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Comic string not long enough & Planets influence

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11 years ago
Jan 23, 2014, 4:39:52 PM
coyote303 wrote:
Last time I couldn't travel to a colony because of enemy influence, I had an elegant solution: I declared war!



Okay, that was a mostly tongue-in-cheek reply, but it is an option that should be considered.




Yes, war is always a viable option. I have yet to declare on anyone yet and have pretty much relied on others declaring on me. My current game is a love fest though. Everyone at peace with cooperation agreements galore. I guess it's my turn to declare on them.
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11 years ago
Jan 26, 2014, 4:55:02 PM
well, early game kinetics are very innacurate and long ranged kinetics are even worse. its best to stick with long ranged beams early game. if you have enough early game missiles, they are really useful against bigger ships if your fleet is composed of lighter ships. also, human players usually know enough to have defenses against all damage, the ai does this too by the mid game. and its better a lot of times to not have your entire fleet use one kind of attack because your enemy's will quickly change their design to counter it. also, being predictable when using cards usually means your enemy can counter them easily. just some good things to know.
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11 years ago
Jan 26, 2014, 2:12:47 PM
Monthar thanks I have read a bit more info on various ES sites and get what you say now lol cheers
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11 years ago
Jan 25, 2014, 12:41:53 AM
Unless the enemy has put a lot of anti-kinetic defenses on their ships, then beams or missiles would do more damage. Of course putting 1 of each weapon type on your ships then using the remaining tonnage you had planned for weapons as 1 type will either let you deal "free damage" to the types the AI hasn't added defenses for, or force the AI to add all 3 types of defense to their ships, which makes it easier for your main weapons type to deal damage. It may even means the AI ships come with fewer weapons.



Example

Destroyer class with 8 long range kinetics, 1 deflector, 1 long range beam, 1 shield, 1 long range missile, 1 flak.

Now if the AI puts a lot of deflectors on their ships but no shields or flak, even if your kinetics deal little or now damage, you should still deal full damage with your beam and missile.
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11 years ago
Jan 25, 2014, 12:29:55 AM
Thanks Adventurer_Blitz. So to break it down into individual steps, here's what I'm gathering...



[ENGAGE] - Both sides choose cards for first battle phase.



[LongRange] - 1st Battle Cards are played. 2nd Battle Cards are chosen.



(Round 1) - Kinetics fire and hit. Beams fire. Missiles fire.

(Round 2) - Kinetics fire and hit. Beams hit.

(Round 3) - Kinetics fire and hit. Beams fire.

(Round 4) - Kinetics fire and hit. Beams hit. Missiles hit.



[MidRange] - 2nd Battle Cards are played. 3rd Battle Cards are chosen.



(Round 1) - Kinetics fire and hit. Beams fire. Missiles fire.

(Round 2) - Kinetics fire and hit. Beams hit.

(Round 3) - Kinetics fire and hit. Beams fire.

(Round 4) - Kinetics fire and hit. Beams hit. Missiles hit.



[Melee] - 3rd Battle Cards are played.



(Round 1) - Kinetics fire and hit. Beams fire. Missiles fire.

(Round 2) - Kinetics fire and hit. Beams hit.

(Round 3) - Kinetics fire and hit. Beams fire.

(Round 4) - Kinetics fire and hit. Beams hit. Missiles hit.



[Disengage/End]



So for maximum firepower, Long Range Kinetics are the most logical weapons in any engagement, right?



Cross post. Please disregard.
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11 years ago
Jan 25, 2014, 12:21:12 AM
@ FatBoy I never said missiles fire in phase 1 and hit in phase 4. I said fire in round 1 and hit in round 4. Rounds and phases are not the same thing. It seems the reason you keep getting confused is because you're calling everything phases or mixing up which part of combat is called a phase and which part is called a round.



In case anyone else keeps mixing the two up, below is a breakdown to show how the phases and rounds connect to each other.



Once a phase starts you can't pick a battle card for that phase. You have to either pick the card for all the phases before hitting the manual or auto buttons before the battle starts while on the strategic view, or you have to pick the card at any point during the phase before you want the card played when on the manual battle screen.



In Disharmony

Phases

[LIST=1]
  • Phase - Arrival - You see the visuals of both fleets warping in. Pick your battle card for Long Range phase (1st card).
  • Phase - Long Range Phase - 1st battle card's effect is activated. All weapons set-up as medium range or melee will have a 50% damage penalty. Pick your battle card for the medium range phase (2nd card).

    [LIST=1]
  • Round - Kinetic weapons fire and hit instantly. Beams fire. Missiles Fire.
  • Round - Kinetic weapons fire and hit instantly. Beams Hit.
  • Round - Kinetic weapons fire and hit instantly. Beams fire.
  • Round - Kinetic weapons fire and hit instantly. Beams Hit. Missiles that were not shot down by flak and not evaded Hit.

  • [/LIST]
  • Phase - Medium Range Phase - 2nd battle card's effect is activated. All weapons set-up as long range or melee will have a 50% damage penalty. Pick your battle card for the melee range phase (3rd card).

    [LIST=1]
  • Round - Kinetic weapons fire and hit instantly. Beams fire. Missiles Fire.
  • Round - Kinetic weapons fire and hit instantly. Beams Hit.
  • Round - Kinetic weapons fire and hit instantly. Beams fire.
  • Round - Kinetic weapons fire and hit instantly. Beams Hit. Missiles that were not shot down by flak and not evaded Hit.

  • [/LIST]
  • Phase - Melee Range Phase - 3rd battle card's effect is activated. All weapons set-up as long range or medium range will have a 50% damage penalty. No more cards left to pick.

    [LIST=1]
  • Round - Kinetic weapons fire and hit instantly. Beams fire. Missiles Fire.
  • Round - Kinetic weapons fire and hit instantly. Beams Hit.
  • Round - Kinetic weapons fire and hit instantly. Beams fire.
  • Round - Kinetic weapons fire and hit instantly. Beams Hit. Missiles that were not shot down by flak and not evaded Hit.

  • [/LIST]
  • Phase - Report Phase - You're sent back to strategic view and the after action report window appears.

  • [/LIST]



    Hopefully this makes it more clear as to the difference between phases and rounds.
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    11 years ago
    Jan 24, 2014, 11:41:05 PM
    so there are four rounds in each phase. the phases are long ranged, medium ranged, and melee. missiles fire in the first round, which is the beginning of the first battle phase (long ranged phase) and they hit on the last round of the first battle phase but they still hit on the same phase (long ranged phase) then on the fifth round, the medium ranged phase begins. hope this helps.
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    11 years ago
    Jan 24, 2014, 11:05:29 PM
    Sorry lost!! In one bit you stay missiles fire on phase 1 and hit phase 4 (mêlée phase?) and next you say if missile ships survive the missile ships will fire on all 3 phases? Then also say to counter the missile phase you should counter in the arrival phase? Well you can't play a card then. Have I lost the plot? Or am I not just getting what you are saying? Sorry.....
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    11 years ago
    Jan 24, 2014, 1:35:54 AM
    FatBoy wrote:
    cheers for the tips guys will come in handy when I get in those situation! Does anyone know about the other question?



    in battle tactics, something like weapon Disruption would you use it when the missiles are launched to minus 25% of the damage or when they are going to hit ships in phase 2 to counter 25% of the damage inflicted? smiley: alder





    Or should I really post it up on another thread? smiley: confused




    This part sounds like you're confusing the phases of combat with the rounds of each phase. There are 5 phases, Arrival, Long Range, Medium Range, Melee Range and Report. The battle cards you play are for the 3 actual combat phases of Long, Medium and Melee ranges. During these phases there are 4 rounds. Kinetic weapons fire their volleys and hit every round. Beam weapons fire their volleys on rounds 1 & 3 and hit on rounds 2 & 4. Missiles fire their volley on round 1 but don't hit until round 4 of that phase. So if you want to counter missiles you have to play the battle card before the start of the phase. That means if you want to counter missiles that will fire and hit in the long range phase you have to play the card during the arrival phase.



    To put it simply, if the combat lasts long enough for all 3 of the weapons firing phases (the 3 phases you play battle cards for) to be played out and ships with missiles survive for all 3 of these phases, those ships will all fire their missiles 3 times, once in long range phase, once in medium range phase and once in the melee range phase. All those missiles will hit at the end of the phase they are fired in. In other words, there is no opportunity to play one card when the missiles are fired and a different card when they hit, because they are fired and hit in the same phase, just different rounds of that phase.
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    11 years ago
    Jan 23, 2014, 9:49:47 PM
    cheers for the tips guys will come in handy when I get in those situation! Does anyone know about the other question?



    in battle tactics, something like weapon Disruption would you use it when the missiles are launched to minus 25% of the damage or when they are going to hit ships in phase 2 to counter 25% of the damage inflicted? smiley: alder





    Or should I really post it up on another thread? smiley: confused
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    11 years ago
    Jan 21, 2014, 9:40:58 PM
    Hi all,



    New to the game and wondering if someone can answer what is probably a stupid question to most!! I have explored the first 6 star and the cosmic strings aren't long enough to get any further! How can I get the the next stars I can see but not reach?



    Also the Planets coloured influence around the edges... My first system has it but the others don't, how do I turn my outposts until full members on my empire?



    Thanks

    FB
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    11 years ago
    Jan 23, 2014, 2:16:12 AM
    Last time I couldn't travel to a colony because of enemy influence, I had an elegant solution: I declared war!



    Okay, that was a mostly tongue-in-cheek reply, but it is an option that should be considered.
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    11 years ago
    Jan 22, 2014, 7:57:08 PM
    they'll only be able to attack your outpost if you are at cold war or regular war, they can't attack you if you are at peace
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    11 years ago
    Jan 22, 2014, 7:16:20 PM
    Something to consider if your star is in danger of becoming engulfed inside someone else's influence area if you're at cold war with them.



    While it's an outpost, the other player can assault it, blockade it and take it from you with impunity. Once it becomes a colony and has its own influence, they'll no longer be able to assault it. While it's under their influence area, you won't be able to protect it once they blockade it, making it easier for them to take it.



    You can park a defensive fleet at the star to protect yourself while you're waiting for the upgrade. Keep in mind that your fleet might also get stuck there for a while.
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    11 years ago
    Jan 22, 2014, 7:11:52 PM
    Thanks mb, while you are here smiley: wink ...... in battle tactics, something like weapon Disruption would you use it when the missiles are launched to minus 25% of the damage or when they are going to hit ships in phase 2 to counter 25% of the damage inflicted?
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    11 years ago
    Jan 22, 2014, 6:55:38 PM
    No, you don't lose the outpost if it gets enveloped in another empire's influence, it will just make keeping them happy (and travelling to the planet, if you're not friends with them) difficult.
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    11 years ago
    Jan 22, 2014, 6:16:37 PM
    Cheers for the info Blitz, do you lose the outpost if it gets shallowed or just have to wait until the 30 turns are up and then its protected?
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    11 years ago
    Jan 22, 2014, 12:40:51 AM
    also, outposts get negative bonuses until they become colonys. and if your outpost gets swallowed up by another empire's influence it gets more negative bonuses.
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    11 years ago
    Jan 21, 2014, 10:23:06 PM
    Cheers 3vilTwin, just found out about influence while waiting for someone to post here glad you helped with the wormhole thing tho I was completely stuck with that!!! Great game quite a learning curve tho as its such a big game!!! Thanks again
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    11 years ago
    Jan 21, 2014, 10:15:01 PM
    You'll need to research Applied Casimir Effect to be able to travel through the wormholes. Those are the wavy lines. The tech is on the bottom part of the tree.



    The influence area will appear after 30 turns. I don't know of any way to speed that up.



    They're not stupid questions. I had quite a few and found answers here and in the wiki. Not that I'm a veteran or anything.
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