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August 11th, 2003, 11:57 PM
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Sergeant
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Join Date: Feb 2001
Location: Colorado
Posts: 317
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Re: Hidden facts of SE IV
Hidden knowledge of SEIV.
Actually this thread should be named
"Why didn't I think of that!"
When creating planets create the planet then move on to the next asteroid field once set inmotion you can create 1 planet per turn.
In the empire options page turn off the "Clear orders when entering a system with enemy presence"
Plasma Missiles are the best.
Never trust an AI or human player
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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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August 12th, 2003, 12:29 AM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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Re: Hidden facts of SE IV
Quote:
Originally posted by Gozra:
...Plasma Missiles are the best.
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No, the shrieking sound of Space Parasite equals the lamenations of your women (copy right - next California governer)
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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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August 12th, 2003, 12:47 AM
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Colonel
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Join Date: Jul 2001
Location: Calgary, AB, Canada
Posts: 1,743
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Re: Hidden facts of SE IV
plasma missiles are the best.
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Let the game begin!
Green bug from outa space!
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August 12th, 2003, 02:03 AM
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Lieutenant Colonel
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Join Date: Jul 2001
Location: Orlando, FL
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Re: Hidden facts of SE IV
"Organics planets are best!"
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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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August 12th, 2003, 02:54 AM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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Re: Hidden facts of SE IV
[quote]Originally posted by Arkcon:
Quote:
Originally posted by JurijD:
[qb]Hey, I wonder if anyone has compiled a list of "hidden facts" of SE IV. I mean things like
- "special" weapon to hit modifiers that are not revealed either in the manual nor the game menus themselves (Wave motion gun +30%, Torpedoes ???, etc.)
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Hmm. 'Kay, see, anyone can read the text files and find out. There's been a couple lists like this. They should all be in the newbie faq, for examples, it being so huge.
From the FAQ:
2.8.3 Point Defense Cannons (PDC)’s get a 70% to-hit bonus. (components.txt)
2.8.4 Incinerator beams get a 10% to hit bonus. (components.txt)
2.8.5 Wave-motion Guns get a 30% to hit bonus. (components.txt)
2.8.6 High-energy magnifiers get a 30% to hit bonus. (components.txt)
2.8.7 Tachyon canons get a 10% to hit bonus. (components.txt)
2.8.8 Mental singularity generators get at 20% to hit bonus. (components.txt)
Slick.
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Slick.
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August 12th, 2003, 03:38 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Re: Hidden facts of SE IV
Quote:
Originally posted by JurijD:
Hey, I wonder if anyone has compiled a list of "hidden facts" of SE IV. I mean things like
- "special" weapon to hit modifiers that are not revealed either in the manual nor the game menues themselves (Wave motion gun +30%, Torpedoes ???, etc.)
- fighters can leave a solar system by ordering them to attack the warp point
- the use of all those other weapons that are obvioulsy useless because they have a ridiculous damage/(fire_rate*size) ratio
... add your own, I´m sure people would like to hear them.
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Have you read the Newbie FAQ's thread at the top of this forum? It contains a lot of info. There is also a good strategy thread floating around. There is a link to is in the Second thread of the forum.
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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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August 12th, 2003, 11:36 AM
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Colonel
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Join Date: Jul 2001
Location: Calgary, AB, Canada
Posts: 1,743
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Re: Hidden facts of SE IV
Quote:
Originally posted by Krsqk:
"Organics planets are best!"
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Krsqk, have you played with Taera in your game?? 
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Green bug from outa space!
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