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Home » news » forums » Space Empires V » Space Empires V General

Temporal Technology: WHY?

Submitted by Helker on Sat, 2006-11-04 17:40. Space Empires V General

I really do not understand why should someone choose the Temporal Technology Tree... It seems so useless to me... Just a waste of racial points...

Does anyone use it, and actually find it useful?

Any other racial technology us so MUCH better...

‹ Combat during opponents' turn Ship Hull Sizes and Space Yard Component ›
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Captain Kwok's picture
Mod Designer

Temporal not that bad

Submitted by Captain Kwok on Sat, 2006-11-04 18:23.

The weapons are decent and the Temporal SY gives a nice boost to construction rates. The other facilities are ok.

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Space Empires Depot | Space Food Empires!

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Temporal Guns

Submitted by Sabin Stargem on Sat, 2006-11-04 20:36.

Actually, I think the Temporal Distortion guns are pretty good. Quadruple damage to shields, plus normal damage is good against any ship that uses shields, and even ships without shields would still be damaged by them. They also can be put on fighters, which I think is an pretty good thing.

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Quadruple damage on

Submitted by atari_eric on Sat, 2006-11-04 22:48.

Quadruple damage on fighters? Owowowowowowowowowow!

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Nasty

Submitted by evilginger on Sun, 2006-11-05 00:58.

I will have to remember to keep researching armour now. I have a habit of letting armour slide once I get shields.

Fighters are nasty anyway especially as the point defence guns wont target them individually at the moment though I understand that’s in process of being fixed which is the nice thing about MM there games might not be Perfect on release but they carry on developing and polishing them until they are.

They will even fix irritating bugs as well as the more major ones in the process. Which is more than many of the big producers will

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Organic and Religious are best Races?

Submitted by raynor on Sun, 2006-11-05 01:59.

Just to keep this thread going so I can educate myself on the various racial traits... I think everyone believes Organic is the best racial trait because of Organic Armor that heals itself, right? The second best race is Religious because of the Religious Talisman that makes your ships ALWAYS hit, right?

Thanks for any thoughts on this.

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Mod Designer

Nein.

Submitted by Phoenix-D on Sun, 2006-11-05 02:01.

The Talisman doesn't do that in SE5. Actually there's a whole BUNCH of Talismans now, that all do different things. I don't think anyone has played long enough to determine what's best yet.

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Trithemius's picture

I like Temporal tech

Submitted by Trithemius on Sun, 2006-11-05 06:08.

It has some pretty nice weapons - quad-damage antishield guns (does it work on phased shields too?) and armour toasting missiles - and it has very nice shipyards, although it is sad that you cannot get Temporal Shipyard components once you reach Temporal Technology level 10.

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Mod Designer

Events predictors give all

Submitted by LordHavoc on Sun, 2006-11-05 06:53.

Events predictors give all ships in the 'system' a combat. That is culmulative with ship exp + combat sensors. You can get

10+60 and with the EP thats another 30. 100% combat bonus...not too shabby.
Add fleet exp for another 10%
Double that up with religion... and lets see
10 for ship exp
10 for fleet exp
60 for combat sensors
30 for events predictor
105 for relgious talismen
215% Mmmm

Ok, what was I talking about again.
Oh yeah, EP gives a nice healthy 30% combat for all ships in the same system.

Your lord and master (below Foamy) LordHavoc

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hmmm

Submitted by DimmurWyrd on Mon, 2006-11-06 05:57.

for temporal about all I use are the quad to shields guns for fighters (not really worth much on ships to me since ship guns at high tech massively overpower shields) the temporal spaceyard is great but takes insanely long to build (can't build it with a normal spaceyard so takes around 15 turns or so)

ATM I believe organic is very nice for the pop growth facilities and weapons (electrical discharge is best beam in game for weight/rate of fire IMO, and seeker parasite is best missile) organic armor is too weak and regens so little it's worthless for 30kt weight (6x normal armor weight) since at max tech it regens like 45 per second and most guns do 1000+ a shot or 500 a second (2 second recharge time) also the ordnance vat is awesome generating ordnace like solar panels do supply AND giving a large boost to ordinance storage as well.

Religious is awesome as well... for the various talismans (stealth gives a nice defense bonnus, vengeance a nice damage bonus, and I forget the name but is a decent hit bonus. the XP bonus is kinda worthless since gaining elite is too easy with ship training facilities. also the fate and nature shrines are really useful since you get them LONG before the equivalent normal structures. nature is a systemwide value improvement which is really really nice. war and death shrines are useful for system defense and can easily turn an even battle into an easy win Eye-wink

I am talking high tech versions of all these of course... lower tech versions of many of these are nearly worthless but max tech versions can have staggering bonuses.

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Events predictor useless

Submitted by putty on Sat, 2006-11-18 01:04.

EP is a facility so you can only build it on a planet in a system you've already conquerd...so unless you have to defend the system (rare if you just wiped it) its useless.

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Yuzhon Vong

Submitted by Omnius on Sat, 2006-11-18 09:27.

raynor wrote:
I think everyone believes Organic is the best racial trait because of Organic Armor that heals itself, right? The second best race is Religious because of the Religious Talisman that makes your ships ALWAYS hit, right?

raynor,
Combining Organic and Religious would yield the Yuzhon Vong of the Star Wars New Order book series. The Sithrak would be the natural race to choose. I'm going to try this combo with natural merchants and propulsion experts to model the Yuzhon Vong. It should prove interesting to see how these two race combos work together.
Omnius

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Thy Reaper's picture
Mod Designer

Not quite useless

Submitted by Thy Reaper on Sat, 2006-11-18 09:38.

The events predictor would usually be built in a system you control, of course, but it isn't useless. It makes defending that sytem easier than without the facility.

-----
Give me atmopshperic manipulation cannons, or give me death!

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Rilbur's picture

hehe

Submitted by Rilbur on Sat, 2006-11-18 11:24.

putty wrote:
EP is a facility so you can only build it on a planet in a system you've already conquerd...so unless you have to defend the system (rare if you just wiped it) its useless.

Not everyoen plays against AI only Laughing out loud

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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organic + religious

Submitted by DimmurWyrd on Sat, 2006-11-18 18:32.

This is an absolutely awesome combo at higher level... the stealth totem gives a huge defense bonus, while organic weapons are among the best overall add the organics vat for ordnance regeneration and organic hulls to spread the cost a bit and you really have a potent combination... I like all the talismans and using them to boost what are already extreme weapons can really prove to be a huge advantage.

Using that combo you can make small ships that can easily take out huge dreads (frigates nuking dreads is not uncommon) because the stealth talisman combined with the base defense bonus of the small hull size makes these ships very nearly unhittable Eye-wink

Again this is at MAX tech at lower techs most of the toys are just that... so you might be a little slow to get the power you need but you will get it... also organic armor is very useful at lower tech levels (but becomes worthless at very high levels)

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Re: Temporal Technology: WHY?

Submitted by Lector Rae on Thu, 2007-05-03 00:06.

I've played with Temporal, Crystalline, Organic and Psychic civs (well I played one civ with all of them because I wanted to try all of them out). I settled on a Temporal civ because I found them to be the most useful combination of infrastrcutre (Temporal Shipyards) and outrageously powerful higher-tech weaponry (Tachyon Particle Beam Cannon Of Death).

Quad damage to shields renders nearly any shield gen useless tech for tech (ie a TL15 shield v. a TL15 Time Distortion Burst), which leaves the ship open for fire on the armor. With the addition of Crystalline tech that bypasses armor, it's super powerful. However, they also have a weapon that bypasses BOTH armor and shields allowing you to damage anything.

I have to admit I was disappointed to find out that loading up a ship (Light Cruiser-class) with meason blasters trumped anything else I had at the time (and my meason tech is about 5 lower than my temporal weapons tech).

Besides, a Temporal Empire is pretty cool Eye-wink

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Desdinova's picture

Re: Temporal Technology: WHY?

Submitted by Desdinova on Thu, 2007-05-03 12:55.

I like temporal races primarily for the increase in construction capabilities. in stock and balanced there is not a whole of other benefits. however i have made a slight change in a mod i am working on so that temporal ability also increases the rate of fire for all weapons on board also an increase in attack and defense bonuses. i figure a temporal species has developed sensors that can scan for the most probable outcome of your timeline allowing them to know where a ship is likely to be at any given time and what attacks it is likely to make. its not a huge bonus but it is better than nothing. the increased rof is due to the fact that the ship is partially out of synch and time runs slightly faster within it. of course the ship uses more supplies per turn and runs out of ammo quicker since it fires more often.

psychics get the same atk and def bonus because of a combination of telepathy/precognition.

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Rilo57's picture

Re: Temporal Technology: WHY?

Submitted by Rilo57 on Thu, 2007-05-03 14:20.

For my mod that I've made I gave temporal space yards the "space yard rate modifier". At about 10% and going up each level. This allows a temporal space yard to be built as an adjunct facility to the regualr space yard. And gives a better bonus to build rate. I mean come on a species that is in controle of time should have outragious build rates.

SEV, more than a feeling.

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Rilo57's picture

Re: Temporal Technology: WHY?

Submitted by Rilo57 on Thu, 2007-05-03 14:22.

In stock I think space yards have 50 tech and temporal has like 51... the highest tech for temopral space yards only gives a tiny bump in build rate compaired to regular space yards.

SEV, more than a feeling.

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Re: Temporal Technology: WHY?

Submitted by jdunson on Thu, 2007-05-03 17:31.

Equation for normal Space Yards is 2000+((L-1)*200), max L of 50; for Temporal Space Yards it is 4000+((L-1)*200), max L of 51. If you play with max tech (which I rarely do), that's 11,800 for a maxed normal Space Yard, and 14,000 for a maxed Temporal Space Yard, about an 18.6% improvement. Whether that's sufficiently useful depends on play style and opinion. I personally think it would be appropriate to give Temporal Space Yards a slightly higher level-based increment, to widen the gap at max tech.

More interesting is that in a normal game a level 1 Temporal Space Yard is equal to a level 11 normal Space Yard, and goes up from there as you research Temporal Technology without having to allocate research to space yards separately.

I'm surprised no one has mentioned the Temporal Shifter; it ignores shields and armor completely, doing respectable damage directly to components. It does generally equivalent damage to the Null - Space Projector, except that it is cheaper, takes 1/3 the Supply, and uses no Ordnance. Plus, the technology cost is less; base of 5000 instead of 7000 adds up, and you're also getting a variety of other weapons instead of just the one.

Aside from the normal uses as a main gun, the fact that it's nearly guaranteed to do *some* damage makes it a good choice for things like warp point defense sats out on (or beyond) the fringes of your empire; odds are good that after a series of encounters an invading fleet will either be slowed down or strung out due to damage, allowing your combat forces more time to intercept.

The Small Time Distortion Burst, with 4x shield damage and still doing normal damage against armor and components, makes an excellent fighter weapon. Against the stock AI (which uses far more armor than shields) it's not quite as good as the Small Shard Cannon which ignores armor; but in my limited experience human players tend to use more shields than armor.

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Re: Temporal Technology: WHY?

Submitted by KingdomCome on Wed, 2007-06-20 01:06.

Awesome conversation, picked up a thing or two.

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Re: Temporal Technology: WHY?

Submitted by pyroman on Sun, 2008-03-02 21:36.

Only one person mentioned the Tachyon cannon, That weapon is very powerful...unless I'm totally wrong but that cannon using mounts is freakishly powerful. In Balance the energy magnifer has a -10% chance to hit, and the Tachyon cannon has...some bonus I cant remember...but that cannon is freakishly powerful...I like to put one of them on a Sat with a powerful shield...I like normal over balance because with a high lvl of shields this sat can kill just about anything coming out of a warp point

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Re: Temporal Technology: WHY?

Submitted by Khizlek on Sun, 2008-03-02 22:16.

jdunson wrote:
Equation for normalI'm surprised no one has mentioned the Temporal Shifter; it ignores shields and armor completely, doing respectable damage directly to components. It does generally equivalent damage to the Null - Space Projector, except that it is cheaper, takes 1/3 the Supply, and uses no Ordnance. Plus, the technology cost is less; base of 5000 instead of 7000 adds up, and you're also getting a variety of other weapons instead of just the one. \

Aside from the normal uses as a main gun, the fact that it's nearly guaranteed to do *some* damage makes it a good choice for things like warp point defense sats out on (or beyond) the fringes of your empire; odds are good that after a series of encounters an invading fleet will either be slowed down or strung out due to damage, allowing your combat forces more time to intercept.



I can attest to that. A warp assault using cheap ships containing 2 Temporal Shifters, 2 Time Distortion Burst and 2 PD can not only wipe out a lot of the surrounding forces, it can also distract until more powerful groups (such as swarms of fighter, drones or large ships) can warp in.

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Re: Temporal Technology: WHY?

Submitted by Lastdreamer on Mon, 2008-03-03 05:40.

I've used all five tech a lot, and I like all 5... every has different strategy... but I think Psychic Tech it's a lot underpowered (altough since SE4...).

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Re: Temporal Technology: WHY?

Submitted by Khizlek on Mon, 2008-03-03 08:30.

I thought telekinetic projectors are quite well balanced in SEV. The ship/fleet experience facilities do need a bit of a boost though (and the sensor could be more rad reliant rather than mineral reliant).

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Re: Temporal Technology: WHY?

Submitted by marhawkman on Fri, 2008-03-28 07:22.

Yeah people already summed up what makes temporal guys good.

Psychic, the gizmo for forcing enemy ships to kill each other is nice. Laughing out loud The rest isn't bad either.

Organic, really nice planetary support facilities, the ordnance vat tech is great for fleets that rely on ordnance using weapons. Organic armor doesn't suck, and the weapons are pretty sweet too.

crystal, very similar spread of stuff, but the main difference is that instead of population support, they get resource production, Very good resource production. the special ship tech some are really nice. others are average. Crystal torpedos are great against people who don't love shields. the energy refractor seems useless at level one, but at level 20... Smiling -20% damage from beam weapons? from one single component? YES please. Laughing out loud

Religious, no straightforward techs, all of them are some sort of support, but good regardless. they have a ship tech that boosts exp., another that acts as a second combat sensor, and yet another for cloaking/evasion.

my favorite setup is religious, organic, and crystal. very nice blend of stuff.

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Re: Temporal Technology: WHY?

Submitted by CheckinItOut on Fri, 2008-03-28 09:02.

jdunson wrote:
More interesting is that in a normal game a level 1 Temporal Space Yard is equal to a level 11 normal Space Yard, and goes up from there as you research Temporal Technology without having to allocate research to space yards separately.

Temporal Space Yards rock, it would be nice if they were available for ships, so you still need to research Normal Space Yards until max ship tech is reached.

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Re: Temporal Technology: WHY?

Submitted by Shadow hornet on Fri, 2008-03-28 10:48.

I think the same as well.
I always use Temporal Space Yards, if I can get them and its too bad they are not available to be put on ships as well.

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Mod Designer

Re: Temporal Technology: WHY?

Submitted by battlespud on Sat, 2008-03-29 10:59.

that could be modded in a few minutes

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Mod Designer

Re: Temporal Technology: WHY?

Submitted by Walter313 on Mon, 2008-04-07 17:47.

The Temporal Space yards are a lot more efficient than the regular ones. The weapons are also pretty powerful, I don't really think its a wast.

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Re: Temporal Technology: WHY?

Submitted by Vince278 on Mon, 2008-04-07 18:41.

I generally avoid the tech. The shipyards are nice though. Smiling

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