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  #1  
Old June 15th, 2001, 05:41 PM

Stone Mill Stone Mill is offline
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Default Temporal Weapons Questions

Does anyone happen to know any details about the following Temporal Technology Weapons:

1. Does a Shield Accelerator (I-V), which "causes a targets shields to burn out" work against phased shields as well as regular shields? I would think so... but you never know, the descriptions are kind of vague.

2. Just what the heck does the Time Distortion Burst (I-V) do? The description says "a vehicle hit will take 4x damage to shields, plus normal damage."

...4x the damage of what? Normal damage from what?... and to the shields or ship?

Anyone ever get a good luck at how these things work?
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  #2  
Old June 15th, 2001, 05:46 PM

Lemmy Lemmy is offline
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Default Re: Temporal Weapons Questions

1 phased shields and normal shield, works like a normal shield depleter, but with more damage i think

2. if your target has shields, the shields will take 4 times the damage listed for the weapon, if it has no shields, it will do only the damage listed.


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[This message has been edited by LemmyM (edited 15 June 2001).]
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  #3  
Old June 15th, 2001, 06:03 PM
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Default Re: Temporal Weapons Questions

I usually always play temporal. I like it the best of the techs. The time distortion i use a lot. They are good not only against ships but against ftrs, sats & planets as well. No good against seekers tho. I put the shield weapon first followed by the distortion weapon on my lighter ships. with BB's & DN's,i put the shield depleater or 2 followed by 1 distortion and rest the highest temporal beam weapon, (can't think of name right now).
I also design a BC & a Dn with all time distortion weapons and use them to escort my fleets. They devestate any ftrs thrown at you and cover the fleet until your main weapon comes back on line. (I believe it fires every 2nd turn. hwoever, do put a few pd's on yur ships or have several pd ships, usually heavy CA's to take out seekers if you are fighting one of those races. The distorion does 4x damage to shields & reg damage against armor. Also get the Temp shipyard and Temp pacification centers. They are more effective and efficient then the regular ones. Replace your reg shipyards with the Temporal ones when you get them. I also put the distortion weapon on my ftrs as well as mix them up with rockets or torpedos depending on size of ftr. I feel they do a lot more damage then some of the other weapons and they fire each turn.

just some ideas mac
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Old June 15th, 2001, 06:55 PM

Stone Mill Stone Mill is offline
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Default Re: Temporal Weapons Questions

Highest gratitude, gentlemen!

And a bunch of good advice as well.

Mac- A pain in the butt thing is that you can't upgrade regular construction yards to Temporal. Gotta spend several years constructing them on your good planets (takes about 10 turns in general). That's alot of off time!

But I think I like Temporal as well. Lot's of neat stuff... especially the system facilities.
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Old June 15th, 2001, 08:12 PM
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Default Re: Temporal Weapons Questions

I know it takes time, the best way i found to replace them is if you have a good number of shipyards and 2 or more in a system, only dismantel 1 per system at a time (depending on how many you have) and build 1 temporal yard per system at a time. This way you still have the other yards for production until you eventualy replace all the old ones. On new planets just go right to the temporal yards,, don't even bother with the regular ones. If you have a lot of yards in a system then you could could do more, but don't dismantle all of them at the same time or you won't be able to produce or repair in that system. Good luck and enjoy

just some ideas mac
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  #6  
Old June 15th, 2001, 09:02 PM
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Default Re: Temporal Weapons Questions

Just wanted to echo everyone else's comments. Temporal tech rocks! The Distortion Burst is almost as good as a shield depleter, with the added bonus of doing regular damage once the shields are gone. The Shield Accelerators mean I don't have to bother researching shield depleters, and the Tachyon Cannon is a good heavy weapon; fire every other turn, nice damage, good range (max. 7, IIRC). The Temporal Shifter is a mediocre subsitute for the Null-Space Cannon; the damage and range for the Shifter are a little less, but since you're already researching Temporal Weapons, the Shifter can save you having to research the Null-Space area.

And the Temporal facilities are amazing; the increased production of the Temporal Space Yard is very helpful (although I agree it's a pain that you can't upgrade a standard Yard to a Temporal Yard). And the first facility I build in any system is a Temporal Vacation Service. With 2x the happiness bonus of the Psych Center, plus the fact that I don't have to research Psychology and then the area that gives the Psych Center (or whatever the standard happiness facility is), the Vacation Service is really nice. I've only used the Events Predictor in a couple systems, since it's really only useful in border systems (at least against the AI; humans are more likely to attack core systems, so the Events Predictor may be more useful against human opponents).

Finally, the only addition I'd make is a Temporal Space Yard component that can go on a ship...
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Old June 16th, 2001, 10:57 AM

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Default Re: Temporal Weapons Questions

You can mod the facilities file so you upgrade from a normal shipyard to a temporal shipyard. Not sure if that's really plausible, but then again temporal tech in general may not be plausible. Just swap them to the same family and give the temporal shipyards higher roman numerals. I did this primarily so that the AI can utilize them since from what I've seen it won't scrap a normal shipyard and build a temporal one. I'm using a mod that borrows the advanced shipyard and advanced temporal shipyard from an older mod (Dman's mod I think). I put all the shipyards in the same facility family and you can upgrade up the whole chain.
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Old June 16th, 2001, 03:45 PM
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Default Re: Temporal Weapons Questions

quote:
Originally posted by jc173:
You can mod the facilities file so you upgrade from a normal shipyard to a temporal shipyard. Not sure if that's really plausible, but then again temporal tech in general may not be plausible. Just swap them to the same family and give the temporal shipyards higher roman numerals. I did this primarily so that the AI can utilize them since from what I've seen it won't scrap a normal shipyard and build a temporal one. I'm using a mod that borrows the advanced shipyard and advanced temporal shipyard from an older mod (Dman's mod I think). I put all the shipyards in the same facility family and you can upgrade up the whole chain.


I think that's the way it should be! Did you propose this modification to MM for inclusion to the next patch?
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  #9  
Old June 16th, 2001, 08:52 PM

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Default Re: Temporal Weapons Questions

For some reason, it never crossed my mind to suggest it to MM, but I can see that it would be useful. Luckily it's an easy fix for Aaron, less than a dozen keystrokes <G>; and even if it doesn't it's easy for us to fix to.
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