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				June 20th, 2001, 08:57 PM
			
			
			
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				 Re: Many (semi) newbie questions...advice requested. 
  quote:Originally posted by Dragonlord:
 
 7: Why would you ever use torpedoes? How are they different from missiles?
 
 
 
Torpedoes are not seekers but direct fire weapons so there's a big difference. They have a long reload time and their damage isn't as devastating as I'd want it to be.
 
Try em.
 
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				June 20th, 2001, 09:39 PM
			
			
			
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				 Re: Many (semi) newbie questions...advice requested. 
 Re: Question #7. 
See: This thread on Missiles vs. Torpedoes 
Summary of reasons to use torpedoes: 
A) They fire every two turns 
B) They cannot be shot down by PointDefence 
C) Their damage occurs right away, preventing the enemy from firing an extra volley (or two) while you wait for the missile to arrive. 
D) They do 56% more damage: 1.25 vs 0.8 (damage per turn per Kt space) 
E) Torpedoes can be put on Large/Heavy/Massive mounts, improving their damage factor even more (Massive mount is up to about double the missile's damage per turn per kT) 
F) In most mods,torpedoes have a 30% or so to-hit-chance bonus, since a torpedo can seek a little.
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				June 20th, 2001, 11:33 PM
			
			
			
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				 Re: Many (semi) newbie questions...advice requested. 
  quote:Originally posted by Dragonlord:
 1:Yes, I had conditions apply after 5 years. I met one condition in year 9, the game continued, then yesterday I met a second condition (300% score of player2) and then the game finally decided I had won. My original question is still unanswered though...
 
 
You must satisfy every victory condition to win the game (AFAIK).
  quote:6: maybe the global resupply minister would help here...hmm must try.
 
 
I strongly suggest you to disable all ministers! Currently, the AI makes a mess with anything it handles (especially when you miss a turn in a PBeM)
  quote:Bus I heard that only Strategic combat is available in PBEM and PBW ?! Thats a big bummer, because the AI sucks in strategic combat.
 
 
That's true (as I wrote above, the AI makes a mess with anything it handles ). Anyway, it's true for your opponent too, and I enjoy "programming" my fleets (through ship design creation, fleet orders and composition, etc.) so that the AI will be able to use them in a decent way.
 
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				June 20th, 2001, 11:36 PM
			
			
			
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				 Re: Many (semi) newbie questions...advice requested. 
  quote:Originally posted by Lisif:
 I enjoy "programming" my fleets (through ship design creation, fleet orders and composition, etc.) so that the AI will be able to use them in a decent way.
 
 
Any tips? I'm getting my head handed to me in a pbem game and it hurts to put it back.     
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				June 20th, 2001, 11:36 PM
			
			
			
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				 Re: Many (semi) newbie questions...advice requested. 
  quote:Originally posted by suicide_junkie:
 
 Summary of reasons to use torpedoes:
 A) They fire every two turns
 B) They cannot be shot down by PointDefence
 C) Their damage occurs right away, preventing the enemy from firing an extra volley (or two) while you wait for the missile to arrive.
 D) They do 56% more damage: 1.25 vs 0.8 (damage per turn per Kt space)
 E) Torpedoes can be put on Large/Heavy/Massive mounts, improving their damage factor even more (Massive mount is up to about double the missile's damage per turn per kT)
 F) In most mods,torpedoes have a 30% or so to-hit-chance bonus, since a torpedo can seek a little.
 
 
IMO, torpedoes may be superior to missiles, but point A makes them inferior to other Direct Fire weapons (unless your opponents have a large defense bonus)... |  
	
		
	
	
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				June 21st, 2001, 12:31 AM
			
			
			
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				 Re: Many (semi) newbie questions...advice requested. 
 Okeydokey.  Here are the damage Ratings for various weapons, at max tech.
 APB XII: 2.1 - 1.5, normal
 CSM V: 0.8, seeker
 MB: 1.75, normal
 AMT V: 0.625, normal
 QT V: 1.25, normal
 PM V: 1.0 - 0.27, seeker
 PDC V: 3.25, pointdefence, +70%
 PPB V: 2.0 - 1.67, phased
 RB IV: 2.5, normal
 IB III: 0.9, normal, +10%
 WMG III: 0.67, normal, +30%
 TPC V: 0.375 - 0.188, Weapons only
 ID V: 1.3, engines only
 IPM V: 0.625, engines only, seeker
 PN V: 15.0, planets only
 NB V: 5.0, planet population only
 GHB V: 1.21 - 0.33, normal
 SD V: 7.5, shields only
 DUC V: 1.33, normal
 PC V: 1.33 - 1.0, normal, organic
 HPB V: 1.67 - 1.0, normal, organic
 ED III: 1.5 - 0.5, normal, organic
 LR III: 2.0 - 0.5, normal, organic
 SP V: 1.0, seeker, organic
 AG V: 0.56, normal, organic
 EAG V: 1.25, normal, organic
 SC X: 1.17, skip armor, crystalline
 HEM III: 0.917, normal, crystalline
 TDB V: 1.0 (4.0), quad2shields, temporal
 TS III: 0.33, skips all, temporal
 TKP V: 1.75, normal, psychic
 CW III: 6.0, warhead
 MSD: 10.0, one shot, RuinsTech
 MID: 5.0, one shot, RuinsTech
 NSP: 0.4, skips all
 CT V: 0.45, ships armor, seeker
 SA V: 9.0, shields only, temporal
 TC III: 1.2, normal, temporal, +10%
 MSG III: 0.68, normal, psychic, +20%
 
 Acronyms expanded in order:
 
 Anti-proton Beam, Capital Ship Missile, Meson BLaster, Antimatter Torpedo, Quantum Torpedo, Plasma Missile, PointDefence Cannon, Phased Polaron Beam, Ripper Beam, Incinerator Beam, Wave Motion Gun, Tachyon Projection Cannon, Ionic Disperser, Ionic pulse missile, Planetary Napalm, Neutron bomb, Graviton Hellbore, Shield Depleter, Depleted Uranium Cannon, Plasma charge, Hyperplasma bolt, Electric Discharge, Lightning gun, Seeking Parasite, Acid Globule, Enveloping Acid Globule, Shard Cannon, High Energy Magnifier, Time Distortion Burst, Temporal shifter, Telekinetic projector, Cobalt Warhead, Massive Shield depleter/Ionic disperser, Null-spaceProjector, Crystalline torpedo,Shield Accelerator ,Tachyon Cannon ,MentalSingularityGenerator
 
 Whew, thats a lot of stuff!
 
 [This message has been edited by suicide_junkie (edited 20 June 2001).]
 
 [This message has been edited by suicide_junkie (edited 22 June 2001).]
 
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				June 21st, 2001, 02:33 AM
			
			
			
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				 Re: Many (semi) newbie questions...advice requested. 
  quote:Originally posted by suicide_junkie:
 Okeydokey.  Here are the damage Ratings for various weapons, at max tech.
 
 
Thanks. What formula did you use for these values?
 
And you missed the +30% on Wave Motion Guns.
 
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				June 21st, 2001, 03:10 AM
			
			
			
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				 Re: Many (semi) newbie questions...advice requested. 
 I always liked to use torpedoes, but was disappointed with the way SE IV treated them with limited range.  So - BAM - I added some range and just a smidge more destrutive power... 
I don't like missiles all that much - they become really ineffective against an opponent with good point defense.  
 
Once component that I modded in to the game is Pulse Phasers.  They're like souped up Meson BLasters and quite effective at close to mid range.
 
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				June 21st, 2001, 03:50 AM
			
			
			
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 Corporal |  | 
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				 Re: Many (semi) newbie questions...advice requested. 
 Some great questons and responses.  This thread is already going into the next revision of the Strategy Guide.  However I am cutting it up to put things into the respective sections. 
Just wanted to say that (to the best of my knowledge) all the threads which have been mentioned are already in the SG.
 
For those who haven't seen it,  Link to the first 'Modding Tools and Help/Info' Archive page: http://www.shrapnelgames.com/ubb/For...ML/000019.html   and go to the oldest page, second item (ignore posted date, it gets edited when a revision goes up).
 
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				June 21st, 2001, 02:05 PM
			
			
			
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			|  | Shrapnel Fanatic |  | 
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				 Re: Many (semi) newbie questions...advice requested. 
   quote:And you missed the +30% on Wave Motion Guns
 
 I think the IB has a +15%, but I can't check right now.
 
It was getting really late, so I couldn't finish adding the tohit bonuses.  I'll get to them in 9 hours or so.
 
Edit: IB has only 10% bonus.
 
[This message has been edited by suicide_junkie (edited 22 June 2001).] 
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