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October 22nd, 2004, 02:07 PM
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General
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Join Date: Sep 2003
Location: United Kingdom
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Re: Gameplay tips & tricks
I do not know Grandpa Kim; the part about shielding goes well beyond my understanding (a similar idea works fine for Armour, and would be much better if singular armour components were bigger).
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October 22nd, 2004, 02:42 PM
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Major
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Join Date: Apr 2004
Location: Atlanta, Georgia
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Re: Gameplay tips & tricks
I don't think so. If you've knocked out a targets shields with shield depleters and then hit it again with another shield depleter, that damage will simply be ignored rather than stored and added to the next shot. If you then hit it with a null-space projector and another shield depleter, any damage from the NSP that didn't completely destroy a component would become shields-only damage and be discarded.
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October 22nd, 2004, 02:43 PM
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Captain
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Join Date: Oct 2001
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Re: Gameplay tips & tricks
A minor point but might be of some value.
I found by accident that the ship/base that has a SY does not have to have cargo space when building units if there is any other cargo space in the sector. I use this for warp point defense. Build a cheap base with a sat bay/mine layer and have a SY ship (or base) in the same sector. The SY ship is set to repeat build sats or mines and they are automaticly placed in the launching base which is also set to repeat launch. If needed the SY ship can be moved and return or whatever else is needed. with larger sizes this is of small concern but it does allow for mobile unit production with a cheap SY ship and anything else with cargo space wherever is needed.
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Nick (bearclaw)
You don't know the Power of the Dark Side. I must obey my Master.
Potestatem obscuri lateris nescitis
A+ Se+++ GdY $++ Fr- C+ Csp Sf* AuO M++ MpTFdAM St RTNH Pw++ Fq++ Nd++ Rp++ G++ Mm++ Bb++ L+ Tcp-
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November 2nd, 2004, 07:29 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Gameplay tips & tricks
I finally have one to add. I hope it has not already been added.
Tip: You can sort the planets by min, org, or rad values simply by clicking on the word "Values" above each in the Planets Window. The window you use to send colony ships.
This is a very useful tip if your running low on minerals, you can sort prospective planet by mineral value and then deploy your colony ship to that planet. The same goes for Orgs and rads.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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November 2nd, 2004, 07:37 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
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Re: Gameplay tips & tricks
TIP:
On your home worlds build troops, weapon platforms, satellites, mines, fighters, and weapons platforms.
Design a colony ship using a larger hull size and add lots of cargo components.
Transfer a small amount of population to the new colony ship along with some troops, fighters, weapons platforms, mines, and satellites. When the ship colonizes the planet, presto, you have instant fortifications. I normally only use this TIP in the earily part of the game when I know there are hostiles about.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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November 2nd, 2004, 08:11 AM
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Shrapnel Fanatic
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Re: Gameplay tips & tricks
11. When encountering a new race, first destroy his ship, then offer him a treaty. This is called Gun Boat diplomacy.
From the Evil Ruler Hand Book and E.R.A.S.E.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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November 2nd, 2004, 10:39 AM
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First Lieutenant
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Join Date: Jan 2001
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Re: Gameplay tips & tricks
Here's one I learned from Spoon: (this applies to the stock game)
There's no need to use colonizer hulls. Instead use small transports, since they're the same size, have the same cost, and it's not immediately clear to your enemies whether the ship is a colonizer, minelayer, troop transport, etc.
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Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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November 2nd, 2004, 11:03 AM
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General
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Re: Gameplay tips & tricks
A few more "oops, what did go wrong?":
- When using Carriers, never, ever, forget to check their ship strategies. They usually default to "Don't get hurt", even if they happen to carry enough firepower to slaughter a whole civilisation.
This is fairly awful for carriers used as gunboats, and a disaster if you intend your carriers to keep up with the rest of your fleet (while launching some fighters). As such, it would be best to keep a close eye on their ship strategies, before running into such problems.
- Along the same lines: I believe a retrofitted ship keeps the ship strategy of the first design. At any rate, I would advise you to set a similar ship strategy for the basic and newer designs, just in case.
Likewise, copying designs do not copy the ship strategy, so you will have to set it again for any copied design. Otherwise, you will find yourself with ships running away from combat, which isn't perhaps the purpose of your warships.
And one more actual tip: do not overlook Emergency building, since it can be quite useful to speed up your growth. Emergency building results in an increase by 50% of your construction rates, at the cost of one turn of Slow build (at 25% of the standard construction rate) per turn of Emergency building.
Contrary to what might be believed, Emergency building can Last for eleven turns, for only ten turns of slow build. Construction is checked eleven times between the turn when you switch Emergency build on (0.0 year of Emergency build) and the tenth turn (1.0 year of Emergency build), when it will be switched off. Nonetheless, this Last turn still has the increased construction rates.
Besides emergencies, Emergency build can be used for the following purposes:
- To fully develop a planet with few facility slots. For example, if you want to build one Spaceport and four research centers, switching Emergency build on will allow you to build the Spaceport in two turns rather than three, at virtually no cost; the nine remaining turns will be more than enough to build your four research centers. The same could be used for Atmosphere Converters (done in five turns with Emergency Building, leaving you six turns to fill up the five remaining slots at best) among other facilities.
- To speed up the construction of expensive ships, aka Stellar Manipulation vessels. When the ETA before completion shows 1.6 year, Emergency building can bring the delay down to 1.1 year, which will be completed before Emergency building wears off. A net gain of five turns might be just all you need to close that wormhole before the invading fleet warps in, rather than crashing on said fleet.
By the same reasoning, spaceyards only expected to build a single item can use Emergency building to gain five turns of construction time. For example, a spaceyard base intended to build one remote-mining starbase would use Emergency build to get the starbase completed five turns before, resulting in a very significant gain by allowing the remote-mining operation to start five turns before.
- A common early game opening is to build eleven colony ships at your homeworld, in order to expand as quickly as can be done. By the time the homeworld goes back to very low construction rates, you should have at least one or two spaceyards somewhere else to carry on with the production, while your other colony ships do their best to give you a lead in expansion. You might need retrofits to manage this however, especially with average construction rates and/or a Medium-sized homeworld or below, which gives me the perfect opportunity to speak of retrofitting.
* Retrofitting allows you to "transform" a ship of a certain design into another, at a higher price. The targetted design can only be 50% (or less) more expensive than the original design, all resources added. For instance, a basic ship costing 15,000 minerals could be retrofitted to a design costing 10,000 minerals, 2,000 organics and 10,000 radioactives (total 22,000 resources, while the limit was 22,500 resources).
The added cost of retrofitting is +20% per component added (so adding a component normally costing 400 minerals will cost 480 minerals), and 30% of the cost of any removed component. You will also have to pay maintenance for your ships being retrofitted, although the total maintenance should be lower than for the full design.
Any added component will be "broken" when added, though having broken components does not affect retrofitting in any way. Lastly, retrofitting does not allow you to add spaceyards or colony modules to a ship not having any such component to begin with. If your ship had an Ice module, you would however be able to retrofit it in a Gas coloniser.
* Once again, retrofitting has several uses:
- It helps speed up the construction of these expensive ships, namely Stellar Manipulation vessels. Building one of the cheaper Stellar Manipulation components (the Matter Gravity Sphere, or the Ionic components if possible) to retrofit them into Warp Openers or Planet Creators is a very effective way of getting these ships more quickly, especially in conjunction with Emergency building.
Be warned that the actual retrofit is very expensive, generally around 80,000 minerals and 60,000 radioactives to retrofit a Planet Creator into a Warp Opener. Because of this, you should have a few storage facilities and a balanced economy before attempting any massive Stellar Manipulation project.
- Retrofitting is also used to virtually increase your number of spaceyards. In other words, you would create a cheaper design, built one turn earlier than the full ship, and would "finish" the ship through a single retrofit in orbit. This does not usually result in ships being completed earlier, but increases your construction abilities. For example, if the original ship required four turns to build, but the retrofitted Version needs three turns, you can build 33% more ships than before.
This will require you to have at least decent repair abilities, and some resources to spare since it is somewhat more expensive than the regular way. It remains quite useful as a temporary adjustement of your construction abilities however; if you have too many resources, you can thus boost your construction rates, while waiting for more spaceyards to come Online. And when/if you lack resources, simply go back to the original design not requiring any retrofit.
- The Last main use of retrofits is for retroseries, where a given ship is retrofitted several times before being "finished". This way is the most expensive in resources (although by the time it is widespread, you should not have too many problems with economics), and requires some micromanagement as well. It will significantly improve your construction rates however, as such ships can often be completed in half the time originally needed.
My apologises if any of the above is unclear or vague; I find retrofitting and Emergency building to be fairly complicated processes to explain, although they are important in a game. If you are left puzzled and with a headache after reading the above, please say so and I will do my best to give a more thorough explanation (or leave this task to someone actually able to get herself understood).
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November 2nd, 2004, 11:33 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Gameplay tips & tricks
That is a lot of excellent info there.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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November 2nd, 2004, 11:48 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
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Re: Gameplay tips & tricks
I have found it useful to not use the "send colony ship". Its good for new players since it wont forget to load up with population first.
But (at least in solo play) I like to send my colony ships to the planet and then decide whether or not to colonize there. By then I have many times learned something which makes me prefer to change the orders.
Along the same line (again solo play) I have often found it useful to send a ship to the warp point just BEFORE where it is supposed to end up. Again I might have learned something new. In many cases I will wait one turn to make sure it has full movement before I enter the warp. This gives me options to try and jump quick to the planet if there is company there. Or to jump back into the warp and try somewhere else.
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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