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  #11  
Old February 1st, 2003, 09:34 AM
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Default Re: Things in SEIV I never knew about....

Quote:
Originally posted by Imperator Fyron:
quote:
One thing I recently learned was that there is a keyboard code for marking sectors as being enemy minefields. This can be used with the "don't enter minefields" setting to improve routing of traffic without repetetive micro-management. It can be very helpful when playing with something like Fryon's quadrant mod, which has lots of damaging sectors which will otherwise get ships lost or stuck.
Ships already avoid the damaging sectors on their own. Minefield markers are redundant.
...

They're not redundant if you cleverly place them in certain non-damaging sectors, in order to herd ships the way you want them to go. For instance, if their natural path would send them diagonally towards a damaging sector, ships will randomly move one way or the other around it, which can be bad. By placing a minefield marker or more on the side you don't want them to go, you can get them to go the way you want.

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  #12  
Old February 1st, 2003, 09:48 AM

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Default Re: Things in SEIV I never knew about....

careful with quotest in quotes....
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  #13  
Old February 8th, 2003, 06:46 PM
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Default Re: Things in SEIV I never knew about....

I really wish I had known about this one before. Just figured it out today.

Situation: Large game. Lot's and lot's of available planets to colonize. Many systems explored. Building colony ships at lot's of planets. Trying to figure an efficent method of assigning colony ships to their destinations. Planets screen not so good because you see every planet that you don't have colonized. Even ones that you know your allies have colonized. Even ones that are in systems claimed by others that you don't want to send ships to right now. Even ones that are available but kind of far away that you want to leave for later.

Solution: Go to Empire Status screen, click systems to avoid button. This brings up a map. On the map click all the systems you DON'T want to consider for colonization right now. Then go back to the Planets screen and hit the "No sys to avoid" button near the bottom. Now the only planets in the list are in the systems you have not marked as ones to avoid.

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  #14  
Old February 8th, 2003, 07:20 PM
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Default Re: Things in SEIV I never knew about....

Quote:
Originally posted by geoschmo:
I really wish I had known about this one before. Just figured it out today.

Situation: Large game. Lot's and lot's of available planets to colonize. Many systems explored. Building colony ships at lot's of planets. Trying to figure an efficent method of assigning colony ships to their destinations. Planets screen not so good because you see every planet that you don't have colonized. Even ones that you know your allies have colonized. Even ones that are in systems claimed by others that you don't want to send ships to right now. Even ones that are available but kind of far away that you want to leave for later.

Solution: Go to Empire Status screen, click systems to avoid button. This brings up a map. On the map click all the systems you DON'T want to consider for colonization right now. Then go back to the Planets screen and hit the "No sys to avoid" button near the bottom. Now the only planets in the list are in the systems you have not marked as ones to avoid.

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  #15  
Old February 8th, 2003, 07:22 PM
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Default Re: Things in SEIV I never knew about....

Quote:
Originally posted by couslee:
One of the cool things I found out about (from the board here), is being able to right click on a system in the galaxy map and have a freeform note pad available. You can use it it for things specific to the sydtem, or general info (IE when an empire fell, enegy ship true damage resisance, grocery list, ect).
Wow, didn't know this. Now this might come in handy. Now if there would be a task list in SEV that can send reminders after a period of time, that would be even cooler :-)
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  #16  
Old February 8th, 2003, 07:44 PM
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Default Re: Things in SEIV I never knew about....

I found out how to do this as well in a solo game I'm playing against the Monsters. It is really awesome to be able to do that and it saves a boatload of time.
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  #17  
Old February 8th, 2003, 08:16 PM
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Default Re: Things in SEIV I never knew about....

Way points are useful, also you can set a destination waypoint from the build que of a planbet or spaceyard. That way all ships built at that location automatically go to that waypoint.

The "repeat orders" button is extremely valuable. I often use it with a planet's "repeat build" order to program a mine or sat layer to continually build up mines or sats at a warp point. Just remember to have cargo on board the ship and use "remote launch" and then "load cargo".
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  #18  
Old February 8th, 2003, 10:09 PM
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Default Re: Things in SEIV I never knew about....

Something I only discovered relatively recently:

Select a ship, planet, etc. Right-clicking the flag in the report window brings up that empire's info.
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  #19  
Old February 9th, 2003, 06:20 AM
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Default Re: Things in SEIV I never knew about....

I played for years not knowing this and finally had my nose rubbed in it when I started playing PBW.

Did you know you could place more than one warp point in a sector? And they don't have to be on the edge of the system either? Boy did I feel foolish when I saw what everyone else was doing.
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  #20  
Old February 9th, 2003, 07:03 AM
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Default Re: Things in SEIV I never knew about....

Quote:
Originally posted by capnq:
Something I only discovered relatively recently:

Select a ship, planet, etc. Right-clicking the flag in the report window brings up that empire's info.
That kind of stuff is generally only discovered by accident.
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