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Submitted by System on 09/03/2006, 09:50. Print file.
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Pod Ship                     8
Quick Mercy                     1
Shroud Weaver              4
Space Fighter              1
Space Torp Bmbr              2
Spore Ship                     3
Starbase                     5
Stealth Ship                     0
Vau Carrier                     7
Vau Transport              8
Veil Seeker                     3
Vlad Cruiser                     5

PLANETSIDE UNITS
Anti-Aircraft              6
Anti-infantry Tank              2
Anti-Tank Gun              6
Armor Lgn                     4
Artillery                     6
Assassin                     6
Assault Gun                     5
Assault Lgn                     4
Assault Tank                     2
Atmos Fighter              0
Battleship                     5
Blademaster                     8
Cargo                            9
Carrier                     7
Chem Shock Lgn              4
Clergy                            6
Cybercorp                     4
Dervish                     7
Destroyer                     2
Divebomber                     1
Doppleganger                     6
Engineer                     7
Fanatic Lgn                     2
Gen Warrior Lgn              4
Gunship                     2
Heavy Inf Lgn              4
Holy Relic                     9
Hover Anti Air              3
Hover Tank                     2
Hover Tank Killer              3
Hvy Tank Killer              3
Infantry Lgn                     4
Inquisitor                     7
Marauder Lgn                     4
Med Tank                     2
Mega Tank                     2
Merchant                     7
Militia Lgn                     4
Morph Divebomber              1
Morph Fighter              0
Naval Transport              8
Noble                            8
Officer Corp                     6
Peasant                     9
Pestulator Artillery       4
Plague Bomb                     8
PTS Laser Canon              7
PTS Meson Canon              7
PTS Mis. Launcher              7
Ranger Lgn                     4
Rebel Partisans              4
Rocket Art                     5
Sceptor                     9
Scientist                     9
Scout Tank                     1
Shock Lgn                     4
SP Anti Air                     3
SP Artillery                     5
Special Forces              4
Spy                            6
Stealth Tank                     3
Strategic Bmber              4
Submarine                     0
Symbiot Arcer              2
Symbiot Butcher              4
Symbiot Minder              8
Symbiot Nester              9
Symbiot Reaver              3
Symbiot Spitter              0
Symbiot Tank                     1
Tank Killer                     3
Tracker Lgn                     2
Vau Fighter                     0
Vau Guard                     7
Vau Jet Bike                     2
Vau Mandarin                     8
Vau Warrior                     3
Vau War-Skif                     4
Vau War-Tower              5
Vau Worker                     9
Warlock                     7
Xyll Warbeast              4


How many attacks does a unit get during each attack phase?

Below is the number of times a unit gets to try to hit its chosen target during that particular attack phase.  The unit will switch targets if it kills its current target and still has attacks remaining.

Underwater       4
Indirect       2
Air              2
Direct              3
Close              4
Psychic       2
RangeSp       2
DirectSp       3
CloseSp       4


Does terrain have any effect on combat?

Cities provide a defensive bonus.  If a player has researched the appropriate technologies (e.g. Jungle Environment), then his units get a bonus on that world type.  The agility.dat files were intended to apply modifiers to agility based on what kind of terrain a unit was in, but this was dropped.  The .dat file was left in, although it's full of zeroes.


How do I use ground units with Close Space attacks?

Marauder Legions and Symbiot Butchers can be placed in Carriers.  They will then add their Close Space attacks in a space battle.  This will only work with Carriers; they count as regular cargo in Transports.


How is the damage from a successful hit determined?

Each unit has 100 points of health (think of these as hit points).
When a unit is successfully hit (attacker's accuracy vs. defender's agility), the attacker's modified attack strength (attack strength * experience modifier * health * relic, attack type, and house modifiers) is compared to the defender's modified armor strength (armor * experience modifier * health * relic, attack type, and house modifier).  The ratio of these numbers is applied to the appropriate column in damage.dat and a random number from 1-10 determines the number of points done to the target's health.  Following is the table from damage.dat.

Attack Damage Table

1-5  1-4  1-3  1-2  1-1  2-1  3-1  4-1  5-1  6-1  7-1  8-1
#
01      1    1    1    5   10   15   20   25   30   40   50   60
02      2    3    5   10   15   20   25   30   40   50   60   70
03      3    5   10   15   20   25   30   40   50   60   70   80
04      5   10   15   20   25   30   40   50   60   70   80   90
05     10   15   20   25   30   40   50   60   70   80   90  100
06     15   20   25   30   40   50   60   70   80   90  100  100
07     20   25   30   40   50   60   70   80   90  100  100  100
08     25   30   40   50   60   70   80   90  100  100  100  100
09     30   40   50   60   70   80   90  100  100  100  100  100
10     40   50   60   70   80   90  100  100  100  100  100  100


What are the modifiers for selecting "Assaults" and "Feints" when combat is initiated?

Assault:         Attack strength x 1.2, Armor x  .8
Feint:              Attack strength x  .8, Armor x 1.2


How do Psychic Attacks work?

During the Psychic combat phase, attacks take place as normal (attacker's accuracy vs. defender's agility), but Psychic Defense is substituted for a unit's armor when damage is determined.


Are some units immune to some attacks?

The target.dat file lists which attack types can be used against which units.  There are some very significant data here, such as the fact that Direct attacks are useless against foot units and Close attacks are useless against vehicles.  Below are the types of attacks which can affect a given unit type.  Note that *all* units are vulnerable to
Psychic attacks.

Foot:              Indirect, Close
Wheel:              Indirect, Direct, RangeSp
Tread:              Indirect, Direct, RangeSp
Air:              Air, RangeSp
Naval:              Underwater, Indirect, Direct, RangeSp
Space:              RangeSp, DirectSp, CloseSp
Hover:              Indirect, Direct, RangeSp
Jump:              RangeSp, DirectSp, CloseSp
Crawler:       Indirect, Direct, RangeSp
Lander:       RangeSp, DirectSp, CloseSp


What are the strength and armor multipliers for experience?  The manual has contradictory information on this.

Experience Multipliers: Green x .8, Expert x 1.0, Elite x 1.2


V. DIPLOMACY

What's the difference between "Declare War on Another" and "War Pact"?

"Declare War on Another" means you're asking the other House to declare war unilaterally.  "War Pacts" are the simultaneous declarations of war from two Houses.


VI. THE CHURCH

Of what use are Clergy?

Clergy are useful for increasing your Flock number, but since the whole Sect thing is currently boogered up, Clergy are all but useless.
Holistic says that Clergy, Scientists, and Merchants are artifacts of an earlier version of the game and they will be removed in version
1.2.


How does the Church know when I'm researching proscribed technologies?
Is this automatic?  Is there anything I can do to hide my labs?  How long does it take the Inquisition to strike?  Is there a diplomacy check of any kind made or is the Church equally likely to send an
Inquisition against friends and enemies?

Holistic has been a bit guarded about providing the answers to these questions, but it seems that the Church automatically knows when and where proscribed tech is being researched and they should immediately send an Inquisition.  Some folks have suggested that giving the Church maps of worlds with labs makes an Inquisition more likely, but I've been unable to confirm this.  Holistic claims their intent was to discourage early research of proscribed techs until a House is strong enough to fend off the Inquisition.  However, a bug causes the
Church's orbital slots over Holy Terra to get jammed up so the
Inquisition can't leave.  Version 1.2 will supposedly fix the traffic jam bug and "make the Church a bit more interesting".


VII. THE MERCHANT LEAGUE

What determines when and if an Agora is replenished?

A League freighter must orbit the planet.  It should restock the planet on the turn after it arrives.  But there seems to be a problem with League ships freezing up and failing to replenish Agoras.
However, there's something squirrelly about the way that resources are
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  1. Emperor of the Fading Suns FAQ by System on 09/03/2006, 09:50