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  #1  
Old February 3rd, 2005, 05:28 PM

tja tja is offline
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Default Q on experience

I've read the FAQ and all but there is still one thing I cannot figure out. So please bear with me and help me out!
:}
My problem simply put: my ships don't score hits! (aka: all my gunners must be drunk)


I have my ships maxxed with all components which give boni on "to hit" and "defense".
Now in fight the percentage for a weapon shows eg 50% and I have 10 guns. Now most of the time only 1 (!) scores a hit!!! Now that sounds more like 10% to me, not 50% !
And to make things worse my enemy nearly always scores hits!

Now what???
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  #2  
Old February 3rd, 2005, 05:34 PM

brianeyci brianeyci is offline
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Default Re: Q on experience

Okay.

ECM and Combat Sensors are a MUST. ECM III and Combat Sensors III are among the most critical technologies, along with ship construction, shields/armor, and weapons research.

So is ship training. Both ship and fleet training in this regard. Getting advanced military science early means you can also detect those people who rush for stealth/scattering armor.

So is 25% attack and 25% defense (or 20% defense 20% attack depending on the starting points).

Brian
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  #3  
Old February 3rd, 2005, 05:35 PM
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Default Re: Q on experience

I'm not familiar with a bug where the estimated chance to hit in tactical combat is actually wrong.

In general though, the reason for this is that you don't have all the boni that your opponent has:

* Ship and Fleet training
* Cultural Space Combat modifiers
* Racial Aptititude Offence and Defence modifiers
* Vehicle size modifiers
* Per-weapon to-hit modifiers (not always shown)
* Talisman device
* Scattering Armor
* Stealth Armor
* ECM
* Combat Sensors
* Temporal Event Predictor facilities
* Neural Network devices

PvK
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  #4  
Old February 3rd, 2005, 05:39 PM

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Default Re: Q on experience

Well, as I wrote, I have my ships maxed for "to hit" and "defense" components. It must be something else.
I have to admit that most of my fleets do not exceed 10% experience. Is that crucial?

I don't get your third point.
Quote:
So is 25% attack and 25% defense
what gives those boni?
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  #5  
Old February 3rd, 2005, 05:44 PM

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Default Re: Q on experience

Racial modifiers. When you create your race, set aggressiveness and defensive to 125% or 120%. If you do not, your opponent has a huge advantage in terms of direct-fire weapons, which means you'll probably lose.

Also, pick bezerkers.

If you haven't done so yet, read Fyron's max/min guide hosted on spaceempires.net, teaches you how to max/min your race.

Brian
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Old February 3rd, 2005, 05:45 PM

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Default Re: Q on experience

First: Thanks for all those quick replies!!!!!


Quote:
PvK said:
I'm not familiar with a bug where the estimated chance to hit in tactical combat is actually wrong.

but strange, no?
I forgot to mention that I use TDM modpack. May that screw things up?

* Ship and Fleet training
not enough, I humby admit

* Cultural Space Combat modifiers
well
* Racial Aptititude Offence and Defence modifiers
at least my attack shows a "+"
* Vehicle size modifiers
sure
* Per-weapon to-hit modifiers (not always shown)
Ah yes, that's a good one!
I've been looking for a list/spreadsheet. But found none. Any clue?
* Talisman device
I hate it (when my enemy has it)
* Scattering Armor
I have it and use it
* Stealth Armor
I have it and use it
* ECM
I have it and use it
* Combat Sensors
I have it and use it
* Temporal Event Predictor facilities
I think my race doesn't have access to that tech
* Neural Network devices
hmmm but they are only useful for unexperienced ships IF there is at least one experienced ship in the same fleet.
yes or no?
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  #7  
Old February 3rd, 2005, 05:46 PM

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Default Re: Q on experience

Also crucial for you to TRAIN your ships. They should not need to "gain" experience for anything. Research advanced military science, and build fleet/ship training facilities. It only takes three extra turns to train your fleet on a 2 moon planet, and then you have +20% to attack and defense.

Brian
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  #8  
Old February 3rd, 2005, 05:46 PM
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Default Re: Q on experience

20% offence/defence refers to the specific characteristics in the Empire setup. There is also the Berserker culture, giving another +10% offence/defence for cheap.

You should train your fleets to 20%, as fleet training is very easy to do, and does not require the fleet to be actually present at the facility. Instead, you can train your fleet with a single vessel somewhere, and add the actual fleet later on. I guess it is more like "learning proper strategy" than anything else.

You could have been unlucky in that particular battle. It might also be that you do not see all the hits, as weapon fire is usually very fast, and damage does not appear clearly in the screen. If you are really annoyed with your vessels, the Talisman is always a nice buy: it allows all your weapons to never miss their target.

Now that was a nice example of cross-posting if I ever saw one. Neural Combat Nets are amazingly useful, as experienced vessels in the fleet (30% or more) would give their bonus to the whole fleet. You will need to be lucky enough to get one such ship however, as few ships tend to live long enough to score enough kills.
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  #9  
Old February 3rd, 2005, 05:48 PM

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Default Re: Q on experience

Fyron's max/min guide hosted on spaceempires.net
I've been on that site but can't find it. Is it part of the forum there?
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  #10  
Old February 3rd, 2005, 05:50 PM
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Default Re: Q on experience

The guide is available here.
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