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  #1  
Old January 31st, 2003, 09:25 PM

javaslinger javaslinger is offline
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Default Re: Things in SEIV I never knew about....

Here's another one... It just occured to me that when spending racial points in designing your race that you can also reduce some traits below 100% to get more points for other areas!

I'm sure most realized this, but I'm sure it may not have occured to some newbies.

Ken
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  #2  
Old January 31st, 2003, 09:38 PM
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Default Re: Things in SEIV I never knew about....

It often makes sense not to upgrade at each step, because it is expensive to rip out the old component and replace with a new one.

There are some components that aren't often worth upgrading, and some which I choose lower Versions of because they are cheaper.

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.

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  #3  
Old January 31st, 2003, 09:42 PM
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Fyron Fyron is offline
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Default Re: Things in SEIV I never knew about....

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.

The only components that you should upgrade immediately are Combat Sensors and ECM (and probably Stealth and Scattering Armors too). Being a level behind in them makes a huge, massive difference.
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Old February 1st, 2003, 04:25 AM
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Grandpa Kim Grandpa Kim is offline
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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.
Yes, but with enough of those nasty asteroid fields, your ships could waste a lot of move points going around them. The best solution is to set a "bypass" waypoint.
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Old February 1st, 2003, 04:29 AM
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Default Re: Things in SEIV I never knew about....

(Boosting my post total )

Javaslinger, I've been playing this game since it came out and I'm still learning things. That's probably the most rewarding thing about this game.

As for micro management: One of the things I like about SEIV and other "strategic" games is the micromangement... but that's just me
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Old February 1st, 2003, 04:47 AM

couslee couslee is offline
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Default Re: Things in SEIV I never knew about....

Me too Grandpa Kim. Micormanagement is just fine. Thats why I prefer finite resources. "I like it, I love, I want more of it".

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).
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Old February 1st, 2003, 08:17 AM
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Default Re: Things in SEIV I never knew about....

Quote:
Originally posted by Grandpa Kim:
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.
Yes, but with enough of those nasty asteroid fields, your ships could waste a lot of move points going around them. The best solution is to set a "bypass" waypoint.

And that is why I cut back on the damaging ones in FQM several Versions ago. I hardly ever see situations where a lot of movement is wasted going around walls of damaging asteroids any more.
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