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  #11  
Old March 8th, 2001, 04:33 PM
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raynor raynor is offline
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Default Re: What\'s the most important thing to research?

For a brief, brief moment the APB XII had a range of 9. It was just a blink of an eye. But it was there. How I miss it.
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  #12  
Old March 8th, 2001, 04:55 PM

Codo Codo is offline
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Default Re: What\'s the most important thing to research?

I promise...In my mod, I'll put in an APB XIII with range 9
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  #13  
Old March 8th, 2001, 05:42 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: What\'s the most important thing to research?

That's one of the things that are really screwy.

Antiproton beams have the same range as WMGs.

WMGs are slow, bigass guns and should have huge range. Try setting them to 3 more than other weapons, or its just not worth it.

I've already fixed that. A WMG is definitely a siege weapon in my mind. Low damage efficiency, but great range, like a medieval catapult.
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  #14  
Old March 8th, 2001, 06:01 PM
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Daynarr Daynarr is offline
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Default Re: What\'s the most important thing to research?

quote:
Originally posted by raynor:
For a brief, brief moment the APB XII had a range of 9. It was just a blink of an eye. But it was there. How I miss it.


I was in 1.27a Version before it was reduced to range 8. In my original file APB XII had range 9, but I belive MM reduced its range because all other beam weapons go as far as range 8. You can increase it yourself now for APB XII just by adding another 45 damage value.
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  #15  
Old March 9th, 2001, 01:12 AM

Windborne Windborne is offline
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Default Re: What\'s the most important thing to research?

I find construction the most useful to research quick, it gives you access to a lot of other options, like troops which the computer is an utter moron in countering, and fighters which are one of your best defense against enemy fleets, plus a good defense for the ship your landing your troops in. lol
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  #16  
Old March 9th, 2001, 02:14 AM

Nitram Draw Nitram Draw is offline
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Default Re: What\'s the most important thing to research?

There is definately no perfect research order. The key to the game is colonies so anything that helps you get more or better colonies is the way to go.
I always get Shields/PPB/PD first, even if I have to put them on an Escort. After that my order depends on the type of game I am playing.
If I'm in a large quadrant or have few opponents and I think I have a lot of time before I meet new races I go for the infrastructure, Atmospheric Converter being the goal. I personally do not capture other races and use them to colonize. I only use my own race and planet type and never research another colony type. If you plan to use all types of colonies I think a second colony type would be good early if you have the time.
If I think it is likely I'll meet some unfriendly neighbors soon then weapons, mines, ship size, etc become important.
I like to get to 100,000 research point as fast as possible so I build a lot of research facilities early on. 100,000 points lets me research almost anything in a few turns. This helps when you meet somehing unexpected.
There are so many way to play the game that I think you will never run out of styles of play. Almost any research path can win or provide a good challange.
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