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  #61  
Old August 2nd, 2003, 06:21 AM

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Default Re: Updated the FAQ

Has anyone ever done up an Excel spreadsheet of the SEIV weapons chart? I'll do one if no one else already has.
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  #62  
Old August 2nd, 2003, 08:53 AM
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Default Re: Updated the FAQ

Yes, they have. I think it was a long, long time ago though, so it might be a bit tricky finding it. It might be in the old scenarios archive.
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  #63  
Old August 2nd, 2003, 09:28 AM
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Default Re: Updated the FAQ

Quote:
Originally posted by Grandpa Kim:

8.4.4 Mine damage is applied pseudo-randomly to a fleet, but appears to hit minesweepers first.
I have no problem changing this, but is there some testing that backs this up? I have not done testing but I have not noticed that minesweepers are any more likely to be hit than anything else.

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  #64  
Old August 2nd, 2003, 12:48 PM

deccan deccan is offline
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Default Re: Updated the FAQ

Quote:
Originally posted by Imperator Fyron:
Yes, they have. I think it was a long, long time ago though, so it might be a bit tricky finding it. It might be in the old scenarios archive.
Oh well, since PBW is down, I went ahead and made one anyway. I did it manually though, so there's bound to be lots of errors. Here it is:

1059821217.zip
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  #65  
Old August 2nd, 2003, 05:09 PM
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Default Re: Updated the FAQ

Quote:
Originally posted by Slick:
quote:
Originally posted by Grandpa Kim:

8.4.4 Mine damage is applied pseudo-randomly to a fleet, but appears to hit minesweepers first.
I have no problem changing this, but is there some testing that backs this up? I have not done testing but I have not noticed that minesweepers are any more likely to be hit than anything else.

Slick.

No testing just my own game experience. If 5 ships are hit by the remaining mines, 3 of them will be sweepers. In my current KOTH game, I was able to sweep 98 of 100 mines. The other 2 killed one of my sweepers. Perhaps its just coincidental but I can't remember an exception.
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  #66  
Old August 8th, 2003, 06:02 PM
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Default Re: Updated the FAQ

Awesome list! Here are some changes and additions from a lurker (Parasite)

1.1.1.2.1 (edit) plagues, increase happiness system-wide,

2.9.7.1 (move "Neat trick" stuff move to here)
2.9.7.2 (add) Design colonizers with one more movement point than needed to reach a planet to have it move and colonize in one turn. Two moves away, make it the cheapest speed three ship. i.e. three engines III or one engine IX depending on TL.

2.14 (add the below)
A (Parasite)
d. Medium Transports are good for carrying a repair bay and can still carry enough cargo to design correctly. (see also the "Junk Carrier" strategy later)

4.4.8.1 (edit) (add here or somewhere)
Planet population markers tell how many people are generally on a planet. The marks appear in the top right corner of the planet.
Pop.(M) Dashes
0 0
1-200 I
201-1000 II
1001 + III

4.4.13
f. (edit) Add Tech Level too.

i.
(replace second answer) Static for all things. Note: If you save a queue with a low TL then after adding it, go to "Construction Queues" and click "Upgrade Facilities". It will upgrade all the faculties in your queues to the current TL faculty. It also adds all needed updates to your construction queues. This may or may not be what you want.

(edit to Last answer) have to click once for each facility in the saved queue over the current queue limit. Making a queue with 7 items can then be added twice to fill a 15 queue, or three times in a 20 or 25 queue.

5.5.3 (???) The wording here is not correct. I have construction as my highest priority and (during refits for sure) the ship/base with repair stations is not always repaired first. I think it is done on a Last refitted first repaired FILO queue. Battle damage repairs could be different. Once a ship starts repairing, it will complete unless moved out of the sector.

5.5.9 (add to end) Retrofit engines three (or half) at a time and only lose supplies to what the leftover/repaired engines can hold.

6.4.11 (replace) A captured ship will have its weapons disrupted for ten combat turns before they can fire. Any previous load time on the weapon (from firing before capture) is added to this.

6.7.4 (add) Click on a weapon to unhighlight it before firing. It will then not fire. It can then be clicked on again and fired at the same ship the same turn. Very useful for removing shields, killing WPs only, ect. This does not work for fighter stacks (unit stacks???) All fighters in a stack will fire at once. (Multi track may change this???)

7.2.8.1 (add) Capture a planet on turn 29 and the Sats will only get one fire at the planet. They will hit the troops you dropped first, and you can still get the planet intact.

7.2.17 (obsolete) As of 1.84 Gold you will not be able to attack your own captured planet. Also friendly missiles in flight targeted on the planet are stopped before they hit.

7.2.23 (edit sp) strength does affect

7.2.24 (edit) PD is OK. It will fire.

8.1.5 (edit A) Units (aka fighters) must also have supplies for shields to work.

8.5.4 (my question) Does this work in Strategic mode?

10.2.4 (add) Offering an AI empire a good trade can cause him to accept the trade. This will happen BEFORE he would declare war on you. This can be done for several turns even if you are a Mega Evil Empire. You will still get the normal treaty trade (because he didn't declare war). It can more than make up for the trade losses of 1-2K resources.

10.2.5 (add) How an AI refuses a trade can give hints on his tech. "We do not have that tech" means OK, no fighters, Attack! Whereas "We don't was to trade for that" means Get on that PD tech research!

13.1.2 (add) Trades may prevent full war for a time. (see 10.2.4)

17.3.6.2 (edit) values as your

17.3.10.1
c. (add) Preparing for upgrades.

17.11.5
d. (add) Build lots of cheap stupid ships for his "Any Ship" insurrections to capture.

17.11.7
(remove) Comm Mimic (in twice)

[ August 08, 2003, 17:06: Message edited by: Parasite ]
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  #67  
Old August 15th, 2003, 02:09 PM
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Default Re: Updated the FAQ

Hey, as far as keeping the sticky Newbie Faq thread clean and posting questions here, we could lock the official faq thread so noone could post to it at all. Whoever is officially maintaining the FAQ could let one of the Moderators know when changes need made and we could unlock it for you at that point, or one of us can edit it. Let us know if you want to do that.

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  #68  
Old August 15th, 2003, 02:20 PM
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Default Re: Updated the FAQ

Good idea! Slick, Ruatha, what do you think?
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  #69  
Old August 15th, 2003, 05:31 PM
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Default Re: Updated the FAQ

I could work with that.

Looks like there was some problem with a reply (?) that the Moderators took care of??? Was there a problem with content or credit to an original author or something like that?

edit: As soon as the latest "Strategy Article" is complete, I was going to incorporate it and the other additions in this thread.

Slick.

[ August 15, 2003, 16:34: Message edited by: Slick ]
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  #70  
Old August 15th, 2003, 06:09 PM
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Ruatha Ruatha is offline
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Default Re: Updated the FAQ

Right now I'll let Slick decide as he has already done, it's he that does all the work, I'm just a backup, and happy with that!

[ August 15, 2003, 17:10: Message edited by: Ruatha ]
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