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October 20th, 2002, 04:22 AM
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Corporal
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Join Date: Oct 2001
Location: La Coruña, Spain
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Re: Frequently Asked Questions for Newbies
Thanks Slick, but I have one new question
If I understand correctly, fleet experience is an attribute of the fleets, not of the ships.
If you have a fleet with 3 ships (Ships A,B and C) with 20% fleet experience and B and C leaves fleet, the result is a 1 ship fleet with 20% experience?
What if that ships rejoin the fleet? There will be still 20% fleet experiuence?
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So it shall be written...
So it shall be done...
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October 20th, 2002, 06:18 AM
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National Security Advisor
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Join Date: Nov 2000
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Re: Frequently Asked Questions for Newbies
"If you have a fleet with 3 ships (Ships A,B and C) with 20% fleet experience and B and C leaves fleet, the result is a 1 ship fleet with 20% experience?
What if that ships rejoin the fleet? There will be still 20% fleet experiuence?"
Yes and yes. As long as the fleet always has at least one ship in it, the experience remains.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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October 20th, 2002, 06:19 AM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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Re: Frequently Asked Questions for Newbies
Yes, the fleet experience resides in the fleet, not with individual ships. Ship's retain their crew experience but lose the fleet experience when they leave a fleet. The ship will regain the fleet experience if it rejoins the fleet. The fleet exists as long as there is at least 1 ship in the fleet. You can add and remove ships all you want, even the one(s) you started the fleet with. Only while ships are in the fleet do they benefit from the fleet experience. They are also continuously earing crew experience as well each time they kill a ship. So it is common that there is a distribution of different crew experience among the ships in the fleet; and the fleet experience adds to each ship's crew experience. Once you get a fleet's experience >0%, you should make every effort to keep at least 1 ship in that fleet at all times because once you remove the Last ship (or it gets killed), the fleet is disbanded and its fleet experience goes to heaven, never to be seen again.
Slick
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October 20th, 2002, 06:26 AM
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Private
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Join Date: Oct 2002
Location: Nowhere important.
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Re: Frequently Asked Questions for Newbies
Sorry if this has been asked before, but expierence for a ship/fleet only affects direct fire weapons? Does this mean religious tailsmans on a ship(s) pretty much makes that stat pointless?
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October 20th, 2002, 06:43 AM
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National Security Advisor
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Re: Frequently Asked Questions for Newbies
It only affects direct-fire weapons, but even with the Talisman on your ship it's still useful for the defense boosts. Same with seekers.
Of course, if the *enemy* is using either of those two, then it is useless.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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October 20th, 2002, 05:53 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Frequently Asked Questions for Newbies
1.4.2 AI Difficulty:
Setting the AI difficulty to Medium or Low causes some of the ministers to be disabled for that empire.
High Difficulty makes the AI use all of its ministers.
Setting this below "high" is not reccommended.
2.2.3 There are none in the unmodded game, but mounts that affect accuracy will do so as follows.
The mount modifier adds (or subtracts) from your accuracy after all other modifiers.
That includes the Talisman, so a mount with an accuracy penalty can cause your talisman-armed ships to miss!
2.5.2 Which armor is best?
2.5.2.1 Choosing Organic, Crystalline, emissive, stealth, scattering, and standard armor.
2.5.2.1.1 Stealth armor
2.5.2.1.1.1 Stealth armor's biggest advantage is its bonus to defense. Its biggest weakness is its reduced strength relative to shields.
2.5.2.1.1.2 At max tech, Stealth Armor is worth using in place of some shield generators or standard armors if:
15% of the total firepower an enemy must use to kill your ship is greater than 165 points of damage. This includes misses!
2.5.2.1.1.3
EG: if enemy ships are attacking with an accuracy of 30%, and your ship has 600 shield points, the enemy must fire on average 600/0.30 = 2000 damage worth of ordnance at you in order to kill your ships. 15% of 2000 is 300, which is greater than 165.
Therefore, by removing some shield generation and adding stealth armor, you will increase your ship's survival time.
2.5.2.1.2 Scattering armor
2.5.2.1.2.1 The situation with scattering armor is very similar to that of Stealth armor. The difference is that the scattering armor is less efficient. If given the choice of ONLY Stealth or Scattering armor, go for the stealth armor first.
2.5.2.1.2.2 At max tech, the value of scattering armor can be calculated similarily to that of stealth armor.
The only difference in this case is that you should use 290 in place of 165.
Using the example given for stealth armor, you can see that scattering armor would only barely be worthwhile.
2.5.2.1.3 Standard Armor
2.5.2.1.3.1 To understand the relative usefulness of standard armor, the best comparison values are Hitpoints per KT space. This calculation also applies to shields, since they are simple hitpoint generators.
2.5.2.1.3.2 Example:
Standard armor with 40 hitpoints, and size 10kt has a value of 4 hitpoints per kt.
Shield generator I's have 75 hitpoints and are size 30kt, for a value of 2.5 hitpoints per kt.
Thus, it is much better to add the standard armor than a shield generator I.
As tech improves, the shields rapidly outpace the armor in strength, rising to almost 9 hitpoints per kt for a Phased Shield Generator V.
2.5.2.2 Determining the value of modded armors.
[ October 20, 2002, 19:25: Message edited by: Suicide Junkie ]
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October 25th, 2002, 05:15 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
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Re: Frequently Asked Questions for Newbies
Good info from another thread:
Quote:
Imperator Fyron Posts:
Ctrl + R will allow you to manually remove a minefield indicator.
Ctrl + T will allow you to manually add a minefield indicator.
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Recommend adding this to the FAQ as paragraph 8.4.9
Slick
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Slick.
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October 27th, 2002, 05:59 AM
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Major
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Join Date: Oct 2002
Location: Irving, TX
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Re: Frequently Asked Questions for Newbies
Do you people actually ever welcome a Newbie, whether his a jerk(like me or not)?
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October 27th, 2002, 06:35 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Frequently Asked Questions for Newbies
Not really. We just race to answer the questions...
Jumping on new people to poke them or run them through some other sort of initiation is simply impolite.
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October 27th, 2002, 09:43 AM
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Major General
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Join Date: May 2002
Location: Linghem, Östergötland, Sweden
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Re: Frequently Asked Questions for Newbies
Quote:
Originally posted by mlmbd:
Do you people actually ever welcome a Newbie, whether his a jerk(like me or not)?
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That depends, if we are jerks or not?
(welcome anyway)
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