 
			
				January 26th, 2003, 06:49 PM
			
			
			
		  
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					Join Date: Apr 2002 
					Location: Kailua, Hawaii 
					
					
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				Re: New revision to Newbie FAQ posted.
			 
             
			
		
		
		
		
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				 Is this the way you want comments/corrections/observations done?
			
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 No: 
0.03 To make requests for additions, please take a couple of minutes to format your text, make your spelling and grammar right and look for the most applicable place to add it and then provide a suggested paragraph number. This makes updates much easier. Also please don't go postal with the subparagraphing; it should be VERY rare that you need more than 4 levels i.e. N.N.N.N and I would prefer it be kept to 3 levels where possible. Also, please make entries factual, and based on some testing you have accomplished to minimize heresay and potentially inaccurate info.  
 
  
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				 huh?. in SEIVg they have 50 shield,30 damage. where do you get 75 hp?
			
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 Good catch.  This error existed for the Last few revisions. 
 
  
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				 Shield 1 (80~30kt= 2.667) Shield 2 (140~40kt=3.5) Shield 5 (340~40kt=8.5)
			
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 Yes.  
 
  
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				 PDC can also fire during the AI's turn, which may or may not cause you grief 
			
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 already covered: 
6.1.5 Point Defense Cannons (PDC’s) won’t fire automatically unless you or the target moves and is in range; but they can be fired manually. 
 
  
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				 The amount of tech in the queue has nothing to do with how many techs you recieve from a ruins. Ruins seem to be set when you create the game/system. If a ruins is set to give a specific ruins-omly tech, that is what you get. If youor another race already have that tech, you get the message "we found technology" but you don't recieve anything. If a ruins is set to give 3 techs, you get 3 techs, even if you only have 1 in your queue. If you have a full queue, then it stands to reason your chances are better of a random tech being in it. Also, It only happened to me once, but it would appear colonization techs are pre-set like the ruins-only techs are
			
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 True, this was added by someone else and should be corrected for the next rev. 
 
  Good catch. This will be fixed. 
 
  
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				  ...and visa-versa, if you have it on emergency build and switch it to normal/slow, then it will take more than one turn to finish the number ... Reducing population also can affect this. IE: say "one turn worth" is 7 units with 100k pop, if you remove population below that mark, then "one turn's worth" can drop to 6 units. This can cause your previous entry to take two turns (and waste build potential). And visa-versa.
			
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 Yes. But I think the text is already clear and 3 examples are enough. Not intended to cover every conceivable example. 
 
  
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				 Or trade resources for ones you have room for. Or scrap some facilites and rebuild later.(Last resort)
			
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 Yes. Same comment as above. 
 
  
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				 yes it does/is. the construction rate is not affected by what your building. (perhaps is a change from regular to gold). 
			
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 huh? 4.7.2 is correct. 
 
Slick. 
		
	
		
		
		
		
		
		
			
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