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June 11th, 2006, 07:17 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: SEIV: Problems and Questions: Not Found in Sea
1. I don't know. Perhaps you need more than one movement.
2. Never has happened to me. Check to see if you have the Research Minister on. If you do, turn him off.
3. Because satellite base are cargo bays just with the ability to launch satellites. They have cargo ability thus population and other can be loaded on them.
4. This is why most skilled players do not let the Ministers design our ships. You can look at the races file in the design creation file and see the designs that they AI will use.
Hope it helps Wade.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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June 11th, 2006, 07:31 PM
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Sergeant
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Join Date: Jun 2006
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Re: SEIV: Problems and Questions: Not Found in Sea
Thankyou everyone.
"You can look at the races file in the design creation file and see the designs that they AI will use."
I can't find this. Where after this?: C:\Program Files\Strategy First\Space Empires IV Deluxe
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June 11th, 2006, 07:35 PM
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Corporal
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Join Date: Mar 2003
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Re: SEIV: Problems and Questions: Not Found in Sea
Quote:
Wade said:
Thankyou Atrocities.
"You can look at the races file in the design creation file and see the designs that they AI will use."
I can't find this. Where after this?: C:\Program Files\Strategy First\Space Empires IV Deluxe
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<SE4D root>\Pictures\Races\Race\Race_AI_DesignCreation.t xt
that's the default directory.. it'll be in a different directory usually if you are using a mod.
__________________
Now lie still, this isn't going to hurt me a bit...
-Xaren Hypr, Night City cybertech
My Neo SEIV Code: A Se++ GdY $++ Fr C++++ Css+ Sf Ai++ Au M+ MpTFd/VFd S+ Ss++ ROS Pw- Fq Nd Rp G++ Mm++ Bb+
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June 11th, 2006, 07:47 PM
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Sergeant
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Join Date: Jun 2006
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Re: SEIV: Problems and Questions: Not Found in Sea
"<SE4D root>\Pictures\Races\Race\Race_AI_DesignCreation.t xt"
OK. Thanks I found this. "\Race\" being a particular race.
So for my "Guardians" to have the sentry option I'll have to retrofit them with two or three or more engines to have more supplys. How does a short range, slow mover fare in combat? The Guardians will be mostly long range and missilles and carriers.
-Wade
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June 11th, 2006, 07:57 PM
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Corporal
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Join Date: Mar 2003
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Re: SEIV: Problems and Questions: Not Found in Sea
IIRC, your combat move is half of your normal move (minimum 1, I would suppose). As for how a slow-moving ship would fare, it all depends on what ship designs your opponent is fielding. I personally use small, fast attack ships for planetary defense (with the added bonus that they are relatively quick to make), but ymmv...
__________________
Now lie still, this isn't going to hurt me a bit...
-Xaren Hypr, Night City cybertech
My Neo SEIV Code: A Se++ GdY $++ Fr C++++ Css+ Sf Ai++ Au M+ MpTFd/VFd S+ Ss++ ROS Pw- Fq Nd Rp G++ Mm++ Bb+
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June 11th, 2006, 09:13 PM
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National Security Advisor
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Re: SEIV: Problems and Questions: Not Found in Sea
Slow missile carriers will probably be quickly closed in on and destroyed. In stock SE4 you generally want as many engines as the game will let you stick on there.
You could always stick supply bays on instead, though. That'd clear the low supply warning, and it'd give you more shots with your missiles.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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June 11th, 2006, 09:59 PM
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Sergeant
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Re: SEIV: Problems and Questions: Not Found in Sea
As Phoenix said, a slow misile ship is quite likely to be intercepted and destroyed quickly, so if you want to use it, add in some fast ships that close in on your opponent and engage him. That way your enemy will be too occupied to go after your missile ships. Set your missile ships to max range and your interceptors to short range.
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