Home Crush your enemies... and create an EMPIRE!!! Space Empires V -- BUY NOW!!!

User login

  • Create new account
  • Request new password

Navigation

  • news
    • archive
    • blogs
    • books
    • forums
    • recent posts
    • groups
  • image galleries
  • projects & downloads
  • search
  • create content
  • news aggregator

Search

Who's online

There are currently 1 user and 151 guests online.

Online users

  • GambitUK

Languages

  • English English
  • French French

Browse archives

« Août 2008  
Lu Ma Me Je Ve Sa Di
        1 2 3
4 5 6 7 8 9 10
11 12 13 14 15 16 17
18 19 20 21 22 23 24
25 26 27 28 29 30 31
Home » news » forums » Space Empires V » Space Empires V FAQs

Special Ruins techs.

Submitted by Slimbo on Thu, 2008-06-12 15:29. Space Empires V FAQs

Does the Nueral net work?

The sheild imploder says it does no special damage but in the simulator knocks out 200-400 shield points with one shot. Is this just a description error?

On another note. In ground combat all the enemy troops vanished and the weapons platform "sprouted" legs and ran away. This doesn't happen in the simulator. (balanced mod/v 1.66)

Another question: what happens if I have ground troops in a standoff on an enemy colony and we renew a peace treaty. Do they become his. That's silly.

~Slimbo

‹ Loading races Troops and occupation ›
» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Re: Special Ruins techs.

Submitted by Slimbo on Thu, 2008-06-12 15:34.

Also,

Is there any "sure-fire" way to take out Weapons platforms with your attack ships before your troop tranports engage "SEIV" style?

Slimbo

Everything that has transpired has done so according to my design...

» login or register to post comments
Mod Designer

Re: Special Ruins techs.

Submitted by Fyron on Thu, 2008-06-12 15:37.

The Shield Imploder says that it reverses the targets shields... It does Shield Implosion type damage. This drops the targets shields to 0, and does X% of the amount of shields as damage to the ship (where X is the "damage" of the weapon).


SpaceEmpires.net | Space Empires Wiki

» login or register to post comments

Re: Special Ruins techs.

Submitted by Randallw on Fri, 2008-06-13 00:48.

The Shield Imploder has always been my favourite special tech, msotly because I always seem to find it. In one game I have the tech, but my enemy has shield regenerators, so I never used it as I was under the impression it did nothing more than knock down their shields, which would regenerate quickly. I was wrong.

In retrospect this was due to the SI being small, and the enemy not having that many shields in the bginning. I tested a Base ship design and chucked on massive mount Shield Imploders for a change. Imagine my surprise when the latest enemy cruiser design, with thousands of shield points, exploded with one shot Shocked.

My actual response was something like

"What The Hell!"

» login or register to post comments

Re: Special Ruins techs.

Submitted by marhawkman on Fri, 2008-06-13 02:12.

2: No.... Imploders are EVIL!

4: As for Troops, Unless you give the troops over then no.

1: Neural net is supposed to augment your fleet's experience level. I've never tried actually using it though. More experienced ships have combat bonuses. This should allow you to share the bonus with less experienced ships. I'm not sure if all your ships need to have the component of not though.

3: the bit with WPs sprouting legs, it's a bug in GC. It was fixed in 1.71 I think.

» login or register to post comments

Re: Special Ruins techs.

Submitted by pyroman on Sat, 2008-06-14 22:22.

I believe that the neural net is a MUST on your non experienced ships for them to receive the exp from your Elite crew ships, however I think your Elite crew ships need to have the neural net as well to share the combat experience.

» login or register to post comments
Thy Reaper's picture
Mod Designer

Re: Special Ruins techs.

Submitted by Thy Reaper on Wed, 2008-06-18 17:24.

From what I've seen, Neural Nets:
First, the highest amount of experience earned during a combat is taken from all ships that have a neural net.
Then, that amount is how much all ships with a neural net receive, overriding the amount individual ships got.

So, if one ship gets 1000xp, and all others got 100xp, if they all have a Neural Net, they will all receive 1000xp for that combat.

-----
A project a day keeps the deadline away.

» login or register to post comments

Re: Special Ruins techs.

Submitted by pyroman on Thu, 2008-06-19 20:23.

how does this work with say a training center and making a fleet leader the experienced crew? anyone tried it?

» login or register to post comments
Mod Designer

Re: Special Ruins techs.

Submitted by Fyron on Fri, 2008-06-20 00:33.

Neural Combat Nets don't actually grant experience; they just cause ships to function at a higher level.


SpaceEmpires.net | Space Empires Wiki

» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Now on STEAM

Now on STEAM!Space Empires V via STEAMSpace Empires IV via STEAMSTEAM online by Valve Corporation

Popular content

Today's:

  • Bigger Map as in Bigger :)
  • Known SE5 v1.74 Bugs
  • Wepons Mod
  • Editing max systems in settings.txt
  • Space Empires V 1.74

All time:

  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Space Empires V
  • Gritty Galaxy Fleet Clash
  • Damn Dirty Bugs/Annoyances
  • Space Empires V: General Thoughts, Observations, and Suggestions

Last viewed:

  • Extreme Planets Colonization
  • Improper messages received
  • New Bug? sorry !!!!
  • New constructed planets
  • Fighter Movement Bug?
(c) Strategy First, Inc. All rights reserved.