Various V1.25 (Demo) questions |
Hi all,
i just played a 100 turn game in the demo (cheating with starting techs so i was able to conquery 1/2 of the galaxy and research most of the techs). I've also browsed the data files for more infos on technologies, and have some questions remaining. I love it, and i'll probably buy the full version together with my next computer 
1) Are you supposed to be able to win a "standard" game in only 100 turns, without cheating?
2) Aproximately how many more techs than the demo version does the full version have? I noticed the
demo has many "useless" research fields (like: robotics or stellar manipulation can be researched but do nothing), i assume that isn't the case with the full version
3) AI empires - in the demo, i got multiple copies of some empires (3xAmon'krie Continuum,2xXiati Empire). Is this because of the demos has less races?
4) Is it possible to disable all spying in the full version? I prefer open combat 
5) Does the CD full version run without the CD
6) On my trusty old Athlon 1800 XP, with half the galaxy conquered, things like colony list take like 5 seconds to show up, which is a bit annoying if you check multiple colonies that way. I assume that won't be a problem any more on a modern CPU?
7) Does the full versions scripting allow things like "for every uncolonized colonizable planet in systems which allready have a colony, build a colony ship, send it there, and fill the build list depending on the planets minerals" (i'm familiar with coding in general)
Techs and Levels - it seems in many cases, researching advanced weapons (like incinerator beam) makes little sense, because leveling basic weapons with the same research makes those more powerfull. I basically won the game with lvl 10 uranium cannons and lvl 10 meson blasters.
9) Number meanings - what do the damage numbers of "special" weapons like Allegiance Subverter or wormhole beam mean?
10) Are fighters insanely powerfull? They are fast as hell, allways hit, never get hit, do lots of damage (with small uranium cannons - small meson blasters only do little damage) - only weak point seems to be supply.
11) Am i the only one who would (really really really...) prefer "fuel" and "ammunition" instead of "supply" and "ordnance"?
12) Do large ships make sense? They have more structure capacity, but are slower and easier to hit - so they can't chase fleeing small ships, and can't attack small ships that have weapons with higher shooting distance...
Enough questions for the moment, i'll add more once i remember them 
Re: Various V1.25 (Demo) questions
Small correction: the CD version will run without the CD.

Re: Various V1.25 (Demo) questions
2) For a look at all the tech, factories and components in the full game download the PDF manual at:
http://www.strategyfirst.ca/downloads/files/se5manual_v113.zip




Re: Various V1.25 (Demo) questions
No most games last 1000s of turns if you won the demo congratulations but I bet it was against a small quadrent
Dificult to tell as I tend to play a Mod with a totaly diferent tech tree but all the use less techs are implementesd and actualy do useful stuff
Basicaly yes there are no such duplications of empires in the full game there are 13+ full empires and up to five minor ones which cant expand beyond their home system
Yes you can do it in the game set up along with a lot of other customisable settings such as quadrent size rough number of enamy empires type of quadrent realtive cost of reserch and several others which wont make that much sense until you have played the main game it is very very customisable as a game
no
The game can be slow at times and there is a slow memory leak which makes this worse but its basic specifications are not that high and it runs well apart from that. Turn times can be an issue but its a complex game and the AI has a lot to do especialy as it plays unlike many bother games on the same level as a player
I dont know weather any one has done that as a script but the game is very customisable but the above doesnt need any scripting and can be done using the build screan set the filter for planets with space yards order all of them to build a colony ship and they will. Then use the Ministers to fill those ships with colonists and to set the subsiquent colonies build lists
This is the subject of a heated debate and the latest patch 1.33 has rebalenced many of the weapons but its still argued about for the main (stock game) and all of the Mods you can also quite easly change these values yourself with a minimum knowledge of scripting.
It depends on the weapon but neither of those do any damage in the conventional sense most special weapons dont but have an other efect on the target alegience subverters cause ships to change sides in battle for example
Again this is argued about but yes fighters are powerful but they have more counters in the full game and dont get it all there own way this can again be altered a lot by Modding
Myself I am used to it haveing cut my teeth on the previous version but you are the first person to raise that that I recall
This is also the subject of a some what heated debate on this forum I find large ships useful and that properly designed they will hold their own aganst multiple smaller ones but thats my opinion there are plenty to the contery
PHew!!!!!