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  #1  
Old July 20th, 2002, 07:32 PM
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Default Re: Questions, part 4

7. The "base" for planet hit points is its population. Units, like weapon platforms, are added to that. When attacked, a planet first loses its weapon platforms, then the pop starts to go along with your facilities. I don't know when other units stored on the planet, like troops, mines etc. are destroyed. Since they have no use against a space based attack, it doesn't matter much anyway.
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Old July 20th, 2002, 07:59 PM

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Default Re: Questions, part 4

Quote:
3. What defends against the Abbidon's mind control weapon (allegiance converter)? I find it to be hell, especially in the early game.
I use lots of fighters/mines/satellites. They can't be taken over.

Quote:
9. If you have ships blocking all of a system's jump points is that entire system blockaded?
No. The enemy planets won't like it, and being near an enemy planet may cause them to be slightly unhappy, but the system is not blockaded.
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Old July 20th, 2002, 10:30 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Questions, part 4

1) Generally, no. The AI doesn't respond to most of the diplomacy options. But some things will work. You can influence their attitude towards you with gifts/tribute and even general Messages, for example. But the effect is small. You'd have to send 5-10 gifts to make up for one destroyed ship or planet for example.

2) See above. The AI does not actually respond to most diplomacy options. It just sends a message saying that it will.

3) You shouldn't be facing the Allegiance Converter in the early game unless you are playing high-tech. But anyway, use master computers or just stay out of range with seekers. Or deny ship combat completely with mines and other units.

4) Nope. In fact, it is counter-productive when used in ships that will be fighting a Psychic race. You cannot recapture your own ships if they have self-destruct devices! So I tend not to bother with it. It's usually more effective to just recapture your own ships, whether they are taken by Allegiance Subverter or standard boarders.

5) Apparently not. So, you usually need a larger ship with a mount to make 'damages only X' type weapons work effectively. Note that with shield mounts coming in the next patch it will become even harder to use the Shield Disruptor, at least against larger ships. I'm planning to add a special mount just to make engines more difficult to destroy with Ion weapons, too. "Hardened Engines" or something like that. No need for a special component anymore.

6) Depends. It might mean that the missiles didn't really hit the planet, if you were firing from max range. Missiles run out of fuel without making any obvious noises. Otherwise, it might just be a glitch and you'll see the damage if you left-click on the planet.

7) It seems to be population. Then the units in cargo are added. It would be nice if we could build 'bomb shelters' or some such facility to reinforce planets, wouldn't it?

8) Like most other aspects of the game, the AI doesn't use formations the way we use them. It will ignore the formation that ships have been given if it sees some reason to, like moving ships into attack range.

9) Nope. Each planet must be individually blockaded. If you have enough ships in the system, though, you may send all the planets into rioting which will also deny their production to the owning empire.

10) Without a description of the ship designs I can't say. Most likely you've got a short-ranged weapon on the ships which causes the AI to close in and try to use it.

Also, the default 'Maximum Weapons Range' strategy is apparently faulty. Change it to use Max Weapons Range for both primary and secondary options and this may go away.

11) As others have pointed out, not getting hit is best. ECM, stealth and/or scattering armor, ship and fleet training, all help prevent getting hit. Other than that, stay out of range.

Many mods do have a 'counter-measure' for the 'skips shields and armor' weapons in the form of 'internal armor'. This is fairly effective but uses up you ship space just as regular armor does.

[ July 20, 2002, 21:33: Message edited by: Baron Munchausen ]
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Old July 21st, 2002, 03:04 AM
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Default Re: Questions, part 4

Quote:
select the fleet, and press 'f' to change fleet strategy.
Correction: "F" is for changing the composition of the fleet (adding or removing ships).

Changing the fleet's formation and/or strategy is "H" (or the chess piece icon).

You can also change the fleet leader by clicking the fleet, then the new leader.
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Old July 22nd, 2002, 01:56 AM

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Default Re: Questions, part 4

Thanks again to everyone for the replies. Now about this "one shot" engine- or shield regenerator-killer issue, I think I'm still not understanding it properly. Do you mean to say that if you fire an engine killer, its damage bypasses shields and armour and strikes against an individual engine component? Or does the shields and armour of the target have to be down first?

Quote:
Originally posted by oleg:
As to shield depleters/disruptors:
The depletors (the one that decrease shield strength) work as normal weapons: their damage stacks. However, disrupters (the one that kills shield generators, IIRC) may be governed by "special weapons" rules, like engine destroyers: damage does not stack, component must be destroyed in one shot. Try to use biggers ships (light cruisers + )with large+ mounts.
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Old July 22nd, 2002, 03:06 AM
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Grandpa Kim Grandpa Kim is offline
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Default Re: Questions, part 4

Quote:
Originally posted by Silent Sorrow:
...fire an engine killer, its damage bypasses shields and armour and strikes against an individual engine component...
Yep, this is exactly right. You can see why a change was wanted: with one accurate shot at a base ship, it is dead in the water and unable to fire its weapons. You have just won the battle.

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