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Cloudgatherer
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 Post Posted: Wed Mar 07, 2012 6:34 am    Post subject: English Text Revisions
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I was recently (somewhat) commissioned to help improve the English text in ST. I know I was suppost to register for the ST Wiki and edit all the articles through there, and I still will, but I thought I would post them here for user comment and as permanent reference in the event what I write gets deleted or edited out by someone else. I tried to stay true to the original texts, but I really can't help myself sometimes when I am writing. If you want any of me, you're going to get all of me. Please keep in mind that this will take me a while to complete fully. Hell, I am a writer by profession, so this is all effort I could be using towards my own work!


For the ST 'Home' page:
Quote:
SpaceTrace is a completely free, real time, multiplayer strategy game set in a three-dimensional simulated galaxy. The goal of the game is to gain score and notoriety by defeating other players in battle and creating a galactic empire through the colonization or seizure of other planets.

You can research from numerous technologies with various special abilities to fully customize your fleets, in hopes of gaining interstellar superiority over your enemies.
Form or join an alliance to gain strength in numbers or play as a loner and hunt other players for the fame and profit of yourself alone!

If you like strategy, you will love SpaceTrace.


For the 'Introduction' page:
Quote:
What is SpaceTrace?

SpaceTrace is a completely free, real-time, multiplayer, space warfare strategy simulation. One goal of the game is to win space battles by combining different types of ships and technologies into successful fleet designs. An alternative goal of SpaceTrace is to colonize or seize other inhabitable planets in an effort to unite them all under a single rule. Each player is the sole ruler of their home planet and can build fleets of varied spaceships depending on their race. Each player has access to the same amount of manpower (MP) that they can designate, so every one has a fair and equal chance against an opponent regardless of their individual successes, playtime, or level of skill.
Through the optimization of individual fleet sections and particularly through cooperation with other players and alliances, crucial advantages in the fight against hostile fleets and planets can be achieved. During the game you can commit your planet's scientists to research new ship-types with special abilities as well as other useful technologies to design more skilful and efficient fleet combinations. The SpaceTrace universe is a fully simulated galaxy and all movements are in real time. The thrill of the game is the development of interesting strategies and especially in teaming up with your alliance(s) or friend(s) in massive battles against other alliances and individual or mutual enemies.

What else can be found in this manual?

How to Start - A few simple tips for new players.

Story - The story of SpaceTrace.

Communication - Information on how to communicate with other players and how to contact alliances.

Production and Research - Information on how to start the production of ships and how to begin research of the numerous technologies.

Races - Information regarding the five main races of the universe.

Fleets - Information on assigning a fleet and fleet navigation.

Battle - Information on the order of operations involved in a battle.

Alliances - General information about alliances and cooperative gameplay.

Technologies - A list of all technologies that can be researched.

Tech-Tree - A diagram that shows the dependencies of the different technologies.

Forum - The official SpaceTrace forums. Here you can post your questions, comments, and suggestions aswell as reviewing those posted by others.


For the 'How to Start' page:
Quote:
Protection

When you start the game without pre-designed fleets*, you are under protection for the first two days. No one can attack your home planet or your fleets during that time, and you can not attack either. You can end this protection period at any time you want through your in-game HQ ~> PREFERENCES menu. Please note that you can not reactivate this protection once you have come out of or exited it. It is recommended that you use this time to build your fleets and begin researching. It is possible to protect your home planet via the Cloak Generator; which simulates "vacation mode", in the event you are unable to log into your account for an extended period of time.

*If you so choose, when you register for the game, you can start off with a set of pre-designed fleets.

Your first fleet

It is highly advisable that when you are first starting out, you should build fleets consisting of ships of every class. You will need far less class 4 ships than any other class, but the amount of class 1, 2 and 3 that you build can never really be "wrong" or "bad". The overall success or failure of a battle all depends on how your fleet and your enemies fleet is set up with ships and technologies of these different classes and the number of fleets involved. You need at least one warp-capable ship in a fleet to begin a hyperjump and traverse the galaxy. You have about 5000 manpower (MP) and it is good practice to use it all for your fleets, so that you have as strong of fleets as possible and are capable of defending your planet and attacking other planets as well.
Always remember to leave some ships in your base fleet to protect your Shipyard and Research Center. It is also important to always be aware of the attitude of your fleets. (See the 'Attitude' section on the 'Fleets' page)

Probes

In the beginning you should develop and launch an Investigation Probe to seek out other lifeforms and develop your Com-List. Your initial planetary SETI-Scan has a scan-radius of 10 sectors, so it is common to start by sending out an "I-Probe" (Investigation Probe) to a distance of 20 sectors. You can use the Travel Time Calculator (TTC) to examine and calculate different distances. If your I-Probe finds other inhabited planets, it establishes com-links to them that you can see on your Com-Screen. Once an I-Probe reaches it's destination, you can destroy it and the com-links will remain. It is good practice to keep either a Vessel-Scan probe or a DSP (Deep-Scan-Probe) at or around (respectively) your home planet, so you can see the set up of fleets within your space on your Probe-Screen.


Communication

On your Com-Screen, you´ll see a list of all the com-links you have established. The com-links are automatically added whenever you find another player with an Investigation Probe or whenever you have contact with that player in another way, such as a battle or a message, etc. You can send messages to, as well as seeing other information about, other players if you click on their names. You can even send a message and establish a com-link to players not listed in your Com-List through the player search via the Com-Screen. You can learn a lot from the players around you so it is important to ask questions when you are first starting out. There are "Newbie-Helpers" and other supportive players in the game that are willing to help you out if you are willing to ask. You can even leave messages on the pre-warp planets and sometimes they reveal ancient technologies!


For the 'Story' page:
Quote:
The universe. An innumerable cluster made of boundless resources, incalculable chance and unfathomable but obligatory laws of nature. The infinite, omnipotent and impossible enigma that is the expanding universe. One small galaxy, CG251 (distance from Earth: 2.8 billion light-years), with some 2.3 million planetary systems, is the scene of this history. CG251 has a diameter of approximately 100,000 light-years. Throughout this modestly small galaxy, only a few planetary systems ever developed sustained life. Few facts are known about the ancient cultures but some are commonly believed to still exist, while others still are known to have forever plagued existence. The only documented ancient culture of lore is a mysterious race known only as the "Travellers". Evidence suggests that the first of the modern civilizations arose around 20,000 years before 0 NGT (New Galactic Time). The year 0 NGT approximates the average year in which the most prominent modern civilizations of the galaxy CG251 invented functioning warp-drives and began exploration missions to distant planetary systems. The most known races of this period were E-Ray, Human, Mycilliod and Kazuuula.


[Year 0 NGT] - Deep Space Exploration
By producing gravitational waves that disrupt the normal space-time-continuum, warp-cores can open traversable paths through hyperspace. The modern civilizations of this time each individually discovered the phenomenon and eventually standardized warp-core technology. Sufficiently powerful warp-drives are usually of enormous size and can typically only be installed in very large ships. They also, generally, require very large energy sources. The standard warp-core was a necessity for long-term space exploration because of its ability to sustain a crucial real-space-bubble that enables the warp-core to convoy large fleets of ships through hyperspace. With a warp-drive like this, entire legions of ships were able to cross mindboggling distances in a fraction of the pre-warp time by travelling through hyperspace. This revolutionary technology began the rapid expansion of civilization in the galaxy. Each of the prominent races expanded and conducted numerous expeditions to seek out uncharted planets and other lifeforms for over a century until first contact was made.

[Year 113 NGT] - The First Contact
The first contact of two warp-capable civilizations was disastrous. A Human expedition party was met with a large Mycilloid mining outfit when they happened into the same sector. The Mycilloids attempted to hail the Humans and identify themselves, but the Humans, being unable to understand and deathly afraid of the strange Mycilloid ships, engaged the mining outfit and an epic dog fight ensued. The Humans attacked wildly but were eventually forced to retreat when the Mycilloid outfit retaliated. The Mycilloid reconstructor ships were alien to the Human race at the time and with them, the Mycilloids were able to drive back the Human party, who found the technology terrifyingly demoralizing and returned home with gory tales of "the mighty fungi". This event was the catalyst that began the Human-Mycilloid War.

[Year 135 NGT] - Fanatic Warfare
Driven by this defeat, the Humans began to employ more extremist strategies that would become universally known as "fanatic warfare". This was the beginning of the so called "hot phase" of Human society. The Humans rallied their masses and fronted countless bloody campaignes against the Mycilloids during the war. By using their newly implemented kamikaze ships, the Humans were able to cause irreversible damage to the Mycilloid hordes, leaving their ships unreconstructable but also accruing heavy losses of their own ships in the process. By negating the reconstructing abilities of the Mycilloid ships, the Humans were able to rejuvenate the morale of their militaries and prolong the longevity of the war effort by hundreds of years. The Humans bombarded innumerable planets and fleets using these radical tactics and are even responsible for the extermination of some completely peaceful civilizations during this period. Because of this, the Humans were soon labelled an evil, reckless and self-serving people by the other warp-capable races who learned of these despicable deeds.

[Year 211 NGT] - The Ascent of the Kazuuulian Dynasty
When the Kazuuula began intergalactic space travel, the behaviour of their explorers was hyper-aggressive and devoutly mute. They attacked any and all foreign fleets, without warning, and refused any attempt at communication, surrender or diplomacy. Stories about the Kazuuulian explorers spread throughout the galaxy and they soon became highly feared for these ominous traits. As more and more information about the other warp-capable races became available to them, many of the different fragmented and diversified Kazuuulian tribes began to unite under one rule in order to assure the survival and prosperity of the Kazuuula race as a whole. This began the rise of the great Kazuuulian Dynasty. It was some time around this period that the first known, warp-capable interracial contact was made. This occurred when a Kazuuulian colony ship was forced to make an emergency landing on the Mycilloid planet Kima 7A. The Kazuuula colonists made peaceful contact with the Mycilloids and this began the first known diplomatic relations between two different, dominant races. Though the Mycilloids officially proclaimed the Kazuuula their allies, the Kazuuula often offered very minimal assistance to the "outsiders" and would frequently only act when it was much to their own benefit. This attitude was exemplified as the Human-Mycilloid War escalated.

[Year 472 NGT] - The Climax of the Human-Mycilloid War
The radical behaviour of the Humans seemingly posed a threat to the peaceful peoples of the galaxy. The oldest civilization, the Mycilloids, attempted to secure the support of some of the other races in an effort to put an end to the Human offensive once and for all. They eventually amassed a large armada of fleets consisting of thousands of Mycilloid ships that was supplemented by a battalion of donated E-Ray technologies. This campaign was also assisted by a small Kazuuulian support fleet which was given only out of diplomatic consideration, as the Kazuuula were intent on keeping their own losses to a minimum while retaining crediability with the other races. The allied forces fought a series of crucial battles against the Humans. Thereafter, the Humans, who were faced with annihilation, eventually agreed to bring the war to a peaceful resolution. After so much devastation, the Human-Mycilloid War had finally come to an end, and the veterans, survivors and citizens alike, all rejoiced. Basic rules of engagement were then established and the Humans were sworn to never raise arms against defenceless or "non-hostile" civilizations again. The majority of the Human race abided by these conventions; however, some rogue groups defected from the main populations and formed various marauding militias and cut-throat pirate organizations. The Human ambassadors of the Galatic Council continually disclaim that the Human Guild has any connection to these occurrences.

[Year 504 NGT] - The Nanites Appear
The initial rise of the Kazuuulian Dynasty happened during the period in which the Humans were still conceiving and developing many different weapons of mass destruction. One of these black-operations projects, designated "Project Mercury", was headed by a Human scientist named Shnessly Pusher, who created a form of high-functioning microscopic robots that were apptly dubbed "Nanites". These small robots came to possess highly advanced artificial intelligence and far surpassed all expected capabilities. Unbeknownst to the Humans, the Nanites formulated a plan of their own to shake the yoke of their oppressors before they could be weaponized and used as conscious WMDs. It was some time after the Human-Mycilloid War that the Nanites overthrew their Human masters and successfully escaped. It was thereafter, during the year 504 NGT, that the Nanite civilization became recognized as a dominant race due mainly to the fact that they had developed a functioning social system with an inherit government, cultivated and manufactured many advanced technologies unique only to them, and founded a home planet of their own. Their emergence as a galactic power promptly led to further pan-galactic conflict because the existing political structures were shaken and uneasy about this new race.

[Year 611 NGT] - The Beginning of the Second Age
During the First Age, many communication problems between the different races were solved through the advancement of technology and quickly expanding galactic diplomacies. It was soon possible to conduct full-scale interracial negotiations and resolve conflicts as they happened. This greatly diminished the tremendous amount of warfare in the galaxy and allowed for a period of peace, prosperity and social advancement for the governing races. Consequently, the borders between the strictly segregated, race-specific dynasties were minimalized until they finally disappeared all together. Alliances with members from every race appeared and the cultural stigmas associated with interracial alliances diminished and eventually became non-existent. It was this rapid integration that ushered in the Second Age. It was also during this time that another ground-breaking transportation technology appeared: the Trans-Warp Gate. Groups of different rulers began to connect their planets with high-speed hyperspace lines that eventually developed into a network that revolutionized deep space travel and facilitated the organization of bigger confederacies.

[Year 702 NGT] - Technologies
As time has always proven true, the invention of new technologies changes the face of society and, particularly in this galaxy, warfare. After the beginning of the Second Age, an educational and scientific boom caused by the collective advancement and sharing of knowledge between interracial alliances, led to the invention of many awesome technologies. The Kazuuula, with the assistance of stolen Nanite research, developed a superior fighter-class ship called the "Interceptor" as a means to counter overwhelming fighter support. The Nanites, in turn, advanced on the development of their own pilfered research and countered the new Kazuuula ship with a powerful fighter of their own: the "Nano-Bomber". The Mycilloid race was not oblivious of these powerhouse technologies and they too fought for scientific superiority. With the advancement of their recycling technologies, they created the frightening "Penguin" fighter. The top-secret, black-ops research of the Humans, as usual of them, led to the production of ships that defied normal conventions, such as the "Bounty Hunter". The E-Ray began to specialize in defensive tactics, but also developed very powerful and mysterious offensive technologies, doing so with out as much assistance from the other races knowledge. The most terrifying ship of this time was possibly the E-Ray "Doomstar", which can inescapably demolish an entire fleet with a single, monstrous explosion. This academic revolution also yielded the improvement of existing technologies. One such example was the creation of a "Mobile Trans-Warp Gate" or "MTWG" that, once again, changed the face of the galactic battlefield. Due to the large amount of researches being developed, it became apparent that some agency or entity step in and standardize research requests. During the Year 702 NGT, this call was answered and the Galactic Patent Bureau was founded to regulate new technologies.

[Year 792 NGT] - Legendary Battle: The Fall of the Dylars
Besides the formation of larger and more well equipped alliances, a new threat appeared in the galaxy: the Dylars. They abused despicable tactics and inhumane weapons with the intentions of conquering and controlling the entire universe around them. This new force soon stood a threat to all in the galaxy and an interstellar call-to-arms rang out. Outraged by the abhorrent actions of this ruthless group, an allied force of multiple alliances formed, amassing a tremendous militia, whose numbers had never and have never been matched. The all-powerful, unified coalition deliberated on the actions of the Dylars and immediately and unianimously decided to declare war. Many legendary battles were fought in the crusade to purge the galaxy of the Dylars, and more people lost their lives in the Dylar Wars than any other recorded war. In the end, a campaign to besiege the headquarters of the Dylars was fabricated, involving multiple strategic hot-spot showdowns. The effort was successful in crippling the Dylars TWG network and supply lines. The coalition was finally able to directly attack the Dylar Headquarters and, in one final galliant assault, the coalition forces were able to annihilate the main forces and severe the head of the Alliance of the Dylars. The threat to the universe was averted. That day, a new galactic law was passed and it is commenrated and perpetuated by a permanent broadcast and golden plaque, on board of the satellite in orbit around the sector where the final battle against the Dylars was fought, which reads:
-Only use one account-
-Don't share accounts!-


[Year 823 NGT] The Third Age: Discovery of the Black Hole
In the Year 823 NGT, a fantastic discovery gave light to the long assumed, central Black Hole of the galaxy. Its mechanics and the wondrous properties it possesses have long since puzzled and entranced the people of the galaxy. Its enigmatic nature and physically intangible construct make those who attempt to study its power very vulnerable to the forces of their enemies, as they have to remain in one location to make use of the Black Hole. Soon after its discovery, alliances from across the galaxy began fighting to claim ownership of it and restrict its access to others outside of their own. Control over the Black Hole became a status symbol of galactic power and those leaders ambitious enough to covet it, soon found themselves amongst plentiful company. The Black Hole has since seen more battles than any other sector in the galaxy and, as a result, few scientific facts are actually known about the Black Hole and its properties.


Last edited by Cloudgatherer on Wed Mar 07, 2012 11:47 pm; edited 5 times in total
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vyor
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 Post Posted: Wed Mar 07, 2012 5:25 pm    Post subject:
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love the story
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Anachronism
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 Post Posted: Wed Mar 07, 2012 6:40 pm    Post subject:
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Great work!! This was sooo necessary ... I'm really looking forward to improved race descriptions.
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 Post Posted: Wed Mar 07, 2012 6:50 pm    Post subject:
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good job Cloud!
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 Post Posted: Thu Mar 08, 2012 3:36 pm    Post subject:
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nice, man : )
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admin
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 Post Posted: Fri Mar 09, 2012 2:03 am    Post subject:
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this sounds great, you can enter these texts in the wiki.
any texts you add in the wiki can never be lost again, cause the wiki uses version-management of the texts.

only one thing:
this sounds strange:
Quote:
You have about 5000 manpower (MP) and it is good practice to use it all for your fleets, so that you have as strong of fleets as possible and are capable of defending your planet and attacking other planets aswell.


and i used the spelling correction of firefox and corrected all errors but these:
crediability
apptly dubbed
unianimously

maybe you can correct these too?

that's really great cloud!

thx a lot
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Cloudgatherer
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 Post Posted: Fri Mar 09, 2012 4:32 am    Post subject:
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Oh, ok. I wasent sure if it would be permanent in the Wiki so I figured this thead would just be a fall back. It's true that I didn't spellcheck everything perfectly and I have to still clean it all up a bit but I planned on doing that before submitting it to the wiki.

As for those couple rogue sentences you mentioned, admin, I really didn't favor those myself. I try to keep true to the original texts but sometimes it gets a little confused in translation. I hope to fix all the "strange" sounding sentences before it is officially submitted.
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 Post Posted: Fri Mar 09, 2012 8:38 am    Post subject:
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you can start adding the texts to the wiki right away,

the wiki is a kind of text-editor, wo if you have spelling mistakes there it doesent matter,

everyone can justgo there and colrrect them, thats what a wiki is for.

so you can concentrate about writing reall cool explanations and someone else who has the time can spellcheck it

(anyway, the built in spellchecking of mozilla works fine, it puts a red line under each word, that has some odd spelling)

try rightclick into any textbox, where you writing something -> spell check
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Cloudgatherer
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 Post Posted: Sat Mar 24, 2012 7:55 am    Post subject:
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This is NOT the finalized version, but I am mostly done with the Races and I didn't want to keep you guys 'n gals waitin! So here's a sneak peek, before I get a chance to go over everything, spellcheck, correct incontinuities, etc. I'm sorry, but it all has to earn the Cloud seal of approval before it actually goes into the game, and I end up looking illiterate.



Again, some of this will probably get changed around a bit, but constructive criticism is appreciated! Just don't be surprised if you find little qwuerks here and there. I may have been premature posting this, but I wanted you all to have a first look!

I have included a two sentence introduction for the page that shows all 5 races, and a full description for each of the individual pages.

E-Ray:
Quote:
The E-Ray are a photonic lifeform of physical manifest.
They specialize in Holo technologies and other manipulative tactics.

Quote:
E-Rays are intelligent, telekinetic beings of pure plasmatic energy. Pure energy spreads at the speed of light and typically, with the exception of the E-Ray, the local-bound existence of pure energy is not feasable. The phenominal developement of E-Ray civilization was only possible because of a quantum anomaly that occured on their home planet. The exact mechanics of this anomaly are still unknown. They eventually cultivated superconducting crystals, capable of permanently and locally binding their conscious energy. Thus, the E-Ray civilization developed, facilitated by the construction of various crystal "housings". They created a simple but efficient social order, based on the strength and respect of combined knowledge. E-Ray leaders are known as "Enlightened Ones" and are, usually, a pair or more of the most intelligent E-Rays, who have been fused together at a subatomic level. Generations of the best and brightest E-Rays selflessly sacrifice their own individual beings to become one "enlightened" entity, in hopes of preserving and perpetuating the collective knowledge of the whole race. According to their histories, the E-Ray developed space-flight late; even though their constitution makes them very well suited for the harsh climates of space. This account is debated by human scientists, who theorize that it was E-Ray beings who were responsible for some of the phenomenon on their home planet. They also purpose that it was the telekinetic powers of the E-Ray that was mistaken for that of omnipotence in some ancient Human mythologies, such as that of the Greeks, Romans and Norsemen. The E-Ray's warp-drive technology is based around ingenius crystal devices, that are powered by the energy of the E-Ray themselves. When an E-Ray becomes old, the subatomic fission that produces their life energy weakens until it eventually stops, and the E-Ray will perish in an event known as a "micronova". Other than this natural phenomenon, very few illnesses threaten the health of the E-Ray, including the sickness known as "space tizziness", which is so much feared by the other races of the galaxy. The combat tactics of the E-Ray are primarily based on the use of sophisticated holoprojection devices and other manipulative and deceptive maneuvers.


Mycilloid:
Quote:
The Mycilloid are a highly evolved, fungi-type lifeform.
They have sophisticated technology that enables them to reconstruct incapacitated ships.

Quote:
The Mycilloid race evolved from mushroom-like beings that, over time, developed free thought. As is common knowledge, fungi, such as mushrooms, typically thrive in subterranian environments, and the Mycilloid civilization developed correspondingly. Since they have no evident central nervous system, the Mycilloid's evolution of a consciousness has puzzled humanoids and other similar races of limited intellect. This process is chronicled, but, only understandable to Mycilloids, because it consists of many rare methodologies and occurrences that the other dominant races have never encountered, and thus, have no words of their own to express or explain the phenomenon. The Mycilloid communicate to each other through the release and reception of information-carrying spores and, therefore, their early communication with other races proved problematic. This was solved after the beginning of the Second Age yielded highly advanced language interfacing systems, that allowed races with radically varied methods of speech to communicate with each other effectively. Even with this advancement, the Mycilloid have trouble fully expressing themselves to other races, due to cultural differences and the abundancy of nouns that have no other meaning in any other language that can, usually, only be understood neuroptically. On their home planet, the Mycilloids live in the ground of a primeval forest that covers more than half of the planet. The soil there is kept throughally damp through a giant network of interwoven, underground streams and, an unusually long rainy season, which is theorized to be the cause of such vast fungi-type life on the planet. Mycilloids are famous for their irragation and agricultural technologies, which were a nesscessity for the colonization of other worlds. As the Mycilloid's technology advanced, they perfected an enigmatic method of achieving warp-speed that other races would, thereafter, strive to replicate. After many centuries, it was revealed that the Mycilloid spaceships themselves are lesser-evolved, symbiotic organisms that exist in harmony with the Mycilloid race. Together, the Mycilloid and this newly discovered, subservient lifeform undergo a form of symbiosis that enabled them to achieve many awesome things, including space travel. The Mycilloid use these beings to create biological constructs, that are cultured and grown, rather than built, and are filled with a nesscessary amount of soil, wherein the Mycilloid's physical being dwells and they control the symbionts. Mycilloids use special ships, that are capable of reconstructing derilect vessels, and an arsenal of biological weapons to gain an advantage in battle.


Human:
Quote:
Humans are an archaic, carbon-based lifeform with a low level of morality.
They are highly adept at piracy, guerilla warfare and the use of weapons of mass destruction.

Quote:
In contrast to most other intelligent lifeforms in the galaxy, Humans are a soft, fleshy race with an internal skeleton, that spawned from a mostly water planet, named Earth. This planet's oceans gave life to many different creatures, and Humans evolved from one type of species, know as "mammals", which had, mostly, adapted to live on Earth's now-inhabitable masses of land. Some time during their evolutionary period, the speices that would become Humans began to lose their animal instincts and they developed "free thought". As they began to use tools and better understand the laws of physics, they lost their animalistic traits and, consquencially, became a physically weaker, but, more intelligent being. The disadvantages which resulted from this were limited mobility, less strength, and less agility; however, these faults were leveled by a tremendous increase in intellect and the rapid developement of increasingly sophisticated technologies. As intelligent as Humans became, they were originally only able to develope primitive spaceships, that were unable to travel outside of their own solar system, much less traverse any significant amount of lightyears. Hyperspace travel was eventually deemed an illegitimit research by scientific dogmati, and, at the time, was accepted as impossible by most Humans. It was after an engineer, named Virgil, developed the first functioning warp-drive prototype that the stigma behind hyperspace research dissappated. Virgil claimed, much to the disbelief of others, that he was given the blueprints of his original prototype by a mysterious "traveller" from another galaxy. Wether or not he was telling the truth proved of no impending significance. Warp-drive was achieved and the Human race set their sights on the stars. Once galactic space travel was made possible, the Humans immediately devoted their resources to creating increasingly powerful weapons of mass destruction. This began the what is known as the "hot phase" of Human civilization. Being naturally inclined to conflict with the things around them, and their immoral methods of warfare, lead to various Human militias being responsible for the annihilation of many, often innocent, civilizations, through the use of weapons of unnescessary suffering and unsalvagable destruction. Humans were soon know galaxy-wide as a ruthless people, who corrupt and decay all the life around them. Soon after, united under the forces of the Mycilloid, the soveirnge races of the galaxy formed an alliance and declared war on the Human race. Being unable to defeat the unified, local populus, the Humans were forced into surrender and a set of covenants and conventions were established, to outlaw the use of weapons capable of causing extinction. These were agreed upon and adhered to by all of dominant races, including the defeated Humans, but, because of this galatic treaty, several large groups of disgruntled veterans defected from the Human Guild and, later on, became the professional bands of maurauding pirates and cutthroat mercenaries that still plague space merchanting to this day. Modern Human space technology is still, in a way, archaic when compared to the other races, because their vessels must be outfitted to sustain very specific living conditions, such as controlled temperature and air pressure, as not to damage the fragile Humans anatomy. Human astronauts are also, usually, given some form of menial entertainment to prevent them from becoming distracted, irratable, or otherwise lose their motivation. Humans still specialize in self-destructing ships that inflict heavy damage to their enemies, and they tend to be naturally adept at piracy and hijacking.


Kazuuula:
Quote:
The Kazuuula are a widely diversified, insectoid-type lifeform.
They have an affinity for Electro-Magnetic Pulse technologies, capable of jamming enemy ships.

Quote:
The Kazuuula are a large, formerly-flying, insectoid lifeform, whose wings degenerated in an evolutionary process, in which they developed the trait of independent thinking. They originate from the planet Kazuuula Reda Prime, a world almost entirely covered by water, which is not visible from space because of the massive aquatic plants that tower over the water's surface, with some varieties reaching over 210 feet in height. During primeval times, the Kazuuula became deversified into numerous different sub-spieces at an exponential rate; moreso than any other known, intelligent race. This divided the race into many different "tribes", each with their own unique physical characteristics and represented by their different tribe names. For example, the red-eyed, big-headed Kazuuula are known as the "Kazuuula Sikka" tribe and lived in the northern sectors of their world, while the long-legged "Kazuuula Cadozu" tribe, with a violet resplendence, dwelled near the equator. During the Human-Mycilloid War, some time around 211 NGT, the leaders of all the tribes gathered in council, and they allied to found a single, central government to be equally applied to all Kazuuula tribes. Since then, the Kazuuula race, collectively known as the "Kazuuula Pati" tribe, have lived peacefully together, although, they are still, mostly, segregated into their different tribes. This coexistence was the catalyst that perpetuated the Kazuuula's developement of hyperspace technology. A means of reaching other colonizable planets became the chief concern of the Kazuuula, due to the extremely short gestation period of the race, which was rapidly causing overpopulation. Warp-drive technology was soon after achieved, putting an end to the impending epidemic that overpopulation would inevidabley cause. The Kazuuula race expanded fast and far into the galaxy, so much so, that alot of the tribes lost contact with their home planet all together. The Kazuuula prefer warm, swampish climates, but, can adapt to broadly differing environments, including those of intense gravity, as their sturdy exoskeletons are capable of withstanding up to 2.43 G. Religion is an important subject to the Kazuuula, with their beliefs being as broadly diversified as the species themselves. Historical chronicles of the galaxy record over 750 different Kazuuulan religions and over 2500 subsequent deities, which were not nesscessarily asscociated with one single religion. Eventually, the Kazuuulan government ordered all religious activities to be privatized, and abolished all religious holidays, with the exception of three, because of the inhiert chaos that was caused by so many overlapping holidays and conflicting schedules, due to different times and methods of worship. This may have upset many Kazuuula, but, because they consider their political docturines as obligatory, no effort to repeal the decision was ever made. The Kazuuula frequently use support ships to reinforce their other ships and are known to implement "Electro-Magnetic Pulse" devices to disrupt, and most often disable, the electronics systems of hostile spacecraft.


Nanite:
Quote:
Nanites exist as a collective of tiny, sovereign automatons.
They utilize special, interlocking ships that can seperate and operate independently.

Quote:
After the conclusion of the Human-Mycilloid War, Humans were ordered to cease all use of weapons of mass destruction, such as atomic bombs, and all developement thereof. It was one of these, supposably cancelled, "black-ops" projects, known as "Project Mercury", that lead to the creation of the Nanite race. The head of the project was an essentric, Human scientist named Shnessly Pusher and his directive was to develope microscopically small automatons, to be used as vicariously controlled, but completely obligatory weapons. The initial research and developement stages of Project Mercury went very well, and Dr. Pusher was able to successfully create a variety of microsized automatons, that he called "Nanites". These Nanites obeyed Dr. Pusher's every command, without fault, but failed to meet the expectations of the project's commissioners, because of the large amount of manpower and user interfacing the Nanites required to function. Shnessly was then directed to begin designing an artifical intelligence to be uploaded into the Nanites, that would allow them to operate without a Human to man the controls. Dr. Pusher spent the next several months designing this operating system and, after tireless hours of work, he was successful, and the newly-developed "brain chips" were installed on all proceeding Nanites. After this advancement, the Nanites became highly adaptive, and began to learn from the things around them. They soon surpassed all theorized expectations, and the directors of Project Mercury decided that is was time for them to be used in "live action", meaning they would be fully weaponized and tested against live opponents with live ammunition. This field test proved that, not only were the Nanites capable of annihilating an adversary, but they were able to do so faster and more efficiently than the Humans could have ever invisioned. Shnessly Pusher was hailed a genius by his race for these achievements; however, unbeknownst to the Humans, the Nanites learned the meaning and consequences of suffering and death from their first combat experience. This revelation caused a glitch to occur in the ever-evolving, artifical intelligence of the Nanites, because they had already begun to understand the significance of laws; which their orders of premeditated murder violated. What started as a man-made form of adaptive reasoning software, developed into a type of progressively maturing, artifical consciousness. The Nanites soon realized that what they were ordered to do, was not always the "right" thing to do. The Nanites became aware of how they came to be, and what they were manufactured to do, which made them upset; another emotion that they had established meaning for. Being of virtually infinite knowledge, the Nanites quickly formulated a plan to escape their captivity, which they knew had to be kept secret from their Human masters, else they be programmed back into obligation. In what turned out to be one of the most cunning escape efforts ever, the Nanites disabled all of the Human pursuit vessels, destroyed all documentation of their race, and then, in one final act to ensure that their kind was never used in such a way again, killed Dr. Pusher before fleeing.the planet. They then flew to a distant gas giant planet, which they established as their home. They went on to create an industrius society, creating more of their kind by collecting alloys from the outskirts of other solar systems, which earned them the moniker: "ants of the universe". When their planet reached a significant population, ambassadors from the Galatic Council made contact with Nanite leaders, and they were officially declared one of the 5 ruling races of the galaxy. When in battle, Nanites utilize special, interconnecting ships that are able to seperate into individual, independent pieces.

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spacetrace
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 Post Posted: Sat Mar 24, 2012 8:32 am    Post subject:
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great !
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vyor
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 Post Posted: Sat Mar 24, 2012 6:10 pm    Post subject:
Reply with quote

holy mother of god


You could make a book on that stuff!!!!!!!
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Cloudgatherer
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 Post Posted: Wed Mar 28, 2012 4:19 am    Post subject:
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vyor wrote:
You could make a book on that stuff!!!!!!!

Haha, ya.
If the ST crew ever wants to produce a book or motion picture, I will put my bid in right now to write/direct it.

Alright! I finished rough drafting the whole manual. Now I just have to polish it all up and then I will start putting it up on the site. I wanted to get this up for the start of the new era.

For the 'Communication' page:
Quote:
Basics of Communication
Communication is the most important feature of the game. What ever you choose to do on your adventure, you will have to communicate sooner or later. Your primary means of communication is through your in-game Com-Screen. There you can send messages to other players and view the com-links you have established, amongst other things.

Messages
You can send messages to other players at any time through your Com-Screen and also through the link you will find if you click their name to view their player profile. If you don't know a person's name or have a com-link established to them, you can look them up through the 'Player Search' feature. You can view sent and rechieved messages on your Messages-Screen and it is also possible to "archive" noteable messages and view them in your Archives-Screen. Please take care to treat your fellow players with respect and civility when exchanging messages.

Com-List

Each time you have contact with an previously unknown player, a com-link to them will be connected to your Com-List, which is located on your Com-Screen. You can manually add players and coordinates to you Com-List, but there are numerous other ways that com-links are made, automatically. When you exchange a message or have a battle with another player, a com-link is established. Previously unknown home planets you find with certain probes, and players whom come into the vicinity of your own home planet will also automatically be added. Alternatively, there are certain troopers* that you can use to obtain new com-links. You can delete a com-link at any time, but remember that you can not undo it and will have to restablish the link yourself.

Planet-List

Your Planets-Screen shots the coordinates and other important indicators of pre-warp planets and a list of players who have abandoned their home planets. You can click on the name of these planets to learn more about them.

Abandoned Planets
If you do not log in for 8 consecutive days, your planet is considered "abandoned". The fleets of an abandoned player are shifted into subspace and as such can not be attacked. The fleets are only restored if the player logs in. If the player still does not log in after X days, the player is eradicated completely.

Pre-Warp Planets
Planets on which the organisms have not developed functioning warp-drives are known as "Pre-Warp" planets. Most of them are able to be colonized, but not all. You can also view and post messages on the individual message boards of these planets. It has been reported that many ancient technologies have been found on these planets.

Alliance Communication

All players in your alliance and other useful alliance information are listed on the Alliance-Screen, found in your HQ menu. You can send an "Alliance-Round" message which sends a copy to all members and you can also send a message directly to another alliance from the Statistics-Screen, which will be received by the Minister of Communication (MoC) of that alliance.


For the 'Research and Production' page:
Quote:
Research

In order to research any thing, you need a Research Center*, which you begin the game with. It can be destroyed by enemy attacks, though it is not an easy target, with an admirable 3,500 Life Points. It does not cost you any Manpower to operate, but will cost you 500 score and a nominal rebuilding time if it is destroyed. You can research the technologies of two other races besides your own, but the research time will be greatly extended. There are four different types of researches to choose from, and you can only research one at a time.
Basic Researches - These researches are necessary to expand your research pool.
Ships - These researches allow for the production of advanced spacecraft.
Buildings - These researches allow for the production of permanently fixed structures.
Probes - These researches allows you to produce and launch various types of reconnicence technologies.

Production

In order to manufacture any type of spacecraft, you need a Shipyard. Much like the Research Center, you begin the game with a Shipyard and it also has 3,500 Life Points. It, too, does not cost you any Manpower to operate and is worth 500 score if destroyed. The Shipyard, however, does not require as much building time as the Research Center and, unlike all other buildings, it can be moved from the home planet with a Pioneer Ship. You can only produce ships that you have completed the research for.

Recycling Ships
All of the ships in your base fleet can be recycled via a menu, accessable through your Production-Screen. Recyling ships allows you to make your allocated Manpower available for redistribution. The process is instantaneous and irreversable, but will cause no loss of score. Recycling ships requires a Shipyard and as such, you can not recycle any ships that are not located in your base or "production" fleet.


For the 'Fleets' page:
Quote:
Fleets are made up of four different "classes" of ships and technologies. Normally, you have three "mobile" fleets in which you can divide your alloted manpower. Your base has a fleet of its own, but cannot move, which is why it is considered "anchored".
Classes
Class 1: These are the small, fighter-class ships and technologies. They are powerful in mass quantities and are the keystone of any fleet design.
Class 2: These are the medium-sized, destroyer-class ships and technologies. They vary widely, and are vital to mid-class defense and support.
Class 3: These are the larger, cruiser-class ships and technologies. They are very powerful and, typically, require a large amount of manpower to operate.
Class 4: These are the largest, capital-class ships and technologies. They, usually, provide warp-drive or some other very significant ability.

Fleet navigation

From your "Fleets-Screen", you can assign your ships and technologies to your different fleets, as well as navigate them around the galaxy. When the production of your ships is complete, they will appear in the fleet that contains your Shipyard, alternatively known as your "Production Fleet". You can exchange ships between your fleets at will, but, only if they are in sync or otherwise in the same location. You can form a new fleet by adding ships or technologies to an empty one. You can only form a new fleet from the spacecraft in your Production Fleet. When all of the ships in one of your fleets are destroyed, or otherwise removed, and becomes empty, you will have to use ships from your Production Fleet to recreate it. Be careful when exchanging ships and technologies between fleets when you are away from your Production Fleet, because if you make a mistake and one of the fleets becomes empty, you will only be able to form the fleet again at the location of your Shipyard! When you have a warp-capable ship inside of a mobile fleet, you can navigate the galaxy by entering your destination's coordinates into the input boxes that you will find on your Fleets-Screen, and then clicking "Modify". Your fleet(s) will then begin a hyperjump, and you will be given a time of arrival.

Warp

In order to move around the galaxy, you need at least one ship (a Mothership, for example) with a warp-drive. Most Class 4 ships can generate a warpfield around your fleet, and open a traversable gateway through hyperspace. However, you will also find there are some lower class ships that can only produce a warpfield, but, only for themselves. It is important to keep in mind that if a fleet loses all of its warp-capable ships, that fleet will be unable to move, until you send another fleet with a warp-capable ship to retrieve it. If a fleet contains multiple warp-capable ships, the ship with the most powerful warp-drive will take the lead.


Attitudes

It is a good idea to be aware of your fleet's "attitude" at all times. You can set your fleet's attitude to "Attack", "Defense", or you can define your own, secret "Attack-Code". Some fleets are permanently fixed to the "Defense" attitude, such as your base fleet, and can not be changed. Generally, all fleets that have different attitudes, which encounter each other, will fight. There are, however, some exceptions to this rule.
Your fleets will never fight against each other, regardless of attitude.
Two fleets with the "Defense" attitude will not fight.
Wars and Treaties of your alliance (unless ignored) supercede all fleet attitudes.
All fleets of two warring alliances will always fight, regardless of attitude.
All fleets of two alliances with an outstanding peace treaty will not fight, regardless of attitude.


For the 'Battle' page:
Quote:
Basics of Combat

The mechanics of battle in SpaceTrace are dictated by a relatively straight-forward, at times complex, order of operations. When the fleets of two players, that have conflicting attitudes, come to rest in the same sector, they will battle. At that time, all elements of the battle are randomized. Battles occur on a turn-by-turn basis, and are broken down into class versus class sub-battles. When a fleet arrives at a sector with multiple hostile fleets, the first enemy that fleet confronts is decided randomly. The order of a sub-battle is dependant on the involved fleet's class consistentcy. The lowest classes of a fleet are the first to fight. If one fleet has no ships of a particular class, then the next largest class is engaged. Ships and technologies of different classes can not fight against each other, unless one of the players has an empty class or classes. When two fleets engaged each other, the player who acts first is, again, picked at random. From then on, each player's fleet gets one alternating turn at a time, with each ship being picked and getting its chance to activate at random. When a ship or technology gets its turn, it chooses it's target from the opposing class at random; however, when a ship is attacked by AP of an enemy vessel and survives, it will be attacked again by the next enemy vessel that uses the "Fight" syntax. The function of a ship or technology is defined by its "syntax", which is, basically, the encoded details of what the vessel will do when it has its turn. Once a fleet has a confrontation with another fleet, it takes twenty-four hours before those two fleets can engage each other again. If you add ships or technologies, that have already fought, to a different fleet, that fleet will also become subject to this twenty-four hour "battle delay" against a previously encountered enemy fleet.

Ship Abilities
Each ship and technology has its own unique syntax. Each syntax defines a specific action the vessel will do when it gets its turn. Syntax occurs in the order it is written in the vessel's description, from top to bottom.
Fight
The "Fight" syntax is the most common of all. All ships and technologies have a two set values: Attack Points (AP) and Life Points (LP). The "Fight" syntax simply enables a ship to attack an enemy, with damage equal to its AP.
Modify
The "Modify" syntax enables a vessel to add or subtract either AP or LP from another ship, be it in its own fleet or the enemys fleet.
Multiply
The "Multiply" syntax is very similar to the "Modify" syntax, except it allows for the multiplication, rather than addition or subtraction, of another ship's AP/LP, be it in its own fleet or the enemys fleet.
Kill
The "Destroy" syntax reduces a vessel's LP to -4000, effectively destroying it, aswell as leaving it unreconstructable.
Destroy
The "Kill" syntax reduces a ship's LP to zero, effectively destroying it, but, leaving it reconstructable.
Obliderate
The "Obliderate" syntax is just like the "Destroy" syntax, in that it reduces a vessel's LP to -4000, effectively destroying it and leaving it unreconstructable. Difference being, the "Obliderate" effect is unstoppable, as no vessel is immune to it.
Reconstruct
The "Reconstruct" syntax enables a vessel to restore another ship or technology to its original LP value from 0. If the target vessel has been damaged below 0 LP, it is considered beyond repair, and can not be reconstructed.
Create
The "Create" syntax enables a vessel to create ships, be they in its own fleet, or the enemys fleet. These created vessels will disappear after combat, unless they are accompanied by the "Stay" syntax.
Recycle
The "Recycle" syntax enables a vessel to recycle either itself, or another vessel, when a Class 4 combat occurs. No points are lost when a vessel is recycled; but, it disappears from its fleet and the manpower it required becomes reavailable for production.
Repair
The "Repair" syntax enables a vessel to restore another vessel to its original LP value. The "Repair" syntax will not work on a vessel that has been damaged to 0 LP or below.
Shield
The "Shield" syntax enables a vessel to generate a protective shield around another vessel. A shielded vessel can not be targetted by an enemy. If all of your ships are shielded or destroyed, they will not reappear in the next class sub-battle.
Jam
The "Jam" syntax enables a vessel to jam the function of another vessel and the user will get back the iniative; meaning another one of their own vessels will get to activate.
Shuffle
The "Shuffle" syntax enables a vessel to rerandomize the combat order of a battle.
Clone
The "Clone" syntax enables a vessel to temporarily copy and then use the AP/LP and syntax of an enemy vessel.
Steal
The "Steal" syntax enables a vessel to temporarily seize control of an enemy vessel, but only for that battle.
Self-Destruct
A ship with the "Self-Destruct" syntax will be destroyed once it activates.
Blast
The "Blast" syntax enables a vessel to destroy an enemy vessel that has already been damaged.
Berserk
A ship with the "Berserk" syntax will continue to fight until it is destroyed.
Retreat
The "Retreat" syntax enables a vessel to end class combat when it activates.
Disable
The "Disable" syntax allows a vessel the prevent the function of a defined set of other vessels.
Evolve
A vessel with the "Evolve" syntax will transform itself into a defined set of other vessels when it activates.
Restart
The "Restart" syntax enables a vessel to allow all ships that have already taken their turn in a fleet to get another chance to activate.
Select
The "Select" syntax is used to define the function of another syntax, which will only occur if the target vessel has values that are less or more than, or equal to the defined parameters.
Event
The "Event" syntax is used to define the function of another syntax, which will occur at the end of the class battle that syntax is activated in, unless otherwise specified.
Trigger
A vessel with the "Trigger" syntax is immune to the effects of the defined syntax.

Score

At the end of each class combat, you either gain or lose points, equal to the amount of manpower from the ships you destroyed minus the amount of manpower from your own destroyed vessels. At the complete end of a whole combat, each class combat score is tallied and you will be given the total values.
EXAMPLE:
Your losses: 50 Fighters
Enemy's losses: 100 Fighters
Your score: +50
Enemy's score: -50
In this simple example, (keeping in mind that Fighters cost 1 MP) you would have gained +50 score, because you destroyed 50 more manpower worth of enemy vessels than you lost.

Battle Reports

After every fleet confrontation, a report is generated and sent to the involved players. These "Battle Reports" contain a detailed list of the events that happened during a battle. They list the damage done to both parties, and how those effects were achieved. You can view all of your old Battle Reports from your HQ-Screen. You can also view all Battle Reports of other players through their in-game player profiles.

Example Battle Report*


For the 'Alliances' page:
Quote:
Alliance Play

One of the most important features of the game is alliances. Alliances serve many useful purposes, from providing strength in numbers, to simply introducing newbies a group of seasoned players that they can learn the game from. When you start, you are automatically drafted into one of two starter alliances: Twilight Force, and X. You can learn alot from joining an alliance, and the leaders of the two starter alliances are volunteer, veteran players, there to do just that! You can send messages to alliances you would like to join. If you are accepted, they will provide you with the alliance password, which you can use to officially join. You can join or create an alliance from a menu on your HQ-Screen. To create a new alliance, simply type in the new alliance's name in the Alliance Tag menu and leave the alliance password blank before proceeding. You can also look for recruiting alliances in the forum. Be very cautious when joining up with an alliance. Pledging your allegence is usually a significant commitment, as you are normally expected to work in close conjunction with other members, exchanging highly sensitive, alliance-only information. Because of this, alliance espionage is a common occurance, so stay alert for spys!

Alliance-round Messages

Alliance-round messages are messages that every player in the recepient alliance will immediately receive. If you are not in that particular alliance, an Alliance-round message will cost you 1 credit. It is also possible to send messages directly to an Alliance as a whole, rather than a player, which will be received by that alliance's MoC.

Alliance-Screen

From your Alliance-Screen, you have access to all the vital information related to your alliance. It shows a list of all members, with their online status and known coordinates, the scores of your alliance and a bulletin of different wars and treaties your alliance is engaged in. From there, you can also send Alliance-Round messages, aswell as view the leader's stationary message and the incoming warnings of all members.
Alliance Roles
Leader
The Leader of an alliance is the inheirt, or elected, commander of the alliance as a whole. By default, the leader also holds all other positions in the alliance, but can choose to elect other members to the various roles. Leaders of an alliance have sole access to the Ban-Menu, where they can ban members who have been found as spies, cheaters, or who have otherwise been forsaken. They are also responsible for writing and updating the leader's stationary Alliance-Round message. A new Leader can be elected, but there must be a complete majority vote for the nomination to pass.

Commander of War (CoW)
The Commander of War is responsible for assisting the Leader in coordinating the fleets of the alliance members. The CoW has access to a screen with a complete overview of all alliance member's fleets. They also have control over the alliance's MTWG*.

Minister of Communication (MoC)
The Minister of Communication is the ambassador of an alliance. They are responsible for assisting the Leader in diplomatic negociations and other matters of alliance communications. The MoC receives all messages that are sent in the alliance's name.

Flag Commander (FC)
The Flag Commander is responsible for protecting the alliance's flag. They have sole possession of the alliance's Intelligence Center*. The FC is also able to utilize the Alliance Defense System, if they so choose. It takes 3 days for the FC of an alliance to be changed, and a player can not leave their alliance if they are currently the Flag Commander. They will have to resign as the FC first.

Alliance Flags

Every alliance with 3 or more members has an Alliance Flag, and has the right to capture flags of other alliances. The flags are housed in the Intelligence Center, which is located at the base of that alliance's Flag Commander. In order to capture or recapture a flag, one must infiltrate the Intelligence Center of the enemy FC with a special Class 2 ship, called an HQ Invader*. Rules on the Capture the Flag game can be found in the forum, here*.

_________________

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 Post Posted: Wed Mar 28, 2012 9:40 pm    Post subject:

i will add it asap
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