3 Gameplay Questions |

#1. - This question has to do with Fleet and Ship experience. If all the ships in a fleet are elite, but the fleet is at the recruit experience level, do the ships in the fleet fight like elite or recruit level ships? What is the difference between ship and fleet experience?
#2. - Combat sensors add to the 'chance to hit' rating of weapons. Does this somehow help missile, seeker and torpedo weapons?
#3. - Sometimes I have colonists trying to migrate from one part of my empire to planets I don't want them on (because their abilities don't work as well with some planets loadout). Each turn, I have to go to that planet and jettison their unwelcome asses into space. Is there a way to prevent them from migrating without killing them off on all the planets that I own?
Re: 3 Gameplay Questions
#2. - Combat sensors add to the 'chance to hit' rating of weapons. Does this somehow help missile, seeker and torpedo weapons?
#3. - Sometimes I have colonists trying to migrate from one part of my empire to planets I don't want them on (because their abilities don't work as well with some planets loadout). Each turn, I have to go to that planet and jettison their unwelcome asses into space. Is there a way to prevent them from migrating without killing them off on all the planets that I own?
#1 from my experience with SEIII and IV fleet and ship bonuses from xp levels stack.
#2 Missile weapons hit 100% of the time unless your ship manages to get out of range for the missile.
#3 No there isn't.

Re: 3 Gameplay Questions
Ship and fleet experience are seperate and stack together. Elite ships in any fleet are elite, but put them in an elite fleet and they're double elite. The difference between the experience types is that fleet experience is earned by fleets and applied to the whole fleet, whereas ship experience is on a per-ship basis. Note: Disbanding a fleet clears its experience.
No, seeker weapons don't make hit checks, and so ignore change to hit ratings.
All colonists under your empire act with the same abilities as your original race, with the only exceptions I know of being breatheable atmosphere and reproduction rate. There is no need to micromanage for this purpose, nor is there a way to prevent migration in the way you want.
The only possible way for another race to use its own abilites - possibly - is if your original race is completely wiped out, and only another race remains. I haven't had the chance to test this, though.
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Re: 3 Gameplay Questions
Thy Reaper has answered everything correctly. Furthermore, don't even expect alien crew you bribe (Intel) or receive (diplomacy) to retain their abilities when they're under your control. "Racial Traits" only apply to the home Empire at present. Don't waste population needlessly unless you very specifically want to play as a specist empire.
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Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.
Re: 3 Gameplay Questions
Emotionless trait works for YOUR population. So maybe other happiness traits can too.




Re: 3 Gameplay Questions
No answers for you nath. but a dovetail with your question on migration. Once you have migrated people on your planets, if you go to war with that other race what do your migrated people do on your planets?
SEV, more than a feeling.