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Posted by: ShadowLop
« on: August 19, 2012, 09:32:53 PM »

Larger magazines are more fragile as they are 1 HTK for the whole magazine, while smaller magazines are 1 HTK each. If you add internal armouring to the magazine this difference becomes substantial. On the other hand larger magazines lose less space to internal armouring. You are more likely to suffer at least one internal explosion using many smaller magazines, but the damage of the explosion will be smaller as well.


Does the contents of the magazine affect how much damage it deals when it explodes?

Will a size 10 magazine carrying 10 warhead 4 missiles explode more than one carrying 10 warhead 2 missiles?

If only the size matters, wouldn't lots of smaller magazines always be better, since it would be harder to lose an entire ship to a single damage point?
Posted by: Flying Dice
« on: August 19, 2012, 08:32:36 PM »

Remember to keep up with your civilian economy tech as well.
Posted by: Bouchart
« on: August 14, 2012, 05:47:00 PM »

Personally I wouldn't bother with Financial Centers.

Also everything you build, research or upgrade costs money, so if you have money problems cut back a bit.  I think that includes expanding shipyards too.
Posted by: Nathan_
« on: August 14, 2012, 02:05:14 PM »

Civ mines can also sell minerals if you need cash and don't particularly need what is being produced by the mine.
Posted by: xeryon
« on: August 14, 2012, 02:02:07 PM »

Having near distance colonies is a big bonus as well.  Civilian shipping lines will prosper and give you a generous tax revenue boost.
Posted by: Theokrat
« on: August 14, 2012, 01:15:42 PM »

Would that be the "expand civilian economy by x%" tech?

Yes.

Is that just a case of setting up colonys and setting up supply/demand contracts?

Yes, primarily. You can also hand out subsidies (which of course costs money initially). You can also design luxury ship liners, which usually earn the shipping lines some nice profits. Additionally Civilians would profit from spaceports on your colonies. Oh and of course trade treaties with aliens. All of this is rather long-term though. For a cash crunch the tech line and appropriate administrator are the best options (apart from austerity).

 
Posted by: Gump
« on: August 14, 2012, 12:53:29 PM »

Quote from: Theokrat link=topic=5127.   msg53240#msg53240 date=1344964542
  • Better Wealth Creation Technology

Would that be the "expand civilian economy by x%" tech?

Quote from: Theokrat link=topic=5127.   msg53240#msg53240 date=1344964542
  • Promoting Civilian Trade and Shipping lines

Is that just a case of setting up colonys and setting up supply/demand contracts?
Posted by: Theokrat
« on: August 14, 2012, 12:15:42 PM »

How can I go about generating more cash income? 

  • More population
  • Better Wealth Creation Technology
  • Good Administrators with the appropriate ability
  • More financial centres (although building them will cost you more money in the short run)
  • Promoting Civilian Trade and Shipping lines
  • looting Aliens
Posted by: Gump
« on: August 14, 2012, 12:08:24 PM »

How can I go about generating more cash income? 
Posted by: Redshirt
« on: August 05, 2012, 07:36:46 PM »

One more point in regards to beam weapons vs. missiles- if you're playing with real stars turned off, you should be aware that missiles and shields do not function in a nebula.

Nebulae are fun. Give 'em a try sometime, just be sure you're heavily armored- max speed is directly related to how much armor you have.
Posted by: TheDeadlyShoe
« on: August 05, 2012, 01:43:20 PM »

Flag Bridges let the ship host a Task Force headquarters.  Task Force bonuses only apply in the same system as their headquarters, but owing to risk and practicality most players use a single Task Force headquartered in their home system. 

You may change Task Force HQ locations in the Task Force Organization (ctrl-f4) screen.

Damage control... is only kind of effective. 'In battle' repairs are typically only meaningful during long duration missile duels, or if both sides exhaust their missiles.
Posted by: Gump
« on: August 05, 2012, 12:50:00 PM »

What does the 'Flag Bridge' do?

How effective is 'Damage Control'?  Does it give a decent chance of performing repairs during a battle, or does it need a greater length of time to be effective?
Posted by: Raaaak
« on: August 02, 2012, 09:14:39 AM »

Magasines use 1. 5 crew/hull space, rounded up.  For maximum efficiency use magasine sizes divisible by 2
Posted by: metalax
« on: August 01, 2012, 03:43:47 PM »

Quote
Is it better to have one magazine with one hundred capacity, or two magazine with fifty capacity?

Once you go over 90% feed efficiency for your magazines, a larger size can squeeze out a slightly improved capacity for the same tonnage. Larger magazines have a slightly lower crew requirement than the same tonnage of smaller magazines but otherwise have the same costs.

Larger magazines are more fragile as they are 1 HTK for the whole magazine, while smaller magazines are 1 HTK each. If you add internal armouring to the magazine this difference becomes substantial. On the other hand larger magazines lose less space to internal armouring. You are more likely to suffer at least one internal explosion using many smaller magazines, but the damage of the explosion will be smaller as well.



A second size 9 warhead impacting in the same point as the previous would produce

1 2 X X X X X 8 9
1 2 X X X X X 8 9
1 2 3 X X X 7 8 9
1 2 3 X X X 7 8 9
1 2 3 4 X 6 7 8 9
1 2 3 4 X 6 7 8 9

A third would produce

1 2 X X X X X 8 9
1 2 X X X X X 8 9
1 2 X X X X X 8 9
1 2 3 X X X 7 8 9
1 2 3 X X X 7 8 9
1 2 3 X X X 7 8 9

and 3 points of internal damage.
Posted by: Theokrat
« on: August 01, 2012, 03:34:24 PM »

Is it better to have one magazine with one hundred capacity, or two magazine with fifty capacity?

If a ships armour is;

1 2 3 4 5 6 7 8 9
1 2 3 4 5 6 7 8 9
1 2 3 4 5 6 7 8 9
1 2 3 4 5 6 7 8 9
1 2 3 4 5 6 7 8 9
1 2 3 4 5 6 7 8 9

as is hit by a size nine warhead, then I understand the damage pattern would be;

1 2 X X X X X 8 9
1 2 3 X X X 7 8 9
1 2 3 4 X 6 7 8 9
1 2 3 4 5 6 7 8 9
1 2 3 4 5 6 7 8 9
1 2 3 4 5 6 7 8 9

If a second size nine warhead impacted in the centre of the exisiting 'crater' what would the damage pattern look like?

1 2 X X X X X 8 9
1 2 X X X X X 8 9
1 2 3 X X X 7 8 9
1 2 3 X X X 7 8 9
1 2 3 4 X 6 7 8 9
1 2 3 4 X 6 7 8 9