Airwolf
Posts: 6
Joined: 9/6/2001 From: Tempe, AZ, USA Status: offline
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quote:
Originally posted by Larry Holt: I'm way to busy with SPWaW to deal with another new game but I downloaded it for my kids (10 & 12). How about some AARs, tactics tips, etc. to jump start us in this new game? Perhaps someone would like to write a tactics guide?
Thanks
I hope these tips will help. 1. Weapons: Don't develop more than 2 families of weapons. Anything beyond that takes way to long to research. I try to work on one 'energy' using weapon family and one 'non-energy' using family. Things like waves, guns, and beams all use energy from the planet and ship generators. Weapons like torpedoes, standoffs, and missiles don't use any energy.
2. Research the laboratory early and don't forget to build one on your planet(s). The lab makes all the other research go faster. 3. When you meet a computer remember its time to get some security forces in place to catch spies. Also when you meet a computer it is time to start beefing up your star ship fleet. I normally fly with only 1 or 2 ships until I meet a computer. Then I get my fleet up to 4 or 5 ships. Once you meet a computer it usually isn't long before you are at war.
4. Never underestimate the power of 'quicken' and I am not talking about the accounting software.
That should get you started.
[ September 07, 2001: Message edited by: Airwolf ]
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Regards, Airwolf
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