.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old October 31st, 2001, 04:29 PM
DirectorTsaarx's Avatar

DirectorTsaarx DirectorTsaarx is offline
Major
 
Join Date: Dec 2000
Location: Northern Virginia, USA
Posts: 1,048
Thanks: 0
Thanked 0 Times in 0 Posts
DirectorTsaarx is on a distinguished road
Default Re: Beginners Guide, HELP!!! (Please Read And Post)

Also don't forget that colony modules can be placed on other hulls; transport hulls can be a good choice for this, as you can put on lots of extra cargo (and, for the bigger transports, a number of supply storage components).

My first big tip for newbies: watch that happiness score. Research troops early, design a small troop with just a troop cockpit & build troops on any planet that's getting unhappy. The next step is researching the various happiness centers (standard traits, I think you research political science & maybe something else to get the appropriate facility; temporal tech gets the "Temporal Vacation Service"; I believe organic and religious also have facilities that will raise a population's happiness). The second (sometimes first) facility I build in a new system is a happiness facility. Makes life much easier.

My second big tip: if you start with multiple homeworlds in the same system, the game will still put a spaceport and resupply depot on each homeworld. So scrap the extra spaceports & resupply depots (remember to leave at least one of each in each system) & build something more useful in their place (like one of the happiness facilities mentioned above).

One Last tip: be careful when retrofitting ships at planets that don't have a resupply depot. If you retrofit the engines at a planet that does NOT have a resupply depot (and your design does NOT include a quantum reactor), the ship will have 0 supplies after the retrofit.

------------------
L++ GdY $ Fr>Fr++ C++ SdS T-- Sf Tcp? A%% M- Mp! RTH!P Pw Fq-->Fq+ Nd>Nd+++++ Rp++ G+
__________________
L++ Se+++ GdY $++ Fr C+++ Csc Sf Ai AuO M+ MpTM S Ss RRSHP+ Pw- Fq->Fq+ Nd+++ Rp G++ Mm++ Bb---
Reply With Quote
  #2  
Old October 31st, 2001, 04:56 PM
mac5732's Avatar

mac5732 mac5732 is offline
Brigadier General
 
Join Date: Jan 2001
Location: Ohio, USA
Posts: 1,951
Thanks: 0
Thanked 0 Times in 0 Posts
mac5732 is on a distinguished road
Default Re: Beginners Guide, HELP!!! (Please Read And Post)

CAP, tks for clearing up#5, you said what I meant to say, sometimes my mind races way ahead of my typing and it doesn't always come out the way I meant, tks

just some ideas mac
__________________
just some ideas Mac

BEWARE; crochety old geezers play SE4, in between bathroom runs
Phong's Head Parking
Reply With Quote
  #3  
Old October 31st, 2001, 11:48 PM
capnq's Avatar

capnq capnq is offline
General
 
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
capnq is on a distinguished road
Default Re: Beginners Guide, HELP!!! (Please Read And Post)

quote:
Also note that if the colony ship runs out of supplies before reaching the target, it can't plant the colony when it arrives;

Since when? I recall purchasing an out-of-supply EEE colony ship for a captured Battleship as it approached a nice planet in my system.

Certainly under V1.49, and I planted perfectly fine.

It does take one extra turn, since you need 1 MP to land once you've arrived at the planet.
I distinctly remember a colony ship parking over an empty planet and doing nothing until I noticed the red barrel and sent it back for resupply, but I haven't let the situation occur again; I'll start up a test game and see if I can reproduce it.

------------------
Cap'n Q
My first mod! Hypermaze quadrant
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"

[This message has been edited by capnq (edited 31 October 2001).]
__________________
Cap'n Q

"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
Reply With Quote
  #4  
Old November 1st, 2001, 06:48 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Beginners Guide, HELP!!! (Please Read And Post)

Is it possible that an enemy ship appeared and caused the colony ship to stop? And were the ship's orders cleared?

It could be a difference between simultaneous and sequential.
Perhaps modding a solar supply generation of 1 point into the colony module would help.
Then colony ships would always have two MP when they're "out" of supplies, and always have 1 supply at the beginning of a turn to land with.
Reply With Quote
  #5  
Old November 2nd, 2001, 01:03 AM
capnq's Avatar

capnq capnq is offline
General
 
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
capnq is on a distinguished road
Default Re: Beginners Guide, HELP!!! (Please Read And Post)

quote:
Is it possible that an enemy ship appeared and caused the colony ship to stop? And were the ship's orders cleared?
I don't think there was an enemy around, but it was so long ago that I don't recall. I think the orders did clear, because ISTR that I only noticed it was out of supplies while I was trying to figure out why giving it another Colonize order wouldn't "take".

I've started a game to test this, but it hasn't progressed far enough to get any results yet.


------------------
Cap'n Q
My first mod! Hypermaze quadrant
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"
__________________
Cap'n Q

"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
Reply With Quote
  #6  
Old November 2nd, 2001, 03:20 AM

MikeRMcCartney MikeRMcCartney is offline
Private
 
Join Date: Nov 2001
Location: Frostburg, MD, USA
Posts: 27
Thanks: 0
Thanked 0 Times in 0 Posts
MikeRMcCartney is on a distinguished road
Default Re: Beginners Guide, HELP!!! (Please Read And Post)

Completely new player here. I'm glad you started this post. Thanks! BTW, sorry if I make comments or suggestions that have already been made. I started playing SE4 one week ago (after downloading the demo about a month ago), and have been rather disappointed in the documentation. I like the idea of an HTML based doc, but the one supplied is not very helpful IMHO. A couple of things I would like to see are: 1) a tech tree, 2)what facilities to build or not to build in the beginning (and why), 3) what to expect from a new race (both friendly and not). Does anyone have a program that lays out the tech levels/facilities/units/ships/etc in a usable manner. I've started an Access database for this, but it will take a while to finish. Thanks for your time, and this is a great forum.
Reply With Quote
  #7  
Old November 2nd, 2001, 12:42 PM
PsychoTechFreak's Avatar

PsychoTechFreak PsychoTechFreak is offline
First Lieutenant
 
Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
Thanks: 6
Thanked 0 Times in 0 Posts
PsychoTechFreak is on a distinguished road
Default Re: Beginners Guide, HELP!!! (Please Read And Post)

Early game defense: research war/mineheads III, construction and then small mines. Just build the small mines with 2 warhead IIIs, they are deadly enough for the first ships. In the build queue use the "one turn production" instead of 5/10/15... pieces, and hit repeat building. This automatically gives you the number of mines that can be produced in one turn, and you can react on different situations every turn, w/o loosing material. Later on when the AI builds minesweepers: create cheap mines in addition (small hull, one warhead I), these can be produced in a larger amount and they do for a better minesweep to destroy relation. Build transporters with about 5 to 10 minelayers, the rest cargo, they can be used to move population and to mine the WPs at the beginning.

Best weapon against fighters: religious talisman + phased polaron beam V, bLasts 5 to 10 fighters per shot, the fighters shields are bypassed by PPBs.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 05:48 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.