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  #21  
Old March 1st, 2004, 02:55 AM
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Arkcon Arkcon is offline
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Default Re: religious talisman and attack rating

Quote:
Originally posted by Randallw:
quote:
Originally posted by Arkcon:
In that same PBW game, I am also at war with the Aquilaneans --
It sure is lonely being mega evil.
your mega evil reference leads me to believe you are my opponent despite the different name, but I am not aware of any Aquilaneans in the game. Are they nuetral?. I don't suppose it matters since you crippled me.

Edit: I wonder how you know you only had a 1% chance to hit. The combat replay doesn't show to hit %.

No, I'm playing a solo TDM-Modpack game, medium bonus. The Aquilaneians are a avian race that look like owl-men wearing red hood.

I like to play tactical combat, fully automatic so I can watch the combat and see the percentages and ship damage, but not gain the tactical combat advantage.

This game is really an experiment to see if missiles and fighters are a viable tactic in the late game if I also include weapon destroyers. I'd heard that was the case, because the weapon destroyer tends to knock out point defence cannons, because they're smaller.

To summarize the experiment results so far ... no, it doesn't work.
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  #22  
Old March 1st, 2004, 02:59 AM
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Default Re: religious talisman and attack rating

The Tachyon Projectors should tend to destroy PDCs Last, as components with more hit points tend to be destroyed first. Kiloton size is irrelevant when determining which component takes a hit, only structure (hit points) matter. Also, note that any extra damage from the Tachyon Projector is not saved. Each shot either destroys a whole component (or more), or does nothing. This is the same with all special damage weapons that damage only a specific component type (except for Ionic Dispersers damaging shields, but that is a special case).

Armor components, however, seem to be backwards, in that armor components with fewer hit points tend to be destroyed before components with more hit points. This is why stock Emissive Armor can work, as it has 10 more hit points than regular armor components. It usually gets destroyed after a lot of the Armor components get destroyed. Using it with Crystalline or Organic Armor, however, does not work out too well, as it is usually destroyed first in that case.

[ March 01, 2004, 01:02: Message edited by: Imperator Fyron ]
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  #23  
Old March 1st, 2004, 03:00 AM

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Default Re: religious talisman and attack rating

when i started this topic i didnt realise it will be a huge 2 day deal, it was just a simple question!

anyway I was wodnering now with the fleet and ship training..... I have 5 ships in a sector defending a warp hole, they gain experiance. if I put them in to a fleet, will the whole fleet gain exp aswell as each of them individually?
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  #24  
Old March 1st, 2004, 03:07 AM
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Default Re: religious talisman and attack rating

Ship and fleet experience are entirely separate. You could replace all of the ships in an experienced fleet and the fleet itself will still have the same experience level. Careful though, because if you remove all ships from a fleet, it disappears, and all of its accumulated experience is gone.

You gain ship and fleet experience separately, according to different formulae. The experience bonus from the fleet stacks with the ship's own experience bonus.

Ships with high experience do not confer any bonus to other ships in the same fleet. Unless you use the Neural Combat Net components, however.
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  #25  
Old March 1st, 2004, 03:19 AM

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Default Re: religious talisman and attack rating

ok thanks you have cleared up loads, but one more question, when a ship is in a fleet the fleet gets experiance, but can individual ships get experiance? or is the only way to do that to get it individually?

Thanks
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  #26  
Old March 1st, 2004, 03:32 AM

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Default Re: religious talisman and attack rating

well i am playing a game right now, and basically my stratagy is to kill before they get a chance to fight back, for this reason I get ships with loads of weapons and no shields(extremly quick to build) and put them on the warp points, they scatter all around it and it basically when someone comes through they home in from all directions and usually kill in turn 1 or 2 but when they are in a fleet it neatly organises them and it takes 3 turns or so to get the enemy and they basically have a chance to fight back.

for this reason i think for defending fleets are bad, but for attacking they are the best!
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  #27  
Old March 1st, 2004, 09:26 AM
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Default Re: religious talisman and attack rating

After battles experiance is gained by both the fleet and the individual ships within it, according to the different formulas for fleet and ship experiance.
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  #28  
Old March 1st, 2004, 09:28 AM
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Default Re: religious talisman and attack rating

Usually, it is best to set your stategies so that ships will break formation. Fleets tend to be stronger when the ships are not locked into rigid positions, as they do not have to waste time moving to the opposite side if the fleet leader turns around, which happens a lot.
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