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Accueil » news » forums » Space Empires V » Space Empires V FAQs

Special Ruins techs.

Soumis par Slimbo le Jeu, 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 ›
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Re: Special Ruins techs.

Soumis par Slimbo le Jeu, 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...

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Mod Designer

Re: Special Ruins techs.

Soumis par Fyron le Jeu, 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).


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Re: Special Ruins techs.

Soumis par Randallw le Ven, 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!"

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Re: Special Ruins techs.

Soumis par marhawkman le Ven, 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.

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Re: Special Ruins techs.

Soumis par pyroman le Sam, 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.

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Image de Thy Reaper
Mod Designer

Re: Special Ruins techs.

Soumis par Thy Reaper le Mer, 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.

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Re: Special Ruins techs.

Soumis par pyroman le Jeu, 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?

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Re: Special Ruins techs.

Soumis par Fyron le Ven, 2008-06-20 00:33

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


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