Belisarius:
quote: Originally posted by Ward:
Ships not armed with direct-fire weapon do not gain experience from battles.
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Agree, except for the "Ramming Ships".
Yea, the ramming ships will gain experience when destroy other ships using their hulls... The reason that missile ships do not gain experience is that the ships themselves do not do any damage or cause any deaths. The missile units are what do the damage when they hit the enemy ships. The game technically assigns an experience point to the missile (or it would if units could gain experience) for the kill. This is the same as carriers not gaining experience for the kills made by the fighters they launch. Ramming ships can gain experience because it is the ship itself that does the damage.
[ March 27, 2003, 18:59: Message edited by: Imperator Fyron ]
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