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  #1  
Old June 20th, 2001, 10:15 AM
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Default Re: Many (semi) newbie questions...advice requested.

[quote]Originally posted by Dragonlord:
Hello all,
Hello. Welcome to the forum.

1: Don't know what's going on there, but Victory conditions do *NOT* carry over from one game to the next. Did you set the "conditions only apply after X turns" on?

2: Yes.

3: 20% Experience (whether gained from training or combat) would give your ships a 20% less-likely-to-be-hit modifier and a 20% more-likly-to-hit-with-direct-fire-weapons modifier. As for fleet xp VS ship xp... not sure.

4: Advantages / disadvantages to both.
many small mines are harder to sweep than a few large ones, but I think their effects can be more easily negated by huge components and armour due to a "feature" in the way the game handles damage. Also, it's probably cheaper to produce 1 large mine than the equivalent damage in small . Oh, and there's also a limit to the number of units you can have in space at any one time, so large mines would be better once that kicks in.

5: It does work, and it has been explained. Does anyone remember the thread which explained it all? Basically counter-intel is confusing but there's good logic in there somewhere. You're right though, once you have CI III there's little point starting a CI I or a CI II

6: I don't use ministers so my way to solve it is to switch the ministers off and micromanage. Not a very helpful response, sorry.

7: Pass.

8: Multiplex 2 lets you divide your fire between two different ships in the same combat turn. You don't necessarily have to destroy the first ship before you can fire on the second. Multiplex 3 lets you fire on 3 ships and so on.


9: There's another current thread about this. Some ppl use it, some don't. The advantage is that although your ship will still be able to fight without a bridge, it's movment will be halved. AuxCon lts you keep full movement.

10: Ripper Beam: Don't know. I think the advantage is the damage compared to the tonnage - 200 ktons of ripper beams will do more damage than 200 tons of (for example) PPBs
Shield regenerators: These are great. Say you have 300 shield points at the start of combat, but no shield regenerators: that's all you get. Once those 300 are gone your ship is shieldless until the next fight. With regenerators, you can go in, lose all 300 shield points in the first combat turn, then back off and a few comabt turns later you'll be back to 300 points, ready to go in and continue fighting. Very handy against boarding parties, which are blocked by any rmaining shield points.

11: I think (not sure) you can repair 16 components but they would have to be on 8 on one ship and 8 on another - any one ship can only be worked on by one repair bay/ ship yard at a time. Someone might correct me on this though.

12: Phased shields stop everything, except things like engine damagers and Wave motion Guns which skip all shields.


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  #2  
Old June 20th, 2001, 03:13 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Many (semi) newbie questions...advice requested.

quote:
11: I think (not sure) you can repair 16 components but they would have to be on 8 on one ship and 8 on another - any one ship can only be worked on by one repair bay/ ship yard at a time. Someone might correct me on this though.

In that example, you could repair 16 components on one ship, or 1 component on 16 different ships.
The total repair points for the sector are added up and applied to each ship in turn.
The first ship will be determined based on your repair priority, but then work will continue on that ship until it is fully repaired (even if it takes more than one turn).

quote:
10: When you discover Propulsion 7, you also get the Ripper Beams weapon. It is cheap, but does very little damage and only at a range of 1 or 2. In what cases would you ever need this weapon? It has no special abilities, just does normal damage... Another component that seems to give very little "bang for the buck" is a shield renewer. Does anybody use those?
Ripper beams are the most efficient weapons in the game. 200kT of rippers will do more damage than 200kT of any other weapon (shield depleters excepted, but they can't damage a ship). Elite tactics include using a tractor beam to pull ships in, slaughter them with the extreme damage potential of your RBs, then use a repulsor to shove away whatever's left before it can fire back

Note that the SheildRegenerator 5 is a bug. It should be only 20kT in size (its a copy-paste error from SE3).
But, anyways, if your ship is expected to survive more than 7 battle turns in combat, adding shield regenerators is more effective than extra shields!.

Basically, your PSG V gives 375 hitpoints.
Two shield regenerators (at the same space used) provide 50 hitpoints per turn.
At seven turns, you have regenerated 350 more hitpoints.

So these are excellent for very large ships, or hit-and-run ships, or boarding party ships (which lose their shields when they capture). Also, a race with a very good defense modifier will tend to survive in combat long enough for it to be worthwhile.

With the additional benefit of blocking boarding parties, they are quite useful.
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  #3  
Old June 20th, 2001, 03:22 PM

Nitram Draw Nitram Draw is offline
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Default Re: Many (semi) newbie questions...advice requested.

Note that the rippers are the most efficient but not necessarily the most effective. It is easy to overlook the rippers though, due to the short range.
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  #4  
Old June 20th, 2001, 03:41 PM
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Default Re: Many (semi) newbie questions...advice requested.

True, but the tractor beam tactic was created to make them effective. Add in a large shield depleter just before the rippers, and you can eat dreadnaughts for breakfast
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Old June 20th, 2001, 04:25 PM

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Default Re: Many (semi) newbie questions...advice requested.

quote:
Originally posted by dogscoff:

12: Phased shields stop everything, except things like engine damagers and Wave motion Guns which skip all shields.

[/b]


Wave motion guns do normal damage. Null-Space Weapons skip shields and armor.
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Old June 20th, 2001, 04:45 PM

Stone Mill Stone Mill is offline
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Default Re: Many (semi) newbie questions...advice requested.

Dragonlord,

First and foremost I must say that you have excellent questions. Most of these things perplexed me as well at first (and some still do!) Perhaps the players putting together Strategy guides could use some of this info...

Dogscoff: (#5) I have to say that Intelligence & CI still is unreliable (and NOT explained) in PBEM or Strategic multiplayer games. I have heard no official clarification since we posted questions and sent a potential bug in to Malfador several months ago.

If you go to the thread(s), you will only find debates among members (some quite excellent), but certainly no final word.
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Old June 20th, 2001, 04:59 PM

Stone Mill Stone Mill is offline
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Default Re: Many (semi) newbie questions...advice requested.

I guess I should bite my tongue:

Posted with the new patch (6):

8. Fixed - Successful intelligence defense would sometimes result in you having intel defense projects more accomplished then when they started.

I will have to check it out!!

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