Forums / DQ: Empires - Community / General Discussions (Eng) / Questions about gameplay - MERCENARY
Posted ByMessage
Wheelz
[ Posts : 3 ]
[Post Date: 19-Jan-2005 13:28]

OK, then it's clear about the module costs!

But I got some more questions to what I didn't get answers by reading the guide or there was not enough details about some important things, for example:
what units should or could be used in raid? as i understood from the guide, fighters should be used (although guide don't exactly say so). only spy units could be used in spy missions, but what about raid?
i also read in 1 forum thread that current defense module damage has decresed by 30%, resp. it is 7000 for 1 module now, is it true? the guide still says 10 000 for 1 module...
and another thing about the sience level upgrades - which is the top level? as i counted, if the current increase continues (3% per level) and assuming that bonus % can't be more than 99%, the top level should be 34, but am i right? and what about reaching the top level? then i will have no use for science modules anymore
i think that's all for now, but surely more questions to come as i will develop my empire further

Green
[ Posts : 1005 ]
[Post Date: 19-Jan-2005 17:52]

I`ll use >> to quote Your questions - just to save some time

>> what units should or could be used in raid?
You can use both, but only fighters will be counted when loot will be calculated - spy units will be threated as additional firepower, but they will not affect how many loot Your "dogs" bring to home.

>> i also read in 1 forum thread that current defense module damage has decresed by 30%, resp. it is 7000 for 1 module now, is it true?
Yes, but only for TG - I`ll ack players opinion before TG reset should we keep this value (7000) or leave old one (10000).

>> the guide still says 10 000 for 1 module...
Right, until it is not "commited" it is "for test only". Not only players use TG for testing - we do it too

>>which is the top level?
61. You`ll got long integer overflow if You reach more. But You need 100*2^61 science points to reach it
Guardians has it set to 50. The maximum I`v seen in real game was 18, but it was tooooo hard to get it.

>> and what about reaching the top level?
Overflow and game stop - but this is absolute theoretical answer - You should never reach this values, because this is just impossible (I hope).

>>then i will have no use for science modules anymore
Some players just drop all science modules after 18 tech level.
Wheelz
[ Posts : 3 ]
[Post Date: 20-Jan-2005 14:45]

New day, new questions
1) One player tried to convince me that automounting modules cost more than mounting them manually, is that true?
2) Is it possible for a mercenary to sabotage other mercenary's base defense (or use other spy missions on other mercenaries)? The guide says "Planetary defense sabotage", but I guess base doesn't count as planet or maybe it does?

It seems that some guide points should be refreshed or explained in more detail, because there are many unclear things. Perhaps I can help to renew the guide (well, right now only for mercenaries). I know that I'm new to this game, but I try to learn it fast!
Green
[ Posts : 1005 ]
[Post Date: 20-Jan-2005 19:51]

>> One player tried to convince me that automounting modules cost more than mounting them manually, is that true?
No, price is the same - actually system tries to execute the same code as for mounting. You can threat this as "legal script". But it has limitations

>> Is it possible for a mercenary to sabotage other mercenary's base defense (or use other spy missions on other mercenaries)? The guide says "Planetary defense sabotage", but I guess base doesn't count as planet or maybe it does?
No, _not yet_ But will be possible in 1.1

Quote

It seems that some guide points should be refreshed or explained in more detail, because there are many unclear things. Perhaps I can help to renew the guide (well, right now only for mercenaries). I know that I'm new to this game, but I try to learn it fast!


We are always open for help from our players - You can see a lot of names in the Special thanx section. Want to be here? Just drop an email to me or Alexandru - and if You add something useful to game and help us make game more user-friendly we will say BIG thanx to You.
Detania
[ Posts : 18 ]
[Post Date: 22-Jan-2005 01:38]

ummm i was woundering about galaxy map, its kinda sucks for merc's...

we cant see any of the stars.. so we cant tell where the ppl we are at war with are. and in planet reports we can only do a scan of our accessed area. we cant localize positions or anything. like between 100:100 and 200:200 or distance away... it kinda sucks... cause for trying to hit close ones, you have to go into galaxt map, click a star, hit back, click another one, hit back ect. ect. till you find one... It kinda sucks....... ;/

Is there anything we can do about this aside from having someone else in your group that normally has access to that stuff from there race and you use there half of the map? cause this is the only other route ive found..
Green
[ Posts : 1005 ]
[Post Date: 22-Jan-2005 12:46]

If You have any suggestions regarding map for mercs - we will take it in consideration. Currently, we plan to implement only diplaying the stars which are in radar`s range.
pauldg
[ Posts : 104 ]
[Post Date: 31-Jan-2005 02:21]

The base movement screen has a warning saying "all unmounted modules will be crushed" or something like that.

If I have modules that are going to be automounted, but I'm also moving my base now. Does this mean that the modules that are being ordered and are in "automount" are going to be 'crushed' when they're finished ordering? or do the modules automatically get mounted without any crushing?
Lucb10
[ Posts : 3 ]
[Post Date: 15-May-2005 17:57]

How do you get a job????? I see in the Traders category mercenairy services but where do you go to check the requests?
Maverick
[ Posts : 1331 ]
[Post Date: 16-May-2005 08:55]

Quote
How do you get a job????? I see in the Traders category mercenairy services but where do you go to check the requests?
Currently mercs can get a job generated by players only. Usualy players do not have a lot of money to aford a merc, thus we have a gap in merc missions. We will try to implement an algorithm that will generate missions from traders behalf.

Lucb10
[ Posts : 3 ]
[Post Date: 25-May-2005 01:19]

ok thx............one more question, if you want your fleets to travel longer distance without moving your base, what do you have to reaserch? Comunication or space tech? or do i have to buy some propulsion moduls?
Green
[ Posts : 1005 ]
[Post Date: 25-May-2005 12:11]

Quote
one more question, if you want your fleets to travel longer distance without moving your base, what do you have to reaserch? Comunication or space tech?

Communication tech + comcenters. Soon You will be able see on map Your radar and fly ranges.
Jatin Sharma
[ Posts : 5 ]
[Post Date: 22-Aug-2005 01:11]

i have two questions

1) how do i get a job and stuff? I dont see it anywhere when my alliance member posted up a job
2) if i make more comcenters, the more money would go in their upkeep, is that right?
Jatin Sharma
[ Posts : 5 ]
[Post Date: 24-Aug-2005 15:17]

erm.. haha.. no one is going to reply to this or what
Maverick
[ Posts : 1331 ]
[Post Date: 24-Aug-2005 17:14]

Quote
i have two questions

1) how do i get a job and stuff? I dont see it anywhere when my alliance member posted up a job
2) if i make more comcenters, the more money would go in their upkeep, is that right?


1. You can find them in Traders->Mercenary Services
2. Yes you are right


This message was edited by Maverick
DV
[ Posts : 24 ]
[Post Date: 28-Aug-2005 23:42]

you say if you resaearch economics module upkeep is cheaper does that mean comcenter module upkeep also
so you could have 100s of million of comcenter modules and normaly lose say 500K+ U.C (havent reached this point) but if you had say 50% economics you would start to gain u.c
Pages:  1 2 3  4