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  #91  
Old November 19th, 2003, 03:59 AM
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Default Re: Updated the FAQ

Quote:
Originally posted by Imperator Fyron:
quote:
One advantage for remote mining that I didn't see discussed was that it costs you no space on your planets at all. Playing a race of god-like researchers, I got a HUGE advantage in tech very early by getting well over 60% of my minerals from remote mining ships, and stuffing every planet I could find full to the brim with research centers.
You can't mine a colonized planet though...
You can't colonize an asteroid belt either, early in the game. And most small moons can be exploited much more through mining than colonization. What's your point?
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  #92  
Old November 19th, 2003, 08:45 PM

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Default Re: Updated the FAQ

Argh....stupid question that I *know* has been answered somewhere before, but here goes:

Under the Allegiance Subverter section, the FAQ says "In Versions earlier than 1.80, ships with a destroyed master computer CAN be captured [by allegiance subverter]."

So, am I to take this to mean that in Version 1.8, a ship with a destroyed MC *cannot* be captured by my AS?

Thanks,

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  #93  
Old November 19th, 2003, 09:00 PM

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Default Re: Updated the FAQ

That is true, yes.
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  #94  
Old November 19th, 2003, 09:04 PM

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Default Re: Updated the FAQ

Well, that stinks...any way around this?

Quote:
Originally posted by Phoenix-D:
That is true, yes.
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  #95  
Old November 19th, 2003, 10:29 PM
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Default Re: Updated the FAQ

No. AS + Comp Virus was way too powerful before. Something had to be done.
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  #96  
Old November 19th, 2003, 10:43 PM

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Default Re: Updated the FAQ

Yeah, I can't really argue with that...I'll still argue though that, from a conceptual *and* practical point of view, that a better solution is to make those ships with *only* MCs invulnerable to AS, but those with MCs *and* crew quarters/bridges to be vulnerable. Logic being this: if it is solely a computer controlled ship, and the computer is destroyed, there is enough residual software to run it at the degraded (loss of control spaces) level; but if there is a crew onboard *also*, they take control of the ship and hence are then vulnerable to psychic enslavement.

Just myh two cents, I know it's not gonna change, but I can dream of a way to deal with Talismans...

thanks,

Alarik

Quote:
Originally posted by Imperator Fyron:
No. AS + Comp Virus was way too powerful before. Something had to be done.
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  #97  
Old November 19th, 2003, 10:50 PM
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Default Re: Updated the FAQ

That is assuming that the ship is set up to give priority to crew commands.
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  #98  
Old November 25th, 2003, 04:53 PM
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Default Re: Updated the FAQ

From the "Blockade Strategy" thread. I thought this was a neat idea and will include it in the next FAQ revision if I ever get some time. Thanks Primitive!

Quote:
Originally posted by primitive:
Don't waste your frontline ships on blockade duty. Make a specific blockade fleet instead, with only minesweepers, PDC-ships and some minelaying capabilities. They are cheap, and can be built while the main fleet is in training (or retrofitted from antiquated designs). When possible I will use such fleets to blockade enemy planets in frontline systems my main fleet bypass while it strikes for home.

Move the blockade fleet to the planet and let the PDC-ships take care of any defensive fighters. Drop a few mines, leave a PDC ship for blockade and move to the next planet. Repeat (use shift-click to hit several planets in the same turn). Be sure to have some extra ships in the system as you will loose some ships to weapon platforms as your lazy blockade captains sometimes let themselves drift into range . Send in the marienes to clean up later.

Be sure to drop the mines though, as sometimes the planet manages to build a siege braker (ship or fighters) before rioting. With a few mines in place over all blockaded planets, the damage will be limited to the one planet.

Done this a couple of times in games, both against the AI's and against humans, and it works like a breeze.
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  #99  
Old November 27th, 2003, 09:05 PM
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Default Re: Updated the FAQ

Quote:
1.5.4 Score is calculated as follows: Every point of minerals, organics, and radioactives, generated counts as one score point. Every point of research and intelligence generated counts as one score point. Each kt of your ships and bases counts as 10 points. Each level of researched techs counts for 200 points. No points for units/pop/colonies/systems. (Ruatha) [editor's note: I *think* mothballed ships don't count to score. Can someone confirm/deny?]
Mothballed ships/bases aren't count to score. So this is confirmed now
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  #100  
Old November 28th, 2003, 09:22 PM
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Default Re: Updated the FAQ

I don't know if this is common knowledge but at least I didn't know it. And it caused some work for me to notice this so I decided to post it here.

It is possible to get some techs which you cannot research by analyzing ships (only in mods, though). If a component's requirement techs are not racial techs, you get the component even if the requirement tech's prerequisite techs are racial techs.

For example, in stock game you have to research first religious studies and then religious technology. If only religious studies was racial tech, everyone could get talisman by analyzing ships but only religious player could research it.
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