Space Rangers 2 - unofficial OO FAQ

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Inverarity
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Space Rangers 2 - unofficial OO FAQ

Post by Inverarity »

I put this together to help new or prospective players and because the original thread is getting a bit long-winded at 11 pages. I essentially did a copy and paste from that thread (cleaning up grammer here and there), I hope no one minds that I took their words without giving them proper credit. For the record, I take credit for none of these (except the ones that are actually mine). If you have a problem with me doing so, let me know and I’ll edit your text out.

Edit to add: I've included some of the tips from the Quarter to Three thread. Again, hope no one minds.

Edit to add again: More stuff added and clarified. You guys rock!

PART 1 – THE FAQ


Where can I buy this game?

GoGamer (it says Space Rangers, but it’s really Space Rangers 2):
http://www.gogamer.com/cgi-bin/GoGamer. ... ew/001SPAR

Play.com:
http://www.play.com/play247.asp?pa=rcs& ... tle=587129

Interact:
http://www.interactcd.com/cgi/PrintDeta ... 0020471797

Fry’s Electronics (but not all of them – call the one in your area)

Does the game use Starforce?

Yes, Starforce is the copy protection used by Space Rangers 2. Consider yourself warned. Note that there have been no reported problems on this board with the version of starforce on SR2. Please save the discussions of whether Starforce is good or evil for another thread.

Do I need a DVD drive to play the game?

Yes, as far as I can tell, the game only ships on DVD.

Is there a demo?

No

Update 5/8/06: A demo has been released.

http://www.3dgamers.com/news/more/1096484678/

Is there anything that would allow me to understand the game a bit better?

There is a narrated game play movie that goes through the basics of the game. It’s available for download here:

http://www.excalibur-publishing.com/spa ... uction.wmv

Is there a mission editor?

There is an RTS map editor, but right now it’s only in Russian. Download it here:

http://www.elementalgames.com/download/rangers2/map.rar

Other useful links?

Publisher – Excalibur
http://www.excalibur-publishing.com/

Developer – Elemental Games
http://www.elementalgames.com

Original OO thread
http://www.octopusoverlords.com/phpBB2/ ... hp?t=14837

Quarter to Three thread
http://www.quartertothree.com/phpBB2/vi ... hp?t=20267

Developer forum
http://www.elementalgames.com/forum/index.php?lang=eng


What resolutions are supported?

800x600 and 1024x768

Any known bugs?

There does seem to be one bug. I've had it crash several times if I am killed while jumping out of system (i.e. while going through the white rings). Anyone else encountered this?

What are the major differences between Space Rangers and Space Rangers 2?

-RTS planetary battles
-Probes for uninhabited planets
-Medical bases (stimulants, cure disease)
-Business Centers (for market analysis, loans, life insurance)
-All types of ships are available for purchase
-More hull variations
-Illnesses and stimulators
-you can finance the building of a space station
-character avatars (rather than just the default picture based on race)
-Three new sectors

Is the combat "first person" i.e. freespace or wing commander style from the cockpit of your ship flying with the joystick, etc? I am so confused

Nope, it's 2d, top-down

Is there a storyline?

The overall plot point is that there is an alien race (three, actually... three different types of dominators all working together) trying to take over the galaxy. There are frontline areas where these aliens are expanding, and large battles that take place between the occupying sentient races and the invaders. There are also all sorts of military, trade and pirate ships duking it out all over the place as well.

What size is the game’s universe and is it always the same?

According to the manual, there are 60 systems and 250 planets in total. The universe is randomly generated each time you start a new game, with planets being randomly placed as well, the lone exception being the Sol system.

Can you name your ship or just your pilot?

You can’t name your ship in the game.

How does the whole turn-based flight thing work?

{from Qt3} The game's turn-based movement is really pretty neat--it's a bit like Laser Squad Nemesis. You plot your actions and hit the end turn button, and then everyone in the whole galaxy moves simultaneously. In combat, you might want to advance one turn at a time, but outside of combat you can just double-click on a destination and the game will just run until you get there (at which point it pauses again), so you get the benefits of real-time movement when you need them. You can also hit the end turn button again during this auto-movement to stop and change your orders.

What’s this about a flexible quest system?

{from Qt3} If you go to a government and request a mission (say, deliver this package to X system), you can say "have anything easier?".

What this does is give you more time for the mission, but for less pay. So, for instance, it may give you an extra month to deliver the package, or take over a planet, etc., but for 300 less.

Inverarity’s note: the same works in reverse. Asking for a harder mission means more credits, but less time.

Can you describe the text adventures?

{from Qt3} It's a text adventure, like the old Infocom games, but with a list of clickable options rather than a parser, and a little info box listing your current status that (I assume) is different for each game (mine, for instance, listed the number of days since I started the quest (important, since the main event was on a timer), my funds, damage and fuel levels for the truck, my current cargo, and my health, weariness, and hunger levels). They are also illustrated, with still artwork for each location that you go to, and for events and characters that you meet. They can be pretty complex and lengthy... mine was, at least. It took me about forty minutes to solve, the second time through (I died the first time through, when I miscalculated my fuel, ran out in the middle of nowhere, and then got bitten by a poisonous indigenous animal trying to walk back to town).

The paper manual that comes with the game sucks!

To be fair, the paper manual that comes with the game is really just the quick-start guide The full manual is installed when you install the game and is much more comprehensive, though still missing some stuff, and obviously, only electronic. There isn't a built-in option to print, but all the pages are htm files so you can print them yourself if you'd like - there are 58 pages total and they are located in your Space Rangers 2 install directory, under \help\content

I’m sick of watching that silly intro video. Can I automatically skip it?

The easy way to skip the videos is to go into Options-Space-Graphics and change "Play Trailers" to "no" (thank you Qt3).

How do you destroy the drone-controlled spacecraft in the tutorial? He keeps blowing me up!

Buy and mount a second weapon before leaving the planet to fight him.

Can you explain the starting conditions? I’m not sure what race/class to choose.

There are 25 starting setups (5 races * 5 classes) and all have different starting equipment, money, and relations with different races (you probably know that however).

Starting Maloqi hulls have 4 weapon mounts (all other hulls have 3).

Maloqi and Pelengi hulls have 2 "special equipment" slots, Human and Gaalian have 3, and the Faeyan one has 4 (actually not that important, since you are likely to get a new hull before you finally get that many artifacts). Only Human and Faeyan starting hulls have afterburners.

Also you get to choose 2 starting skills (more on that later) and 2 extra pieces of equipment. The rocket launcher is a very good choice here because it's an excellent weapon, it's small, and you get it way before it's available for sale.

How does manufacturer race affect equipment durability and price?

Maloqs < Pelengs < Humans < Faeyans < Gaalians

Maloqi equipment is the worst, Gaalian is the best (Gaalian stuff is almost twice as expensive as similar Maloqi stuff, and doesn't have to be repaired so often).
All you starting equipment is made by your starting race, so choose wisely.

Do I have to play the RTS missions?

The RTS missions are completely optional. You’ll have an option to turn down all future RTS missions when you’re given one.

How do I know if a system is dominator-controlled before I fly into it?

Just hit M to check the map key and see what color the system is. You can see which planets are controlled by which races by doing that. Dominator controlled systems appear blue-ish gray. If the dominators are attacking, there is a spinning shield icon next to the system. If a race is attacking a dominator-held system, there is a crossed swords symbol rotating next to the system.

Is there an Afterburner or some such feature that allows me to fly faster?

hit F to use your boost, or it's the button to the left of the engine; this doubles your speed. Your engine will take damage when boost is turned on.

Important note: Your hull must have boost in order to use boost. Some hulls don't. You can tell if yours does by looking at it on the ship screen. If there's a little box on the left-hand side (attached to the engine slot), you've got it). Obviously, you can also tell if you've got one by hitting the boost button (F). If it works, well....

I don’t understand how damage works. Can you explain?

Here’s the formula:

dmg = initial dmg * (100% - generator strength) - hull strength.

So if your ship has 15% generator and 5 hull strength and takes a 40 dmg torpedo it will take 40 * 85% - 5 = 29 damage.

The above formula is true if your accuracy = target's maneuverability. The more your accuracy # exceeds their maneuv #, the higher your weapons' minimum damage raises. Likewise, if their maneuv is higher than your accuracy, your weapons will have a lower max damage range.

What about Droids?

Droids are pretty straightforward, they just repair a fixed amount of damage each turn (hull damage, if you want to repair equipment damage you need an artifact called Nanitoids).

Where and/or how do you buy better equipment? Does better stuff appear as you get cash, get military promotions and/or ranger points?

The technological level of the universe develops over time, so sayeth the manual.

What do the thumbs up on the trade screen mean? I don't know if they explained it or not, I kind of skimmed the tutorial.

The thumbs generally mean that you are getting a good deal. the more thumbs the better.

How and why do stations appear and disappear?

The Dominators will destroy stations when they attack systems. I don't know that any station will shut down though. Also the military bases like to go on missions where they jump into a dominator held system with some fighters for protection.

Also, if you dock at the commerce stations you can pay to have a station built. You don't get to choose where, but you do get to pick what type of station is built.

Does anyone know of any other way to get a planet that hostile (if you land there, you go to jail) feel better about you?

Fighting the dominators is a good way to get everyone to like you, not sure exactly how it works however. Something like if you liberate a Faeyan system from dominators all Faeyan planets like you better

To tell you the truth, I don't even know why some of these planets are so mad at me. For instance, Venus, which used to be extremely friendly towards me, hates my guts. No other human planet does. I never shot any of their ships... the only thing I can think of is that I failed a mission they gave me.

Exactly. Failing a mission is very bad for relations.

What do I do with excess stuff that I don’t want to sell?

You probably already know that, but you can store stuff on planets and space stations (a little box in to the left side of the screen in the ship menu), so if you have a small ship and can't load enough goods for trading you can leave all unnecessary equipment behind (guns, droid etc) and come back for it later.

If you are looking for long-time storage then don't use space stations since the dominators have a nasty habit of blowing them up. Also military bases may decide to hyper jump to a dominator system (with all your stuff in them) only to die in a futile attempt to liberate it.

Can I only refuel by landing on a planet?

There is a secret way to refuel by flying into a star, but you take a lot of damage, so you better have a strong hull.

To clarify (from Qt3): You don't have to fly into (over) a system's star, just get very close. You'll get almost as much fuel and take a lot less damage.

Can you explain micromodules and artifacts to me?

There's two types of modules - some you drop on the relevant piece of equipment (you'll get an icon on the equipment) and others need to be placed in the little unmarked slots/boxes that some hulls have (some hulls have up to four, one at each corner)

First of all, the stuff you put in the corner slots aren't modules - they are artifacts ("special equipment")

So how do I know which equipment it is compatible with and if its compatible presumably it fits in the appropriate slot?

Click on the micromodule and the compatible equipment is highlighted.

Only 1 module can be installed in each piece of equipment. Modules cannot be removed later, so choose wisely where you put them.

I started fighting dominators last night and got a few cargo holds full of nodes at a science base. There is an option to give them nodes or items for research for 3 types of dominators...what are these?

Yes, there are 3 types of dominators, and each type has a control center you must destroy to win the game.

I put everything I had into the first option (Blazeroids I think) and I got the research time down to 5000 days (~42%). I also noticed that this isn't a global setting, I went to another science station nearby and they were all still at 0% research. So can anyone tell me what these do and why I should be helping to research dominators (besides the obvious)?

Ok, I really don't know if research is done locally or globally (I always assumed it was global for some reason). The stuff you give them is depleted during research, so it might be just that they used up everything they got from you before you arrived on the second science base.

Who gets the kill - the last hit?

Read in the manual that last shot gets the kill and full xp, everyone else who damaged gets half xp.

Is there a way to get a history of messages? I had some messages ("I") that popped on my taskbar thingy, but then just kind of went away on their own before I could read them. One was something about my partner being killed, and another about some authorities caught a pirate guy who was hounding me.

As far as I can tell there are two types of message that appear while you're in free flight, independently of your actions:

1. Chit-chat intercepted between other ships - this disappears when you leave the system; and

2. News headlines. These also disappear when you jump, but they're also listed on the news reports at bases/planets.

If you have a quest to kill a pirate, and he gets arrested (damned drug runner), are you pretty much out of luck?

I camped one for 2 months until the quest expired... You might be luckier.

If you check your news you may see how long he is arrested for and then know if its a doomed quest.

If you search for say, "Singular Engine", the game returns a list of said items. Each heading for the item has a yellow number to the right of it. Any idea what that number represents? Also, any idea if there's a way to see the size of the respective item? I don't care about the expense of an item; I just want the smallest one I can find.

The number is the size of the item, unless we're looking at completely different things. The store selection probably did change by the time you got there.

Can someone explain to me why the price for certain ships parts are in red?

When the price is in red it means the item is damaged, I believe. The game is just letting you know you'll have to repair it.

Can anyone tell me if ranger stations are the only place to get micromodules?

No, in fact it's the very worst place to get them. You may get a micromodule after completing a mission, or sometimes killed dominators drop them. I have 14 spare modules in my cargo hold and I only bought one at the rangers' station during the whole game.

I'm sure that loan is going to come and haunt me - anyone know what happens if I don't pay up - do they start taking contracts out on me?

I don't know if this was the cause, but when I was unable to pay off a loan and received many, many fines added to my loan amount. The big issue was that my popularity dropped like a rock throughout the galaxy. I finally restarted a new character because even after paying off the loan, every planet of every race hated me and refused to do business with me. I can only assume that this was because of the loan business.

On another note, is there any way to keep an income going solely through combat? (without kill missions) Seems like the repair bill is always higher than the worth of the goods I scoop up from the kill, I even have a decent shield and armor to keep the damage down!

Yeah, in my current game (100%, year 7) I get a lot of money from combat. After liberating a system my repair costs about 20k but loot is usually like 50k. (For extra profit I use a combat program to make dominators drop equipment, twice they dropped their main weapon that costs around 40k

In planetary battles, how do you capture the actual enemy factory? I captured all his resource buildings, but there was no circle to stand on at the main factory itself.

{from Qt3} You click on the "capture" command button, then click on the building itself that has the little trapdoor thingy on it. It's confusing, as you always click on the circle pad on normal bases.

What’s the flight path log?

{from Qt3} There is a "flight path log" feature where you can rewind the game and check out what everyone was doing (if you could see them via scanners/sensors I assume) during the last 30 or so turns (you can increase/decrease this in options). So, for instance, I rewinded to the very first turn and just watched where I went, from planet to planet, looked at fights and analyzed them, watched other ships get into fights in the sector, watch asteroids smash into the atmosphere of planets, etc. Relly neat little feature.

I don’t like the starting race I chose. Do I need to reroll?

{from Qt3} Did you know you can get your race changed at the Pirate Stations, through extensive plastic surgery? Pretty neat.

Inverarity’s note: this also helps if you’ve become a wanted man.

What’s the deal with black holes?

I think they were mis-translated and should be called “wormholes”. Regardless, flying into one causes a mini game to launch. If you win the mini game (which is real-time combat not entirely unlike Escape Velocity Nova combined with a pinball machine), you get a non-standard tech item…and you get sent to another part of the galaxy.

How does hiring wingmen work?

Your leadership skill determines how many wingmen you can have. If you don’t have any points towards leadership you can only hire the dude from the tutorial. Also, you can only hire rangers that rank lower than you on the ranger-ranking board.

Pirates keep threatening me. Is there anything I can do to prevent this?

{from Qt3} Pirates make big use of the scanner devices to see if 1- you're weak and 2- you have a lot of cargo. To beat scanners, you need really good shielding (notice those scanner things that say "get information about target who has shielding less then X%") If you buy and install a really good shielding system, 95% of the pirates will be unable to scan you and will leave you alone. For the other 5%, just use engine boost and run from them.

You can manually control your ship ala Star Control 2 in combat, right? My ship keeps fighting automatically.

When you click on an enemy ship, you're getting an icon on top of that ship with two little ships fighting each other. That means autocombat. Click again (or scroll the mousewheel) for two little ships with a crosshair (move to weapon range) or two little ships with nothing between them (move to minimum range). You should be able to change the default action in options.

You don't even have to use those automove commands. Just click where you want to go, then target your weapons as I'm about to describe below.

If you can control you ship during combat like that, how do you make sure only a laser weapon fires instead of, say, the laser AND missle launcher? Can you fire one, then the other on the fly?

Hit 'W' to bring up your weapons panel (there is also a button on the bottom right of your screen you can click on.) This brings up your weapons panel. Either click each weapon you want to fire, then click a target, or you can just hit 1-5 (with or without the weapons panel up) to choose which weapons to aim. Hit ~ to select all weapons.

You can have your weapons shooting at different targets. For instance, you could have one gun finish off an enemy, two shoot at another enemy, and have two more shoot down some missiles headed your way.

Is it possible to have a research station upgrade an item multiple times, do you know?

A piece of equipment can only be upgraded once. So if you are looking at something and it has a green stat, then it has already been upgraded.

If you buy a new hull, do all of your components transfer over automatically? What happens to any "overrun"? Do items just get dropped into the ship's inventory?

If you buy a new hull you could only afford by selling your existing one, it'll automatically swap them upon purchase. If you've got enough cash for the new hull without trade-in, the new one is placed in storage on that planet, and you drag and drop to replace it yourself.

It seems to be all most impossible to kill a pirate.About the time you start doing some real damage to him he lands and repairs.Ad naseum.

The pirates, along with everyone else, have money and have to pay for repairs just like you. Eventually, they will land but not be able to afford repairs, and take off still damaged. You can speed this up by extorting money from them.

Can anyone tell me if there is a benefit to certain weapon types, or am I just better off going for highest damage? For example, does a fragment weapon have an advantage over an energy weapon?

There are no major differences between frag and energy weapons (energy have a bit further range usually). Rocket weapons are a bit different however (rockets usually take a few turns to reach their target and can be shot down).

Some artifacts only affect weapons of a specific type (like there's one that gives all frag weapon a slow-down effect on enemy ships). Also some micromodules give different bonuses to different weapon types (like the Rocketon module give +10 dmg to missle weapon but only
+4 to energy.

Apart from this, the weapon type isn't important.

Can you explain Fuel Capacity?

It appears that fuel tank capacity is

Capacity = (Size / 2 + Tech Level * 5 + 5)

There are slight differences in rounding, with higher-tech races (i.e. Gaal) rounding up rather than down, but otherwise that's it.

Thus, a size 20, tech level 1 tank holds 20 / 2 + 1 * 5 + 5 = 20 fuel.

A tech size 20, tech 8 tank holds 20 / 2 + 8 * 5 + 5 = 55 fuel.

Thus, for any given tech level tank, each additional unit of capacity requires 2 spaces. Cisterns, which you generally find on planets in wreckage, are 1 space per unit of fuel. However, your jump is limited to the smaller of your fuel tank size or your drive limit, and cisterns don't help for that.

It has medals? Cool. Man I dream about this game every day. I read this thread every hour or so hoping for new reports. I check reviews out on web sites. I go to GoGamer and check the price and view the box art

Okay, that’s still a bit excessive, even if you bought the game ;)
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Inverarity
Posts: 2648
Joined: Mon Nov 01, 2004 10:09 pm
Location: Oregon

Post by Inverarity »

PART 2 – TIPS

Probes

You can buy planetary probes from various vendors. You can then fly to an uninhabited planet. The planet will have a certain percentage of mountains, plains and oceans. Each probe has the ability to scan one or more of these. So, while in orbit, you can drop one or more probes into various orbits around the planets. Depending on the quality of the probe, it will scan the planet's surface for any resources over the period of weeks or months. You then return to the planet and can collect any found resources.

I also found it worthwhile to buy a probe and scan some planets - sometimes you get "micromodules" which can be used for upgrading your equipment further.

Probes can be very profitable. They seem to do better on planets that have some land (i.e. not gas giants). Plop them down on Mercury, or better yet go to another system. Then just go trade for awhile or do a mission or whatever, and come back in 100 days or so for your goodies.

Trading

A good way to get starting with trading is to go to a nearby 'economic centre' in a system, and pay for some info on local trade routes. I was informed as to a decent trade run taking alcohol between 2 planets that were 5 days travel apart, which was a very safe milk run and let me build up some cash fairly quickly.

You can't search for goods but you can search for planets. Like you if you are heading to the Al Dagor system for a quest reason and want to bring some goods with you to sell there, you can look up each planet in that system in search and you'll get the prices.

Also you can just write "planet" in search and you get the 30 nearest planets with the prices.

Last night I learned that if a planet is in radar range and you right-click on it, current prices will be added to your information bar. This is in the electronic manual, but I missed it the first time thru.

I do like when you find a good trade run you need to get in quick to exploit it. Once the supply has been reached the prices quickly go the other way. I took two passes on a profitable trade run. The first was a huge profit, the second a huge loss since I noticed the selling price change too late. I did wind up ahead overall, so it wasn't all bad.

RTS Planetary Battles

In the RTS battles, the "pause" key on the keyboard allows you to give orders to grouped units while the game is paused. For some reason, you can't give orders to non-grouped units. This is very helpful.

Also, when you're building units, the game automatically pauses so you can take your time while figuring out what combination to build.

RTS tips from Quarter to Three

Why are you destroying their bases? You should be capturing them. It takes about 10 seconds to capture them. Once you have them, you can build defensive turrets, as well as reap more resources... and your robot cap goes up.

If you capture an enemy factory, you can produce your own units there.

The point of the RTS segments are to capture as many bases as you can. I couldn't imagine winning without doing that.

You're 100% right about rushing being a good idea, but I have no trouble taking down turrets. I just lasso a group of 9 robots, hit "a" for attack, click on the turret, and down it goes.

Usually, when I have to take out turrets (if there are no enemies guarding them), I hop into a launcher mech and do it myself. I can take out the turret pretty quickly without taking any damage, because unlike the AI, I feel no need to continue advancing once I'm in range.

You must, must, MUST capture bases as quickly as possible. Since they determine unit caps as well as resources, they are the key to victory. In general, your home base will stand up OK by itself, so don't bother leaving much (if any) defending force. Get out there and get cracking, especially on hitting up neutral bases since you can capture them twice as fast. You then have to make sure they're properly defended.

You cannot overestimate the value of the healing tool. Stick three robots with healing tools behind a laser turret and a missle turret, and they will be able to repel almost any assault.

My current SOP is to build one four-mount robot packing launchers or plasmaguns and antigrav for movement. Manually driving this guy around is the quickest way to take out defending base turrets. I then spam tri-mounts, usually with launchers and the healing tool, for the rest of the match (adding slowest or fastest movement load-outs depending on resource income). If you don't allow them to wander out into traffic (or into the range of enemy turrets), these guys kick ass without being outrageously expensive.

RTS tips from Quarter to Three, part two

The basics behind ground battles are basically to use common sense. For instance turrets can take far more damage than robots but are not invincible and can't kill large groups quickly, therefore they need repair and fire support. Given a small number of robots supporting them they can deal with a large enemy force with few or no losses much better than large number of robots with no turrets.

Avoid your enemies strength, attack his weakness. Don't fight large robot to robot battles if there's anything you can do to avoid it. There's usually 2 or 3 enemy factions and it's every man for himself. If you can avoid their attention (by not seizing bases near them, for instance) you can wait until they send an attack wave against another enemy and then swoop with your own strike force to sieze their production factility while it's vulnerable (knocking them out of the game, if it's their only one).

The basics of the ground battles is that the AI is so incredibly braindead that if you do everything yourself, it's nearly impossible to lose. If you give your robots orders and expect them to do well on their own, though, you're in trouble. I have won every battle thus far with a complex, two-part strategy:

1. Expand really fast.

2. Build an uber-powerful robot and spearhead every attack personally.

Thus far, this strategy has brought me nothing but landslide victories. I really wish the RTS portion of the game were better; it's a pretty jarring contrast to the rest of the game, which is generally superb.

Equipment

I'm finding that at least at first it's better to shop around for smaller equipment, rather than bigger hulls. Most of the ships available aren't really much bigger if at all, but you can usually find components of the same effectiveness at about half the size, with some effort. I've got about 85 cargo free on my starting ship (human mercenary), with three guns, scanner, gripper, etc.

It's also very worth getting a droid to repair your ship - that made a very great improvement to my survivability!

Another great thing to do is to upgrade your engines at a scientific base - I can now jump 35 light years at a time, and I've upgraded my fuel tank to 53 tons with a micromodule. I've also got some black gunk stuff that regenerates my fuel, so I now never need to stop for fuel. Great for courier missions.

First, you need to know that all standard equipment has 8 tech levels that have different names and basic capabilities.
For example a level 5 engine is called "Splash drive" or something and has 700 speed and 29 hyperjump distance.
(you see can see the tech level of equipment in shops, there are little bars to the right of the picture).

At start the Coalition tech level is 2 I think, and it improves all the time. So new weapons, equipment and hulls start appearing.
First there is usually a prototype, then 3-4 more appear, and then it starts being mass produced.

Of course you may get lucky and happen to land on the planet where a new droid prototype just appeared for sale but you are better off searching for it using the in-game search engine.
You need to know the names of different equipment levels for that (they should be in your manual).

Buying new equipment every time it comes out isn't a very good idea however, it's better to upgrade your old stuff on science bases or with micromodules as soon as you buy it.
this way it will still outperform the newer stuff and you won't have to replace it so soon.

Happy equipment hunting!

P. S. Weapon levels also improve, but their name doesn't change, so it's a bit harder to find a good one. (because can't see if it's a level 1 Frag gun or level 5 Frag gun in the search)

Also repairing in a Military station is a lot cheaper than other repair areas.

If you need to repair your artifacts, you can only do that on a science or a pirate base.

Further checking clarified this. If you talk to the official in the base Military or pirate (or even possibility scientific) they will do you a cheaper rate than if you do a straight repair. Comparing the prices on a 91 repair the pirate would do this for me at 71.

Missions

Government missions pay well, and I've been getting "special equipment", which allows me to have better maneuverability, and unlimited fuel.

Be careful if you take missions to hunt down ships. They pay nice, but there's a catch sometimes.

In one mission, I chased down a target and took it out. Came back for pay and they tell me "oops we made a mistake. That was just a civilian passenger vessel." Completely pissed off one of the alliance races. Couldn't even go into their sectors without them launching battleships at me.

Stims and Diseases

I'm a bit surprised nobody mentioned stimulants because they are a major part of the game. You get stims at medical stations, and what they basically do is increase your skills for a few months (usually 5). They don't cost much at all, compared to their efficiency.

Diseases are same as stims but they lower your skills (there are some stims that lower some skills and diseases that increase them, but that's more an expectation than the rule). Diseases can be healed at medical stations.

You get all the warnings about how dangerous stims they are, but really, they are pretty safe, worst that can happen is you getting addicted (a disease) and that's easily healed.

If you buy 5-year medical insurance at a business center, you can buy stimulants and get healed from diseases for half the price, so it's really worth to buy.

Good stims for combat:
Maloq *something* (not sure how to translate) Accuracy +4 Maneurability +3

Gaalistra of time Accuracy +4 Maneurability +2, ship speed increase! (only for 3 months though)

Good stims for missions:
Doubleplex Accuracy -1 Maneurability -1, mission payouts increase a lot
(I think it's very rare because I’m in the 7th game year now and I haven't seen it)

Whisper of Ragobam Charisma +10 (do I have to explain? Charisma increases money you get from missions)

Absolute status Charisma +2, more time to complete missions (useful because more time means more flexibility, you can take many missions at once and still finish them all in time)

Good stims for everything:
Trade marking Trade +8 (good if you are selling something expensive, for example if you are changing your old hull for a new one)

Super technician Tech +5 (always good to have, less equipment deterioration, meaning you save money on repairs)

Stardust Accuracy +1 Maneurability +1 Trade +1 Tech +1 (a bit of everything)

Combat

If you're fighting Dominators, one of the most important things to get imho is the droids that repair the cladding. I have one that repairs 40, and with the high armor and shielding on my ship naturally, I can zip into systems, fight a mob, and zip out, minimally damaged. I can really take out a few in a slugfest, but last time I did that I ran up a 25k repair bill (yikes).

{from Qt3} To kill pirates early on, ask for lots and lots of help. Generally, any transports in the area will be happy to help, non-pirate rangers will probably help too, and occasionally consuls will help. Pirates, ranger or otherwise, will not help. Get them all to give you a hand and you should be ok. If the ship lands on a planet, it will take off a few days later and everyone will pile on again. If possible, try to catch the ship a long way from a planet. There's also a gun called Rethone that will slow down a target, that helps too.

Blackholes

Droids, armor and shields don't work. Your hull size is still your hit points.

You can turn on autopilot, but it doesn't understand walls very well. It tends to get me killed in most black hole maps. Autopilot works pretty well against Keller, though, since the playing field is nearly wide open.

You can only fire one weapon at a time. Having multiple weapons is still useful though, since each weapon has a limited charge, and you automatically switch to the next weapon when a weapon starts reloading. This has the downside that if you're not watching the weapon display, your attack type can switch abruptly.

You can assign weapons to two banks, the control key and the shift key. By default everything fires from control. Despite what the manual says, right-clicking does nothing. To switch a weapon's assignment, press shift-number, i.e. shift-3 to switch weapon 3.

Each weapon type has a different arcade effect, which is often unintuitive. A good normal-space weapon load may be very poor in hyperspace, and vice versa.

Frag cannons give you a fairly straightforward short range attack with a lot of shots.

Multi Resonators give you a long ranged glowing ball that attacks fires submunitions at anything it passes. However, the ball has a low enough speed that you'll hit yourself if you fire it while under thrust. You get 3 shots before you must reload.

Atomic Vision weapons give you a short range missile that seems to frequently miss. You only get 2 shots before reloading.

Torpedo launchers fire huge glowing balls in all directions. You only get one shot per charge, though, so this isn't as good as it sounds.

Vertex weapons (the Dominator heavy energy weapon) is pretty much the same as the torpedo launcher, only it fires chevrons instead of glowing balls.

So far I've had the best luck with multi-resonators, though they're a pain since you have to stop before firing or you'll hurt yourself.

My strategy tends to involve trying to seperate the ships if there is more than one and then battling it out with that one. As they can only fire forwards getting on its back and staying their helps a lot. Once defeated I look for a health area (assuming their is one per hole?) and heal myself before going for the next.

My black hole techniques:

Run like a sissy.

When you've got some distance between you and the enemy, turn around and shoot while flying backwards. Run like a sissy if they get close.
Long tunnels work well for this.

Don't quit right away when you win. Fly around and try to find a healing powerup (looks like a cross). Wait until you're fully healed or until it runs out, then exit. Helps with the repair bill.

Flow blaster is nice for spamming (it's homing), and the Atomic Vision is awesome as a sniper rifle. Haven't tried all the other weapons though.
If a good powerup is behind a wall, you might not have realized you just have to shoot one of the fenceposts holding up the wall to get in.

Don't forget to run like a sissy, especially if more than one enemy is on top of you.

Miscellaneous

You know you can tell your wingman to dump everything in his cargo hold right? He isn't so happy about that but he obeys

BTW, if you want to avoid spoilers, don't click on the other Rangers on the high score list on the endgame screen. On the good side, it looks like there are multiple ways to defeat each of the Dominator brains. On the bad side, I have a decent idea of what some of them are now

Newbie Tips from Qt3 (yes, there is no number 4)

Quick Newbie Tip of the Day: When you create a new character you have the option of selecting a couple of ship components along with your race, attributes, ect. I didn't understand why after doing this my ship's components seemed exactly the same. This is because the upgraded components are stashed in the storage area of the starting base. You should also be careful which upgraded components you choose; some of them like the repair droid are quite nice but very costly to keep running. They also can eat up all your available space.

Newbie Tip 2: Choose the easy mission option as a newbie pilot. I've run out of time on a quest countless times, although generally by a couple of days. It has nothing to do with skill and everything to do with your components. Don't screw around 70 days is a lot shorter than you would think. Mission completion speed is mostly dependent on your jump radius. If you have to make 4 different jumps you'll have to land 4 times and refuel, which eats up a ton of time. Getting a faction penalty hit sucks.

Newbie Tip 3: When you choose a Corsair or Pirate class and they say "You have a bounty on your head in system X" BELIEVE THEM. Also don't attack a Merchant ship near its race's planets, as the Mob Squad will be after your butt shortly

Newbie Tip 5: Unless you have a pretty solid reason to choose otherwise, a Faeyian Merchant is the best starting race/class. Faeyian and Humans are the only ones that start with boosters (very critical) and the Faeyian starting merchant ship is one of hte larger starting hulls in terms of internal space. Since hull upgrades are very expensive, the bigger starting hull really lets a player do more early on which is nice.

Newbie Tip 6: If confused about what equipment to start with, a scanner and a rocket launcher are good choices. Assuming a player took tip 5 above, the Faeyian starting ship doesn't come with a scanner. The rocket launcher is the only item on the starting equipment selection list that isn't available normally at base technology, so if that rocket launcher is passed up then the player won't get another crack at one for a long while. All the other starting items can be purchased by a player as soon as they get their hands on some funds

Also remember to onload this equipment by hitting 'S' (ship screen) in the starting ranger base and moving it from the storage box to your ship.

Newbie Tip 7: Combat skills are very important, even to people planning on a non-violent mercantile focus. With the tangle of race relations and the ever present pirates, skirmishes are inevitable. I always put one of my two starting skill points into either attack or defense skill, and the one into maintenance.

Newbie Tip 8: Do the goddang tutorial. It's fairly easy missions with some decent payouts.

Newbit tip 9: Do NOT fight the IP-47 drone craft in the tutorial until your ship is armed with better stuff than the default laser. A rocket launcher + the starting laser will work if you started with the rocket launcher. A rocket launcher + a frag cannon is better. I've never tried it without the rocket launcher because starting without the rocket launcher is silly.

Newbie Tip 10: Once clear of the tutorial, buy a probe and deploy it on a uninhabited planet. The probe scans the planet and finds free equipment/cargo/modules. This is generally time consuming, so the probe can be deployed and then you can go about other missions or trade runs for 50-100 days. The probe cargo can make a great insurance policy if things have gone wrong and a player is broke and needs money for repairs/seed cargo. Just go to the planet, pick up the free cargo, and go sell it.

Don't forget to pick up the probe before leaving the planet, and have the probe repaired at a planet/station before deploying it at another planet.
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Inverarity
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Post by Inverarity »

Okay, that’s it for now. Post more tips/questions/answers/clarifications. You could also let me know if this is a really stupid idea and I should just delete the thread and let people read through the original.

Edit to add: This FAQ is one part me and 99 parts everyone who posted in that big ol' space rangers thread who wasn't me. Pilot X, Orpheo, tals, Flyin' J, etc.... I just had liberal use of copy/paste feature in word, and some free time this afternoon.
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Post by Napoleon »

Cool man! Thanks. Should be getting the game next week, this ought to help.

As a sidenote, get your ass back in IRC, you bastard!
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Jeff Jones
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Post by Jeff Jones »

Inv, a big thanks from me. I admit, after my initial positive impressions about SR2, I've been having a bit of trouble getting into it. I feel lost. Your FAQ will no doubt help give me a better chance at hanging in there. Thanks a bunch!

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Lee
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Post by Lee »

Man that's awesome. Getting the game this week, this will be indispensable.
For motivation and so Jeff V can make me look bad:
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Inverarity
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Post by Inverarity »

This thread is totally a result of it being about 140 degrees (F) in NYC today, with 98% humidity.

Nap - As for IRC, well, I'll try. I just switched jobs (actually, I start tomorrow), I'm hoping this one is a bit more friendly on my time (I was working 60-80 hours a week at the old place. If this one is more 9-5, as promised, I'll have more time for IRC silliness).
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Post by Incendiary Lemon »

Inverarity wrote:This thread is totally a result of it being about 140 degrees (F) in NYC today, with 98% humidity.
I walked 24 blocks to depot and back yesterday :shock: August is not a month to live in NYC.



Oh, and the FAQ rocks. Thanks. :)
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Jeff Jones
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Post by Jeff Jones »

I've got a few minutes here before i have to head out, but I'll try and sum up my lost-edness. (I haven't fully read the FAQ yet)

Ok, I've rolled up a new pilot, and I've done the tutorial segment. After I finish the main tutorial, I'm asked to run thru the RTS tutorial, which so far I've passed on (doesn't interest me).

After that, I'm now sitting on or near Earth (human fighter, let's say), and uhhh.. what now. Ok, I could do a mission by going to earth and then going to the (G)overnment bldg. I wish there were a much more varied mission offering system, with choices, because frankly, some of them sound lame.

Anyhoo, I take the mission, head out and git 'r done and come back. yay. now what? Another mission? Fly around and pick up minerals? Leave the zone and try to pick a fight with a pirate or something? To me, it appears like you either

a) do a mission from the Government bldg or,
b) ???
c) profit!

I read all those posts with guys beaming over how cool it is and how much fun they're having and some of their exploits and cool battles. But would anyone care to describe precisely the steps you're taking after the initial setup phase? It'd be much appreciated.

edit for clarity and speling!
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Post by TheRockFrog »

I'm playing the first one but I assume its somewhat the same as the 2nd one.

I didn't read the manual or do the tutorial.

I started as a pirate and just started exploring. I explored my system, hitting the planets and stations, talking to the different station masters...figuring out what the deal was with the galaxy. Twice in my first 10 turns I had fellow pirates radio me with offers to help them attack certain ships in the system...I turned down both as I have no clue what kind of weapons I have yet. I found info. on what I ships I needed to destroy in order to move up in ranks. I checked the prices for trading seeing If I could start ferrying some loot around to sell. I also listened to two conversations which popped up on my message bar and these gave me info on things going on in two other systems. I only played 15 quick turns and all that stuff happened...amazing. With all the planets, ships, trading, politics, trying the game as a pirate, trader, good guy...crazy amount of gameplay.
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Post by tals »

Jeff Jones wrote:I've got a few minutes here before i have to head out, but I'll try and sum up my lost-edness. (I haven't fully read the FAQ yet)

Ok, I've rolled up a new pilot, and I've done the tutorial segment. After I finish the main tutorial, I'm asked to run thru the RTS tutorial, which so far I've passed on (doesn't interest me).

After that, I'm now sitting on or near Earth (human fighter, let's say), and uhhh.. what now. Ok, I could do a mission by going to earth and then going to the (G)overnment bldg. I wish there were a much more varied mission offering system, with choices, because frankly, some of them sound lame.

Anyhoo, I take the mission, head out and git 'r done and come back. yay. now what? Another mission? Fly around and pick up minerals? Leave the zone and try to pick a fight with a pirate or something? To me, it appears like you either

a) do a mission from the Government bldg or,
b) ???
c) profit!

I read all those posts with guys beaming over how cool it is and how much fun they're having and some of their exploits and cool battles. But would anyone care to describe precisely the steps you're taking after the initial setup phase? It'd be much appreciated.

edit for clarity and speling!
That pretty much sums up the game. You need to set yourself an objective - or in my case its a case of just sucking in the game universe. But your objective maybe to be the best Ranger, or the guy who always pwns Dominators, to kill pirates or even to be a pirate. The choice is yours. Then go play :)

Tals
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Post by Incendiary Lemon »

My immediate goal was to become a galactic rock superstar. I even have the trophy in my hold to prove it :)
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Inverarity
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Post by Inverarity »

Jeff Jones wrote:Anyhoo, I take the mission, head out and git 'r done and come back. yay. now what? Another mission? Fly around and pick up minerals? Leave the zone and try to pick a fight with a pirate or something? To me, it appears like you either

a) do a mission from the Government bldg or,
b) ???
c) profit!

I read all those posts with guys beaming over how cool it is and how much fun they're having and some of their exploits and cool battles. But would anyone care to describe precisely the steps you're taking after the initial setup phase? It'd be much appreciated.
Sure. I'll take this in two parts.

First, here's what you can do

1. Trade commodities.

Stuff can be aquired by purchasing things on planets and bases, by exploring uninhabited planets w/ probes, by picking up stuff in space (debris from fights or asteroids, which you can destroy to get minerals), and by talking to (and trading with) ships in space.

Trading is where you're most on your own. You can get prices from the search feature on the planet, and from right-clicking on a planet in your radar.

It's up to you to determine a profitable run, though business stations will provide you with trade opportunity reports for a small fee. Governments will also tell you specific runs that they endorse (helps not only you, but also their opinion of you).

The important thing to realize is that unlike pretty much every game you've ever played, you will effect the prices directly AND they will be affected by other AI pilots...in short, don't dilly-dally and don't try to do a run more than once (maybe twice).

1a. Exploration

This involves getting a probe or three and placing them on unexplored planets. At first I thought this was pointless, but it can become rather lucrative. It kind of fits in under trading because whatever you acquire needs to be sold somewhere.

2. Piracy

Self-explanatory. Make sure you're well-equipped for this.

3. Government Missions

These include typical fed-ex missions, missions that lead to text adventures, missions that lead to RTS planetary battles, and bounty hunter missions. Fees appear to go up with your experience level i.e. the more of one type of mission you suceed in, the more you're paid next time. I also think - though I'm not sure - that more missions will be available for you once you've got a better Ranger rank. In the beginning a lot of planets won't have missions available. It's a crapshoot early on; be patient and you'll find them.

4. Kill Dominators

The storyline, basically. You can focus on fighting back the Dominator invasion, either alone (stupid, stupid) or with the military. You can make money by scavenging debris that's lost during combat.


Okay, now here's what I do:

In the beginning I focus on trading, exploration, and government missions. Because the missions are few and far between at first, I subsidize with trading and exploring. Most of my trade routes come from governments in the beginning, I find this to be better until I've opened up enough of the galaxy map (and because prices tend to be similar across nearby sectors). Occasionally I'll help out the military with a dominator fight, but usually I'm there to scavenge.

With my first "real" character I didn't participate in any combat. I just stuck to trading and government missions, and made decent money (but rerolled the other day so I can't tell you how well that strategy worked. I may yet get back to him, though).

Hope that helps.
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Post by wonderpug »

I don’t understand how damage works. Can you explain?

Here’s the formula:

dmg = initial dmg * (100% - generator strength) - hull strength.

So if your ship has 15% generator and 5 hull strength and takes a 40 dmg torpedo it will take 40 * 85% - 5 = 29 damage.
Maybe add how accuracy & maneuverability play into damage? The above formula is true if your accuracy = target's maneuverability. The more your accuracy # exceeds their maneuv #, the higher your weapons' minimum damage raises. Likewise, if their maneuv is higher than your accuracy, your weapons will have a lower max damage range.
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Jeff Jones
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Post by Jeff Jones »

Wow, thanks guys for the excellent feedback and help, esp Inverarity for the detailed info. Way beyond the call of duty, thanks!

Tomorrow I'll fire it up and give it another go.
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Post by Daehawk »

It has medals? Cool. Man I dream about this game every day. I read this thread every hour or so hoping for new reports. I check reviews out on web sites. I go to GoGamer and check the price and view the box art

Okay, that’s a bit excessive
Yeah maybe but I ended up buying it did'nt I? :)
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Post by tals »

re the Afterburner in the FAQ - if you don't have a boost it won't work :) I think this is part of the hull but someone else maybe able to clarify that.

Tals
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Post by Pilot X »

Nice write up Inverarity, useful for those who don't want to read the whole 12 pages SR2 thread.
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Post by kallisti_dk »

tals wrote:re the Afterburner in the FAQ - if you don't have a boost it won't work :) I think this is part of the hull but someone else maybe able to clarify that.

Tals
Correct, not all hulls have an afterburner. On the ship schematics, its a small lump near the upper left artifact slot. There doesn't seem to be any way to add one if the hull doesn't have it already.
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Post by Veloxi »

Thanks so much for taking the time to make this.
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Post by Gus Smedstad »

Here's another tidbit you might want to add to the FAQ:

It appears that fuel tank capacity is

Capacity = (Size / 2 + Tech Level * 5 + 5)

There are slight differences in rounding, with higher-tech races (i.e. Gaal) rounding up rather than down, but otherwise that's it.

Thus, a size 20, tech level 1 tank holds 20 / 2 + 1 * 5 + 5 = 20 fuel.

A tech size 20, tech 8 tank holds 20 / 2 + 8 * 5 + 5 = 55 fuel.

Thus, for any given tech level tank, each additional unit of capacity requires 2 spaces. Cisterns, which you generally find on planets in wreckage, are 1 space per unit of fuel. However, your jump is limited to the smaller of your fuel tank size or your drive limit, and cisterns don't help for that.

For that reason, you should really get the smallest tank you think you'll use, taking into account the fact you'll probably upgrade your drive at some point. For multi-jump capacity, i.e. for courier missions or jumping back and forth from a Dominator held system, stock a few suitable cisterns.

- Gus
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Post by D.A.Lewis »

Superior job, thanks
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Post by Buatha »

So, in the beginning, should I just leave pirate hunting off the to-do list? I'm getting my ass waxed every time I even attempt to do this.

So far, I upgraded to one laster, one frag gun, and one bot to repair the cladding. In the end, I'm space debris. I thought I could at least nail a pirate around my hull strength. Nope.
"Some people say never...I just say no"
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Post by tals »

Buatha wrote:So, in the beginning, should I just leave pirate hunting off the to-do list? I'm getting my ass waxed every time I even attempt to do this.

So far, I upgraded to one laster, one frag gun, and one bot to repair the cladding. In the end, I'm space debris. I thought I could at least nail a pirate around my hull strength. Nope.
Do you have your missile launcher from the create screen, if not and you haven't got your buddy ranger then the answer i'm afraid is yess - or reroll, i'd personally reroll :)

Tals
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Post by wonderpug »

Buatha wrote:So, in the beginning, should I just leave pirate hunting off the to-do list? I'm getting my ass waxed every time I even attempt to do this.
Until you get your ship upgraded a bunch more, I wouldn't try handling pirates solo. Try joining in when someone else is fighting one, or ask nearby ships if they want to 'try a joint assault' or whatever.
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Post by Inverarity »

FAQ updated. I clarified the items you guys mentioned (and the ones brought up in the Qt3 thread), plus I added about 8 on to the end (from the last three pages of the massive SR2 thread that started all of this), as well as three tip sections: Another one on RTS battles, one on Blackholes, and some really good newbie tips from Qt3.

You guys are on a roll (especially wonderpug)! I haven't had time to play or even look at this forum in a week, it's nice to see the interest picking up, if that's even possible. Very cool.
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Post by Kulgan »

I know this is a longshot. Does anyone know where I can get the game in the Lincoln/Omaha, NE area. Yes, I could order it, But I want it NOW!
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Post by jpinard »

AWESOME AWESOME AWESOME. Thanks for such a great guide!
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Post by Kraegor »

btw about that missle launcher...yeah it's wonderful and everything at the beginnin.

But should note, towards the end of the tech tree the missle launcher sucks ass against fast ships.

Dunno how many times i've seen my missles fall behind me...while i'm chasin a pirate...can see those missle all struggling vainly to keep up...Almost feel like they are my idiot third cousin, I brought along so he could watch me fight....
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Post by morlac »

Kraegor wrote:btw about that missle launcher...yeah it's wonderful and everything at the beginnin.

But should note, towards the end of the tech tree the missle launcher sucks ass against fast ships.

Dunno how many times i've seen my missles fall behind me...while i'm chasin a pirate...can see those missle all struggling vainly to keep up...Almost feel like they are my idiot third cousin, I brought along so he could watch me fight....
Theres a weapon you can get that slows down your target, forget its name. Prety effective when you have 3 launchers and one 'snare' gun. Though, the ammo cost can get outta control.
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Post by Arkon »

When using missles, it is much better to be ahead of your target than behind. This works quite well with Dominators.
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Post by Kraegor »

I suppose.

missles launchers run outta ammo in no time at all. And when i'm takin on dominators by myself ammo doesnt last very long.

It is rather amusing to kite dominators. With lasers at 450+ range. I just prefer unlimited ammo. And ammo that doesnt have a speedometer.

(playin hard difficulty)
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Post by Sudy »

What kind of performance would I be looking at with a P4 1.5 GHz, 512 MB RAM and a 9800? That's around "optimal" on the official site, but a processor 2.6 GHz or higher is recommended. Just wondering whether this is something I should pick up now, or wait until I upgrade.

I saw a commercial on late night TV. It said, "Forget everything you know about slipcovers." So I did. And it was a load off my mind. Then the commercial tried to sell me slipcovers, and I didn't know what the hell they were. -- Mitch Hedberg
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Post by jpinard »

Sudy Nym wrote:What kind of performance would I be looking at with a P4 1.5 GHz, 512 MB RAM and a 9800? That's around "optimal" on the official site, but a processor 2.6 GHz or higher is recommended. Just wondering whether this is something I should pick up now, or wait until I upgrade.
You'll be just fine. It's not that demanding.
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Post by wonderpug »

Just turn down AA and AF for the text based adventures and your framerate shouldn't be too bad. ;)
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Post by jpinard »

How are the text adventures generated? Are theyn pre-set by time/race, or randomly?
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Post by KiloOhm »

Sudy Nym wrote:What kind of performance would I be looking at with a P4 1.5 GHz, 512 MB RAM and a 9800? That's around "optimal" on the official site, but a processor 2.6 GHz or higher is recommended. Just wondering whether this is something I should pick up now, or wait until I upgrade.
I play it on my work laptop which is a Pentium M 1.3G with 512MB and a mobile Radeon 9000. Works like a charm. No issues and I believe I have everything turned on (except maybe AA / AF). It's a Dell 600 if you want more information.
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Eightball
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Post by Eightball »

Kraegor wrote:btw about that missle launcher...yeah it's wonderful and everything at the beginnin.

But should note, towards the end of the tech tree the missle launcher sucks ass against fast ships.
I've never used the missile launcher, ever. I hate the thing; ammo based means no good to me. I usually pick up a frag launcher at the beginning, which fixes the problem (and provides a more reliable weapon).
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jpinard
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Post by jpinard »

Eightball wrote:
Kraegor wrote:btw about that missle launcher...yeah it's wonderful and everything at the beginnin.

But should note, towards the end of the tech tree the missle launcher sucks ass against fast ships.
I've never used the missile launcher, ever. I hate the thing; ammo based means no good to me. I usually pick up a frag launcher at the beginning, which fixes the problem (and provides a more reliable weapon).
So frag weapons are pretty good?
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Kraegor
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Post by Kraegor »

re: cheap

more to the point the fragment cannon is what ya got to work with at the beginnin.

the range sucks. the damage is low.

but then again...yer ship hull sucks...yer stats are low... cash is tight...and pirates love to pick on the new kid...

this is all under the assumption yer a new pilot.
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