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March 7th, 2005, 12:34 PM
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Major General
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Join Date: Jan 2005
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Re: Gameplay tips & tricks
When you have "Players can see all systems" on at the game setup, do NOT choose Ancient Race as a racial trait
No, but seriously.
In stock SEIV, research troops quickly while still keeping an eye on other research, so your weapon/construction/whatever technology doesn't get too outdated. Once you have strong troops, create a couple of hundred (or thousand, if your economy allows) and load them on cargo bases in orbit/in a specific location like an obscuring storm or nebulae.
Here's something I always do:
Create bases with ONLY cargo storage (as soon as you've met the requirements for B/CQ/LS by placing those or MC) and build one/a few in orbit around your Homeworld. Then, whenever your population gets above a certain level, place a set number of pop on those stations. That way, you can have billions of people in orbital stations, even if you start on a Tiny world. The reson for this is that this way, when you colonize a new planet, you can immediately fill it up to max pop to speed up its growth tremendously while not emptying your HW this way. Also, when an important colony has suffered severe population losses, you can replenish the pop. Or, when an important colony has been depopulated with - what are those things called again? Neutron Bombs? you can immediately repopulate it completely so you get the full income again after just a few turns, instead of suffering perhaps crippling losses to your economy over the course of perhaps several years.
It pays to have decoy drones. They can draw fire away from, say, your heavy fighters. Seekers can also perform this task, and don't need to be produced. Make your drones contain nothing but a computer, engines, and armor, and set their strategy to something like Point Blank.
Do NOT underestimate the power of heavy fighters stored on a planet. I've had multiple occasions when, in strategic combat, my heavy orbital bombers were suddenly destroyed by massive streams of fighters from the surface of the planet.
Also, do NOT underestimate the sheer defensive power of a Large Weapons Platform design containing nothing but shields, regenerators and armor. Place a few of these on your planets and orbital bombers will have a hard time bombing as they're up against heavy regenerating shielding AND armor, while WPs keep pounding away at them from the surface.
It's always handy to have at least one WP on a planet full of long-range weapons like the WMG, while others are packed with heavy short-range weaponry. The WPs with the WMGs (or other heavy long-range weapons) can probably get off at least one shot at an enemy fleet before they can fire on you. If they're unshielded, it's even better - you can cause severe damage to their internal components, perhaps you could even eliminate crucial comps like the command comps, engines, heavy weapons or orbital weapons.
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O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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March 7th, 2005, 02:06 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Gameplay tips & tricks
Quote:
StrategiaInUltima said:Also, do NOT underestimate the sheer defensive power of a Large Weapons Platform design containing nothing but shields, regenerators and armor. Place a few of these on your planets and orbital bombers will have a hard time bombing as they're up against heavy regenerating shielding AND armor, while WPs keep pounding away at them from the surface.
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Oddly enough I just tested this.
Platform: 1550 shields, 140 hull, 2500 regeneration.
Ship: 100 damage per shot, spread over many turns.
Result: 33rd hit dealt -1350 damage, killing the platform plus 10m people @ 10 hitpoints each.
Conclusions:
- The platform did not absorb any damage from the shot that killed it.
- This implies that the platform had an effective strength of between 3200 and 3300 hitpoints.
- 1550 of the hitpoints were not accounted for by the hitpoint meter on the planet.
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The same test was repeated with 3 ships, capable of delivering the entire volley in one combat turn. Identical results were achieved.
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The same test was repeated with the shield regenerators replaced with inert PDCs.
Identical results were achieved.
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Overall Conclusions:
- Shield generation counts double on platforms.
Presumably once as shields, and again as hull structure.
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March 7th, 2005, 02:37 PM
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First Lieutenant
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Location: Toledo, OH
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Re: Gameplay tips & tricks
Shield regeneration doesn't work on units, right?
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Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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March 7th, 2005, 03:10 PM
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Shrapnel Fanatic
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Re: Gameplay tips & tricks
Or planets, yes.
For the most part, it dosen't really matter, as units are often killed by the handful and would never have a chance to regenerate.
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March 9th, 2005, 04:52 AM
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Shrapnel Fanatic
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Re: Gameplay tips & tricks
QUESTION BY: Smolf
Quote:
I'm playing in a star system where not all system are connected to each other. I have just researched stellar manipulation to lvl 3 and got Gravitational Quantum Resonator I. It states that it can open a warp point out to a system 100 light years away. Is their any way to measure the distance between one of my star systems and the closest neighboring system?
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ANSWER BY: Fyron
Quote:
When you order a ship to open a warp point, you can see the distance between the systems by selecting the source system, then hovering the mouse over the target system.
The only other way to determine the distance between systems is to calculate it, unfortunately. Each square on the galaxy map is 10 light years. Diagonals count, so 10 squares in a direct diagonal line is not 100 LY, but instead 100 * sqrt(2) LY (at most).
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If retorical please excuse, but it is good advice and should be mentioned twice.
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March 9th, 2005, 05:48 PM
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Shrapnel Fanatic
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Re: Gameplay tips & tricks
And as a detailed reminder:
To calculate the distances, use the Pythagorean theorem:
Distance to system = 10LY x squareroot( (horizontal)^2 + (vertical)^2 )
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March 9th, 2005, 07:32 PM
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Sergeant
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Re: Gameplay tips & tricks
Y'all don't remember there is a way to see distances in Y'all don't remember there is a way to see distances in SEIV I can't remember how but it had something to do with the stragic map and locating the distance it will tell you distance from point to point just click on point of origin and click on the point you want measured and the Distance in light years will come up this is in the game somewhere I am sure as I have used it before.
Tip:
Fleet strategies and experience are critical for winning a fleet action.
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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
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June 1st, 2005, 11:17 PM
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Second Lieutenant
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Location: Texas
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Re: Gameplay tips & tricks
A tactic I am starting to use against deadly foes concerns fleet experience.
I make sure I always put one or two ships in each fleet with "Do not get hurt" and "Break from fleet" orders. If a few ships survive a multi-fleet battle it should be them. This will save the fleet experience for use when it is reconstituted later. The fleet could even gain experience if the only survivor was the one who ran away.
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June 5th, 2005, 02:54 AM
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Shrapnel Fanatic
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Re: Gameplay tips & tricks
Unless they are hunted down and destroyed. I just keep a couple of skilled ships at all my training facilities and have all my construction yards send ships there. (I use the neural net). Share the experience and your off and running while only training a minimal amount of your ships. The most trained ships are heavily armored with shields and armor. 
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June 5th, 2005, 03:57 AM
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Shrapnel Fanatic
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Re: Gameplay tips & tricks
In my assessment, Neural Combat Nets are dubious at best.
With two moons, it only takes 3 turns to get full training (training facilities on the planet and both moons will stack). 2 turns for 18% if you need the ships much more quickly.
Also, you can even set up routes to move your ships along to get training. Training occurs if the ship ends up in a sector with a training facility at the end of the turn. You can move your ship to a planet with a training facility and it will recieve training on the next turn. Move it to another planet with a training facility, it recieves more training. By carefully setting up training routes, you can get your ships trained to 20% while they are moving to the front lines with a minimal amount of time wasted sitting at training planets.
Why do you think I eliminated sector training entirely in Adamant and replaced it all with (1% per turn max for non-psychic races) system-wide training facilities? 
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