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October 17th, 2002, 11:33 AM
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Newbie questions
Yes, I'm a newbie and I have two quesitions.
1. The silly one. I'm playing my first PBW game and I see everytime my ship get into a new system it losses its remnant move point. It doesn't happen when playin solo. Is it normal or am I missing something?
2. The copmplex one. I found on other threads that counterintel projects are more efficient as you STORE more point. Ok. What I don't understand is how may you combine a counterintel project with other. I mean...may I divide points to counterintel and PPP? Does it store enough points to be effective? Or shouldn't I divide and put counterintel the Last position? If so why sholud i divide piont in counterintel EVER?
I'm very confused
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October 17th, 2002, 02:11 PM
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Colonel
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Re: Newbie questions
Quote:
Originally posted by hochmeister:
2. The copmplex one. I found on other threads that counterintel projects are more efficient as you STORE more point. Ok. What I don't understand is how may you combine a counterintel project with other. I mean...may I divide points to counterintel and PPP? Does it store enough points to be effective? Or shouldn't I divide and put counterintel the Last position? If so why sholud i divide piont in counterintel EVER?
I'm very confused
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Welcome to the club of "I am confused how intel/counter intel workd in SE IV"!
The counter intel project 2 and 3 are twice respectively three times more effective than counter inter project 1. Therefore use always the highest counter intel projects you can. If one counter intel project is completed, its point are lost! Therefore you better move such an almost finished project to the end of the list (where it gets no more points added) and insert a new one before it. It seems to be important (I never tested this myself) that a least one counter intel projects gets some new points added, otherwise all your counter intel is ineffective.
So the best way to achieve this is usually to put as many offensive intel projects at the beginning of the list as you can finish in one turn while still having enough points left for counter intel to stop your enemies. Then turn the "divide points equally" off.
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October 17th, 2002, 03:28 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: Newbie questions
Quote:
1. The silly one. I'm playing my first PBW game and I see everytime my ship get into a new system it losses its remnant move point. It doesn't happen when playin solo. Is it normal or am I missing something?
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The situation you are describing is like doing the following in a sequential turn game:
1) Giving an order to warp through the warppoint
2) Pressing End turn.
You get the same result in both modes, but in sequential you also get an opportunity to see what's in the system and give further orders based on that new info before you end turn.
In simultaneous turns, you can still give orders for after your ship has warped into a new system... They just can't involve anything in that new system until the next turn when you get the system map.
One thing you can do is:
Order a ship to warp through an unexplored warppoint, then give an order to warp through a second unexplored warppoint.
What will happen when the turn is processed is thus:
- The ship warps and maps the system.
- The ship moves back through to the original system, and heads towards the second warppoint.
- If the second is close enough, you can explore both in one turn.
This is especially useful if the first unexplored system turns out to be a powerful variety of black hole... You ship will warp in, and back out before the pull of the hole can suck it down.
If the system is normal, with planets, you can use the turn replay to see what planets were colonized and what ships were where for the few days your ship was in the system.
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October 17th, 2002, 07:29 PM
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Re: Newbie questions
[quote]Originally posted by Suicide Junkie:
Quote:
One thing you can do is:
Order a ship to warp through an unexplored warppoint, then give an order to warp through a second unexplored warppoint.
What will happen when the turn is processed is thus:
- The ship warps and maps the system.
- The ship moves back through to the original system, and heads towards the second warppoint.
- If the second is close enough, you can explore both in one turn.
This is especially useful if the first unexplored system turns out to be a powerful variety of black hole... You ship will warp in, and back out before the pull of the hole can suck it down.
If the system is normal, with planets, you can use the turn replay to see what planets were colonized and what ships were where for the few days your ship was in the system.
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Ok. Thank you very much.
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October 17th, 2002, 07:35 PM
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Re: Newbie questions
[quote]Originally posted by Q:
Quote:
Therefore you better move such an almost finished project to the end of the list (where it gets no more points added) and insert a new one before it. It seems to be important (I never tested this myself) that a least one counter intel projects gets some new points added, otherwise all your counter intel is ineffective.
So the best way to achieve this is usually to put as many offensive intel projects at the beginning of the list as you can finish in one turn while still having enough points left for counter intel to stop your enemies. Then turn the "divide points equally" off.
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Ok, but this means I must turn the "repeat projects" on, because if i don't all of them will be completed, leaving me unprotected. Is it correct?
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October 17th, 2002, 07:45 PM
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Colonel
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Re: Newbie questions
No, only the offensive projects should be completed in one turn:
Say you have 300000 intel points per turn and you have one counter intel project 3 that has already 400000 intel points accumulated.
You can now either spend more than 200000 points on offensive intel points (all at the beginning of the list) or start a new counter intel project 3 and put in before the old one in the list. Then you can turn off the "divide points equally" and the old, almost finished intel project will still be unfinished after the next turn and you lost no points.
The repeat project is an option but not necessary and if you had success with your offensive intel projects, it might be unresonable to repeat the same project again (e.g. crew conVersion).
[ October 17, 2002, 18:48: Message edited by: Q ]
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October 18th, 2002, 01:15 AM
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BANNED USER
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Join Date: Nov 2001
Location: Near Boston, MA, USA
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Re: Newbie questions
In a Simutaneous movement game, PBW are simultaneous.
Each ship can move Some, none, or all of its moveemnt. Movement can not be carried over of saved for the next turn.
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October 18th, 2002, 05:46 PM
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Major
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Re: Newbie questions
Originally posted by Suicide Junkie:
Quote:
One thing you can do is:
Order a ship to warp through an unexplored warppoint, then give an order to warp through a second unexplored warppoint.
What will happen when the turn is processed is thus:
- The ship warps and maps the system.
- The ship moves back through to the original system, and heads towards the second warppoint.
- If the second is close enough, you can explore both in one turn.
This is especially useful if the first unexplored system turns out to be a powerful variety of black hole... You ship will warp in, and back out before the pull of the hole can suck it down.
If the system is normal, with planets, you can use the turn replay to see what planets were colonized and what ships were where for the few days your ship was in the system.
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SJ...where is this "turn replay"? fused
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October 18th, 2002, 06:38 PM
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Shrapnel Fanatic
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Re: Newbie questions
In a simultaneous game, the turn replay controls are the rightmost buttons in the toolbar.
(See buttons with Pink Arrows (IIRC) )
In a sequential game, you don't need the replay, since you see everything as it happens.
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October 18th, 2002, 09:00 PM
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General
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Re: Newbie questions
Quote:
In a simultaneous game, the turn replay controls are the rightmost buttons in the toolbar.
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Or, if you normally run SE IV at 800x600, the fourth panel of command buttons.
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