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News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

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Author Topic: Star Control II fact (#1)  (Read 19754 times)
Fwoffi
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Re: Star Control II fact (#1)
« Reply #30 on: September 14, 2003, 03:03:04 am »

I tried that build... and I got killed pretty fast... i think Ill stick with the double hellbores - they can cook fighters if you aim them well enough and not do head on confrontation when it comes to Ur-Quan...
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Re: Star Control II fact (#1)
« Reply #31 on: September 15, 2003, 02:36:42 am »

While we're at this, how are the workings of the Orz marines calculated?
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meep-eep
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Re: Star Control II fact (#1)
« Reply #32 on: September 15, 2003, 06:26:04 am »

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While we're at this, how are the workings of the Orz marines calculated?

I'll make this a future sc2 fact.
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Re: Star Control II fact (#1)
« Reply #33 on: September 15, 2003, 02:26:08 pm »

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My question to everyone is what do you think is the best setup for your flagship after the Chmmr have added their "enhancements"?
Mine is 1 crew, 1 hellbore, 1 ATS, 1 hiefffuel, rest (1) shiva. Takes down all kind of Ur-Quans (keep a little distance, the ATS will do the trick). That is my only genuine Dreadnaugth-Killer. During game I rely on my escort-ships and my Keel-Verezy cloaking device (see http://uqm.stack.nl/cgi-bin/yabb/YaBB.pl?board=Gendiscuss;action=display;num=1059054995 for more information how to obtain this artifact - together with ale, stout and/or lager beer).
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ConjurerDragon
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Re: Star Control II fact (#1)
« Reply #34 on: November 15, 2003, 09:46:09 pm »

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...
Even though the Shiva Furnaces are more advanced than your standard Dynamo Units it's not always a good idea to replace all your dynamos by them. Shiva Furnaces and Dynamo Units actually don't do quite the same thing.
Dynamo Units affect the delay between recharge of your energy, while Shiva Furnaces affect the amount of energy gained each recharge. The energy regeneration counter starts at 10, and every DU adds -2, to a minimum of 4. (so more than 3 DU's is never useful).
The energy regenerated per recharge starts off at 1, and every SF adds +1. There's no maximum other than the amount of SF's you can carry on your ship.
Put into a formula:
energy per time unit =  (#furnaces + 1) / (10 - 2 * (min(#dynamos, 3))
To get the fastest recharge rate, follow this guideline:
- If you have less than 4 slots available, choose all furnaces.
- If you have 4 or more slots available, choose 3 dynamos and the rest furnaces.
(If you have exactly 4 slots available, the configuration doesn't matter for the recharge rate, but as the recharges come in smaller portions when using dynamos, you can often make use of it sooner then).


But doesn´t that formula ignore that shiva furnaces add 60 to the combat energy and dynamos only 30 (at least that is what the docking yard screen displays when I equip the ship).

So they would not only recharge more per time unit, but you also start with more energy from the start?
bye
Michael
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Re: Star Control II fact (#1)
« Reply #35 on: November 16, 2003, 12:03:16 am »

Your battery size is the same whether or not you have any dynamos or furnaces.  They only serve to fill it up at increasing rates or amounts (respectively).
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Nic.
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Re: Star Control II fact (#1)
« Reply #36 on: November 16, 2003, 12:05:44 am »

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But doesn´t that formula ignore that shiva furnaces add 60 to the combat energy and dynamos only 30 (at least that is what the docking yard screen displays when I equip the ship).

Funny, that's what I said.  Smiley

Lobby your friendly neighbourhood coredev member to get this patch applied, and reduce confusion.  I've heard that some of them take bribes.  Tongue
« Last Edit: November 16, 2003, 12:07:06 am by Nic. » Logged
Corsus
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Re: Star Control II fact (#1)
« Reply #37 on: November 17, 2003, 06:23:40 pm »

Didnt understand
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Death 999
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Re: Star Control II fact (#1)
« Reply #38 on: November 17, 2003, 06:34:17 pm »

When you are outfitting your ship, there are statistics displayed at the bottom. These include combat energy. This number increases with the number of dynamos and shiva furnaces installed, but it does not increase in the right way. That is the bug.
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Re: Star Control II fact (#1)
« Reply #39 on: June 14, 2006, 06:19:00 am »

Mods-

Stickey This Please
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meep-eep
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Re: Star Control II fact (#1)
« Reply #40 on: June 14, 2006, 09:05:06 am »

No need really. It's all in the Ultronomicon, though not all in the format I orginally wrote it in.
See here.
There are also pages there with information there which I would have made Star Control facts if the Ultronomicon didn't exist. this page for instance.
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Re: Star Control II fact (#1)
« Reply #41 on: June 14, 2006, 02:01:34 pm »

Is there anyway we can change this source code?  Grin
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Re: Star Control II fact (#1)
« Reply #42 on: June 14, 2006, 03:44:28 pm »

Is there anyway we can change this source code?  Grin
Yes.

If you want more specific answers, ask more specific questions.
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Re: Star Control II fact (#1)
« Reply #43 on: June 16, 2006, 01:15:46 am »

No need really. It's all in the Ultronomicon, though not all in the format I orginally wrote it in.
See here.
There are also pages there with information there which I would have made Star Control facts if the Ultronomicon didn't exist. this page for instance.

OK, never-mind then. I just thought this would be good info to keep around. I didn't know it was saved at the places you pointed out. Kindly disregard this then.
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