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  #21  
Old August 13th, 2003, 08:17 PM
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Default Re: Hidden facts of SE IV

*sigh*
I am sorry my 'humor' is running away with me on this thread. I am giving some real tips mixed with some not so real tips. Many experienced SEIV players laugh and say that's not hidden. And I bet some new players reading this thread are saying "wow!" or "Cool!" for example I know having a good climate on a planet increases reproduction. But I still ignore the production benifit. Also maximizing your population as quickly as possible on a planet by moving them from another planet also increases production rapidly.(don't depopulate your home planet just use the excess)

another hidden fact is One Talisman in a stack of weapons platforms, satilites, causes ALL weapons to not miss. The Stack effect also goes with regular sensors build 5 WP's and only one need have combat sensors or ECM for the whole group to have thos benifits. Also this works with fighters.

[ August 13, 2003, 21:44: Message edited by: Gozra ]
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  #22  
Old August 13th, 2003, 08:21 PM
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Default Re: Hidden facts of SE IV

Quote:
I know having a good climate on a planet increases production.
Climate only affects reproduction rates, not production or happiness or anything else.
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  #23  
Old August 13th, 2003, 10:55 PM
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Default Re: Hidden facts of SE IV

ACK!
OK
reproductin > bigger population > more production.
Since my facts are off a bit I am changing to hidden possiblities

Hidden possiblity: IT appears that an AI will go to war with the first Race it encounters.
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The fact that slaughter is a horrifying spectacle must make us take war more seriously, but does not provide an excuse for gradually blunting our swords in the name of humanity. Sooner or later, someone will come along with a sharper sword and hack off our arms
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  #24  
Old August 14th, 2003, 03:35 AM
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Default Re: Hidden facts of SE IV

Quote:
Originally posted by Gozra:

Hidden possiblity: IT appears that an AI will go to war with the first Race it encounters.
Interesting. But it seems to me the other way around. Usually the AI is peaceful with me at first then mean later. But it's been awhile since I've played a long single player game besides for my story.

But in actuality the AI state towards you is all decided in its AI data files.
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  #25  
Old August 14th, 2003, 04:44 PM
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Default Re: Hidden facts of SE IV

Quote:
Originally posted by Ragnarok:
quote:
Originally posted by Gozra:

Hidden possiblity: IT appears that an AI will go to war with the first Race it encounters.
Interesting. But it seems to me the other way around. Usually the AI is peaceful with me at first then mean later. But it's been awhile since I've played a long single player game besides for my story.

But in actuality the AI state towards you is all decided in its AI data files.

There is a setting in AI files (sorry, forget which one) that directs AI to have only few wars at time (smart thing to do of course). Thus, if AI is aggressive, it starts the war with the first race and makes peace with later contacts. But if AI is moderately peacefull, it may make peace with the first race and only then go to war with someone else. It all depends, you see.
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  #26  
Old August 14th, 2003, 11:14 PM
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Default Re: Hidden facts of SE IV

NOT! AGAIN!

I think what I did is get this axiom from a game I am currently in were the AI's have been extensivly changed. And the change author made it so the very first race that an AI meets that AI will declare war. Then I have been playing a solo game with the Devenull Mod and the 2 first AI's I met declare war right away. Your statements I think are closer to the facts than mine.

But I will keep trying to find new hidden facts.
and I might even check them before posting.

new hidden fact: SEIV is not as addictive as previously thought. I can go cold turky without SEIV for 24 hours maybe more. And single player SEIV can subsitute.
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  #27  
Old August 15th, 2003, 02:44 AM
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Default Re: Hidden facts of SE IV

Quote:
Originally posted by Gozra:
new hidden fact: SEIV is not as addictive as previously thought. I can go cold turky without SEIV for 24 hours maybe more. And single player SEIV can subsitute.
SE4 is addictive in the way that once you start, you just can't stop. Refraining yourself from starting up se4 is quite easy, but once you start a particular game...

*TC makes a slurping noise with his mouth*

Sucks you right in.
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  #28  
Old August 15th, 2003, 04:33 AM
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Default Re: Hidden facts of SE IV

Quote:
Originally posted by Gozra:
another hidden fact is One Talisman in a stack of weapons platforms, satilites, causes ALL weapons to not miss. The Stack effect also goes with regular sensors build 5 WP's and only one need have combat sensors or ECM for the whole group to have thos benifits. Also this works with fighters.
ECM on your weapons platforms? Isn't that a bit like painting sheep green so the wolves can't find them?
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  #29  
Old August 15th, 2003, 05:41 AM
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Default Re: Hidden facts of SE IV

Grin
I see your point and raise you one. Your command fighter, satillite, or weapons platform will have room to spare. In SEIV there are so many good players that kicking, clawing, and scratching for any legal advantge is worth while. In 'Last Man Standing' ask the Spirit of space and the La Veins Empires if running up against these stacks is any fun. 2 turns ago Spirit lost several ships to talisman armed satillites. Something like 50 Battle Cruisers.

Hidden fact:
building a planet creator ship is cheaper than a warp opening ship and faster. Then it takes one turn to upgrade to a warp opener. Shaving several turns off building a warp opener ship.

[ August 15, 2003, 04:42: Message edited by: Gozra ]
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The fact that slaughter is a horrifying spectacle must make us take war more seriously, but does not provide an excuse for gradually blunting our swords in the name of humanity. Sooner or later, someone will come along with a sharper sword and hack off our arms
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  #30  
Old August 15th, 2003, 08:11 AM
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Default Re: Hidden facts of SE IV

Quote:
ECM on your weapons platforms? Isn't that a bit like painting sheep green so the wolves can't find them?
????
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