安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
A military ship wants all the gadgets, apart from fleet stuff on smaller ships.
Energy balance is the key. Note the excess energy output (top right). This should cover the energy used by your weapons (number above lower table), and the energy used flying at cruise speed (showed high on the right). You ought to have a little (like 4-5) spare to recharge shields at the same time. If you lack energy the ship will not do everything at full capacity at once.
On the energy part top right, you see the energy collected. I would make sure energy colleced is enough to cover the static usage, if not the ship or base will burn fuel while sitting idle.
Even for the biggest, slowest ship, I would try to make the "impulse speed" at least 4. This way it ought to catch up to any moon when out of fuel.
ai is very sparse on fuel tanks
my scouts tend to have 770 fuel (once i have to first warp drive..440 before that...if ya start age of shadows as an empire)
with 770 and the seconds hyperdrive gerax it should be i think they can fully scout an 15X15 galaxy
its important that ya spot the specials first ..free ships ... free technology and so on
put more engines on cunstructors (again if ya start shadows)
there far to slow... without warp my constructors normaly move with 26-30 cruise speed the autodesigned 660 fuel is enough for them for inter system travel
go research the first contruction size upgrade as first tech even before energie collectors or shields as long as you cant research warpfield precursors
once ya got the ability to research the precursors put them on the first place you should have construction size by than
you scouts must have 770 fuel once you have precursors cause there very ineff.... they normaly need the 770 just to rech the next system and come back
so cunstruction size is very important
you dont mean cruise speed you mean SPRINT cause military ships normaly go sprint speed for getting into range or hold the enemy at distance during combat but the rest is correct
first weapon cuncusion missle just the next branch in missle weapons .. it gives you 560 range or so
load an escort with 2 of them and sprint speed of around 30
set them to STANDOFF
that way you have effective early game ships to get rid of space creatures
this KALTORS go 35 or even more but normaly the ships turn off at the right moment and kite this things .. before they reach them there normaly death
so this is for the early game to get cheap first patrol ships you dont need shields or armor for that ..shields doesnt help against space creatures and armor is another tech you have to research first
http://www.matrixgames.com/forums/tm.asp?m=3497284
Mining station maintenance cost will go way up, but it comes out of the private sector so they can usually afford it.
Pirates won't be able to hit your mining stations anymore and the AI empires will have to commit fleets to destroy them.
Focus on one key weapon in early research e.g. torpedoes.
I put a lot more fuel cells on my military ships as well, not just explorers, so they can spend more time on the offensive without fueling. When you can put military ships on another fuel (e.g. civilian ships on Hydrogen, military on Caslon) to help with potential fuel shortages. More docking bays and cargo space on gas mining stations is also a must.
Repairbots are very useful to help stay on the road as they repair damage.