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August 15th, 2003, 07:48 PM
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Sergeant
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Join Date: Apr 2001
Location: Minneapolis, MN, USA
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Re: Hidden facts of SE IV
Hidden Facts:
--Fighters in Space added to fleets suck up incredible amounts of supply (Fighter piolots go crazy buzzying all the ships, wasting valuable fuel).
--Co defending warp-points with an ally frequently causes you both to be position well away from the center.
--Defending against a fleet coming through a warp-point does not give you first fire, it gives you the first move, which usually gives you first fire.
--Unarmed ships disregard orders and run away.
--Troops cannot invade an eneymy world with zero population due to Food Contamination or some other means.
--Units never take damage. They are either intact or destroyed.
--Combat occurs every day when zero movement assets (Satellites, Bases) are present at a potential battle site.
--Fighters draw experience from the fleet to which their mother ship belongs.
--If you abandon a riotous world and transfer new population to it, it will no longer be rioting.
--Opaque systems & storm sectors add 1 to 2 factors to cloaking.
--Units do not get racial movement bonus during combat. e.g. 6 engines on a fighter + one racial, give seven movement strategically, but they only move 3, not 4 in combat.
--Ship/Fleet Experience at a planet accrues even if you only move through the sector.
--Retrofitting your entines with no other supply container on board will deplete all your supply.
--To close a warp-point you must start your turn on a warp-point. You can move and create a warp-point.
--Combat does not occur every 5 days as indicated in the manual. It happens when a ship's or fleet's turn to move comes up.
--Downgrading a treaty resets the trade percent back to 1%.
--Population growth occurs before production, so removing a small population from a fully populated homeworld well sive give the 4 Bil bonuses to production and construction, providing your pop growth recovers back to the 4 Bil level.
--Fighters launched from ships during combat will be recovered, if possible, automatically at the end of combat.
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August 15th, 2003, 11:37 PM
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Sergeant
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Join Date: Feb 2001
Location: Colorado
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Re: Hidden facts of SE IV
--If you abandon a riotous world and transfer new population to it, it will no longer be rioting.
This is true in most cases. However when an enemy is pounding your Empire. And continuing Happiness losses the 'Shoot a million people and the rest will behave techneque' can fail.
Hidden fact: Ship movement log replay can be a valuable tool for watching were enemy ships go.
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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 15th, 2003, 11:44 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Hidden facts of SE IV
Quote:
Originally posted by Loser:
Okay, so with both 30% armors this cranks down to a 70% bonus for the attacking ships. And that means, assuming the assaulting ships don't have any combat bonus of their own, that their chance to hit does not drop from 100% until they get eight squares away from the planet. Is this correct?
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No. ECM + both armors gives 90% bonus. So, the planet will have 110 penalty to be hit (assuming ECM on the weapon platforms can even affect the planet in the first place). Which means you get 99% to hit at range 11, 90% at range 12, and so on. And that is if your ship has NO bonuses to hit at all.
Quote:
--Fighters in Space added to fleets suck up incredible amounts of supply (Fighter piolots go crazy buzzying all the ships, wasting valuable fuel).
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I am fairly certain that was fixed in one of the Gold patches (if not Gold itself).
Quote:
--Units never take damage. They are either intact or destroyed.
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That should be unit components never take damage, the unit is either intact and fully functional, or destroyed when it has more damage than hit points.
Quote:
--Fighters draw experience from the fleet to which their mother ship belongs.
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I am pretty sure they can only get a fleet bonus if they are in the fleet themselves, meaning they have to be launched on the strategic map and added to the fleet.
Quote:
--Opaque systems & storm sectors add 1 to 2 factors to cloaking.
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Not quite. They provide a level or 5 of cloaking, but they do not really add to the cloaking you have, they replace it (if it is higher). If you have cloaking 2 on your ship and you move into a storm with cloaking 3, your ships will be cloaked at level 3.
Quote:
--Ship/Fleet Experience at a planet accrues even if you only move through the sector.
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Are you sure about that? It has been my experience that they only get trained if they end their turn over the planet.
[ August 15, 2003, 22:55: Message edited by: Imperator Fyron ]
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August 15th, 2003, 11:46 PM
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Sergeant
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Join Date: Feb 2001
Location: Colorado
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Re: Hidden facts of SE IV
Quote:
Originally posted by Loser:
quote: Originally posted by Gozra:
Grin
I see your point and raise you one. Your command fighter, satillite, or weapons platform will have room to spare. In SEIV there are so many good players that kicking, clawing, and scratching for any legal advantge is worth while. In 'Last Man Standing' ask the Spirit of space and the La Veins Empires if running up against these stacks is any fun. 2 turns ago Spirit lost several ships to talisman armed satillites. Something like 50 Battle Cruisers.
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The 'command Fighter' concept won't work, as Fighters will only stack with like Fighters in combat, so only other 'command' Fighters will get the bonus from a Fighter with Talisman, ECM, or Combat Sensors.
Quote:
Originally posted by Taera:
planets have about 200% penalty to be hit, ECM wont change a bit.
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Are you certain of this? OH yes it will. You prelaunch fighters the turn before and all fighters will be included in the stack. Or when a planet launches all fighters will be in the same stack. Some of this stuff I have been the recipient and it is frustrating to get hit with these tricks.
Tactics in SEIV can overcome a lot of Axioms you read in these forums. A lot of people say missles and fighters are useless in an end game. But when you use better tactics and little trick well some folks I know will make you regret that you ignored missles and fighters in the end game.
[ August 15, 2003, 22:49: Message edited by: Gozra ]
__________________
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 15th, 2003, 11:51 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: Hidden facts of SE IV
Quote:
Tactics in SEIV can overcome a lot of Axioms you read in these forums. A lot of people say missles and fighters are useless in an end game. But when you use better tactics and little trick well some folks I know will make you regret that you ignored missles and fighters in the end game.
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If you lose to missiles and fighters in the end game, it means you got careless and did not include enough PDCs. That, or you were overwhelmed industrially anyways, and so the enemy had many times as many ships and such as you.
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August 16th, 2003, 12:21 AM
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Sergeant
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Join Date: Feb 2001
Location: Colorado
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Re: Hidden facts of SE IV
Quote:
Originally posted by Imperator Fyron:
quote: Tactics in SEIV can overcome a lot of Axioms you read in these forums. A lot of people say missles and fighters are useless in an end game. But when you use better tactics and little trick well some folks I know will make you regret that you ignored missles and fighters in the end game.
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If you lose to missiles and fighters in the end game, it means you got careless and did not include enough PDCs. That, or you were overwhelmed industrially anyways, and so the enemy had many times as many ships and such as you. My apologies. I should have included that combined arms fighters missles and all the weapons avaiable are helpful in securing victory. But Mr. Fyron you did go to the heart of the matter He who produces most has a darn good chance of winning. I have run up against good designs with better ship designs better weapons but lost anyway 'BECAUSE' I was out produced. Getting the most planets the most production in the shortest time can make up for a lot of mistakes.
And the Missle barrage I can bring into the combat is the prelude to the heavey ships going in to grapple with the enemy.
Hidden fact: Missles are a prime target and ships will shoot their primary weapons at them rather that the assult ships behind the missle storm. This allows you to Fire first at his ships with your ships.
[ August 15, 2003, 23:24: Message edited by: Gozra ]
__________________
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 16th, 2003, 04:23 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:
...Hidden fact: Missles are a prime target and ships will shoot their primary weapons at them rather that the assult ships behind the missle storm. This allows you to Fire first at his ships with your ships.
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Excuse me but what are these "primary weapons" that can target missiles ???
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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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