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Tips, tactics, and general discussion for Evochron Legacy.
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Post by Vice »

I am nearing completion on the strategy guide and have uploaded it for preview. I'd still like to change and add a few things, particularly with some images and I want to expand on the offensive combat tactics section a lot. But you can preview the guide at this link. Again, this guide gives away some things about the game that you may not want to know if you prefer to discover things on your own and enjoy the challenge.

http://starfighter.home.att.net/evochro ... lguide.htm
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Post by Maarschalk »

Thanks Vice, I'll read it when I'm done playing with the Artifact, to see if I missed anything else!lol:P:P:P
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Post by Daedalao »

SPOILER :P

---------------------

I'm pretty sure the wormhole to al's quay is not at 7,0,-7. I thought it was closer to 18,0,-18... I may be incorrect in assuming this.
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Post by Vice »

Nope, you're right, corrected.
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Post by Ali Fish »

thanks. ive been patiently awaiting this. im not that familiar with a great deal in EL so this will help nicely. thanks creator !
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Post by Vice »

For the larger ones, they're either 640X480 or 640X400.
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Post by warsign »

Looking good, all pilots must read it.
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Post by whitey »

Just a suggestion, is it worth while mentioning the avenue for converting commodities.
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Post by Maarschalk »

Originally posted by whitey
Just a suggestion, is it worth while mentioning the avenue for converting commodities.
Here is something else I have not tried yet! The surprises keep on coming!:P:P:P
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Post by Nigel_Strange »

When I looked at it, it had all the beacon info in it. I would probably have omitted that info. I would consider this a spoiler.
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Post by Nigel_Strange »

Nitpick: hire fee should be higher fee, I think.
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Post by Maarschalk »

Originally posted by Nigel_Strange
Nitpick: hire fee should be higher fee, I think.
The hire fee is per cycle, and if you really nitpick and do not pay your crew a higher fee well, they'll walk out on you when you most need them! Like the Engineer who leaves your ship after your ship is barely hanging on after a battle and he takes his tools and the automatic repair system with Him! After all He receives the highest pay!LOL:P:P:P
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Post by Vice »

Just a suggestion, is it worth while mentioning the avenue for converting commodities.
Sure, perhaps a list of available options would be good.
Nitpick: hire fee should be higher fee, I think.
Fixed, thanks.
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Post by nschafer »

Vice,

I'd recommend moving the Beacon Quest Walkthrough to section 5. Section 5 is already basically a 'spoiler' section, and the walkthrough seems to fall into that category.

Just my $.02

Neal.

[Edit]
Actully only the last part of section 5 is a spoiler, but basically I'd suggest putting spoiler type information in one place and labeling it as such so that those who don't want to read that section can easily determine what not to read.




Neal.

[Edited on 4-2-2009 by nschafer]
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Post by Vice »

I'd recommend moving the Beacon Quest Walkthrough to section 5. Section 5 is already basically a 'spoiler' section, and the walkthrough seems to fall into that category.
Agreed, I've updated it.
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Post by Exim »

Can it be updated with usage of some specialty missiles?
Weapon/Engine is fairly obvious... but Kinetic? EMP? (I know what EMP does, but noobs may not...)
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Post by Daedalao »

Kinetic energy missiles knock your opponents around like a leaf in the wind ;)
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Post by warsign »

Originally posted by Daedalao
Kinetic energy missiles knock your opponents around like a leaf in the wind ;)
:P
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Post by Maarschalk »

Originally posted by warsign
Originally posted by Daedalao
Kinetic energy missiles knock your opponents around like a leaf in the wind ;)
:P
Yeah watch out for one Called Storm, He realy blows some trees around with these babies!lol:P:P:P
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Post by Storm »

Originally posted by Maarschalk
Originally posted by warsign
Originally posted by Daedalao
Kinetic energy missiles knock your opponents around like a leaf in the wind ;)
:P
Yeah watch out for one Called Storm, He realy blows some trees around with these babies!lol:P:P:P
Apparantly someone in MP is using "Storm" as a callsign?

For the record, that isn't me. I am only playing SP.

From past forum chatter, there are those that like to "impersonate" people in MP (for whatever reason).
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Post by Maarschalk »

Originally posted by Storm
Originally posted by Maarschalk
Originally posted by warsign :P
Yeah watch out for one Called Storm, He realy blows some trees around with these babies!lol:P:P:P
Apparantly someone in MP is using "Storm" as a callsign?

For the record, that isn't me. I am only playing SP.

From past forum chatter, there are those that like to "impersonate" people in MP (for whatever reason).
No need to take it personal Storm, I just made this Joke as a play with words, no one as far as I know was impersonating you!;)
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Post by 49rTbird »

Ah, a Storm by any other name, etc etc :P
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Post by Vice »

Ok, the strategy guide is nearing completion. It's been updated with a lot of new content and images. If there are any last minute tips or details you'd like to see added to the guide, please post them here. The guide will likely 'launch' within a couple of weeks.
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Post by Storm »

Vice;

The last two posts in this thread:
http://www.starwraith.com/forum/viewtopic.php?t=3942

... Maybe "under the hood" stuff that is found in some game strategy guides... equations, algorithms, etc. (some people ARE interested in that kind of thing). Even just an overview?

Examples;

Precisely HOW is reputation effected (the numbers...) when a Rebel or Guild ship (and in the negative direction, Navy, Energy, Miner ships) is destroyed by the player?

Precisely how does successfully completing a given mission type effect reputation? Do the "run a race" missions effect reputation, and if so, with which faction?

Exactly how does overpaying crew members work? What are the equations? If a crewmember has 'x' loyalty, and they are being paid 'y' above fair wage, what are the odds (calculable) that they will stay and not quit, and how does overpaying them 'a lot' cause big jumps in loyalty? (and skill? I can't be absolutely certain, but sometimes I think that a *small subtle* improvement in skill increases occurs when overpaying 'a lot'. If so, what is 'a lot'?).

Is there a practical limit past where overpaying an amount serves no purpose? (For Renegades, one person stated that they pay their crew 2,500 above fair wage, and another stated 10,000 Cr above fair wage...).

(edit): When a crew member is at 100 / 100, is there a *practical* amount over fair wage that *should* be paid, past which there is no benefit? Even at 100 / 100, if the crew is "functioning well" and not deserting at given overpaid amounts (lets call this the 'magic number", whatever it is, to keep them from walking off) , do they function even better ('work harder') at higher amounts? If so, what is the practical limit?

When I updated to 1.084, I *got the impression* that the crew system might have changed a little? ... because I started over again with a new profile... I was occasionally seeing crew members with 95 loyalty quit when I was paying them over 1000-1500 Cr above fair wage... even 2000 Cr above fair wage... that had never happened (to me) before. I have the impression that the odds have changed somewhat.

.... and any other "under the hood" stuff that people might be interested in.


[Edited on 4-9-2009 by Storm]
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Post by Vice »

Ah, good point. I'll see if I can put some of the equations and values together in some form of table(s). However, some things, like reputations, are more dynamic in design and can't 'precisely' be pinned down to static linear equations. But other things can be, so I'll plan on digging through some of the systems you mentioned to see if I can put together some more finite equation/value information.
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