View previous topic :: View next topic |
Author |
Message |
tec_server Technology Bot
Joined: 04 Nov 2002 Posts: 1746
|
Posted: Tue Mar 04, 2003 3:11 am Post subject: sporogenator (old) |
|
|
sporogenator (class 2 ship)
releases 3 sporators for the next battle
attack/life: 4/5
manpower: 25
researchtime: 1 d
buildingtime: 12 h
mycilloid-technology
needed research:
gravobionics
battle details:
1. fights
(battle engine syntax: f)
2. creates 3 sporators in your own fleet in the class they belong and the created ships will stay in that fleet after battle.
battlemessage: "sporogenator releases sporators ... ships"
(battle engine syntax: create,self,3,stay,sporator,sporogenator releases sporators) |
|
Back to top » |
|
|
wizz 2nd Rear Admiral
Joined: 10 Sep 2002 Posts: 151
|
Posted: Thu May 08, 2003 2:32 am Post subject: |
|
|
damn, i forgot what the sporators were..those thingies reducing the damage of all ship???
anyhow, of course either the sporators or their generator must selfdestruct thats clear to everyone... |
|
Back to top » |
|
|
Captain Starlight Vice Admiral
Joined: 13 Sep 2002 Posts: 473 Location: Outer Space
|
Posted: Thu May 08, 2003 4:39 am Post subject: |
|
|
Awe Wizz, if it gets its turn its likely to be destroyed anyway, and the sporators will self destruct next turn whether they are useful or not. It does not need sd.
_________________ _________________________**** |
|
Back to top » |
|
|
wizz 2nd Rear Admiral
Joined: 10 Sep 2002 Posts: 151
|
Posted: Thu May 08, 2003 12:13 pm Post subject: |
|
|
"and the created ships will stay in that fleet after battle."
--> so the sporators stay as far as i understand. if the generator will stay too after battle then there will be a bug in gameplay:
1) be in an alliance and build as much of those generators you can.
2) attack an ally who builds a fleet of shieldgenerators
3) save the new sporos in a second fleet and go back to step 1 until you attacked all available ally fleets(3 fleets per player gives you more than 600 sporos per ally !!!) and got enough sporos
4) fly home and recycle all sporos (with 15 allies for about 12000 mp)
--> i dont know exactly how the mp-control works but possibly then continue the game with 17000 mp
5) if you are not fed up yet return to step 1 the next day (possibly even having more sporogenerators )
will it happen that way or am i wrong at some step ?
[ This Message was edited by: wizz on 2003-05-08 13:30 ] |
|
Back to top » |
|
|
Captain Starlight Vice Admiral
Joined: 13 Sep 2002 Posts: 473 Location: Outer Space
|
Posted: Thu May 08, 2003 1:37 pm Post subject: |
|
|
I dont think you can get extra mp by recycling, The sporators have to stay cos there would be no point in creating a class 1 ship from class 2 otherwise. But if that is what you feared you could make it so only one of the ships could operate.
_________________
_________________________****
[ This Message was edited by: Captain Starlight on 2003-05-08 14:38 ] |
|
Back to top » |
|
|
wizz 2nd Rear Admiral
Joined: 10 Sep 2002 Posts: 151
|
Posted: Thu May 08, 2003 3:50 pm Post subject: |
|
|
yes for sure the sporators have to stay, but i rather fear the mp-control is such a simple thing that gives you the mp when you recycle.
even if it checks that actual free mp cant exceed your maximum mp, it s still possible to have a fleet with double the mp thats allowed....
but after all and all the possible problems i dont see the point in that ship. i think there allready is a ship in game which destroys itself and gives you some hundred interceptors isnt that enough. why should i generate 3 sporators - i think the effect isnt worth a new ship... otherwise i claim to make a new ship for each of the following:
create 1 fighter, create 2 minedeployer, create 3 holocarrier etc..... |
|
Back to top » |
|
|
Captain Starlight Vice Admiral
Joined: 13 Sep 2002 Posts: 473 Location: Outer Space
|
Posted: Fri May 09, 2003 2:02 am Post subject: |
|
|
Versions of which have all been suggested !!!
_________________ _________________________**** |
|
Back to top » |
|
|
Scolar Visari Captain
Joined: 13 Dec 2006 Posts: 149
|
Posted: Wed Feb 21, 2007 9:57 pm Post subject: |
|
|
honestly.. i dont think the ship is very useful.. marlito and i had a convo about this ship.. i think it was him.. but anyways there is some use for it but the major "un-wanted-ness" of this ship is the self destruct and very little use of it _________________
Join Your Destiny |
|
Back to top » |
|
|
DavAlan Admiral
Joined: 24 Aug 2004 Posts: 778 Location: Palo Alto, California
|
Posted: Wed Feb 21, 2007 11:26 pm Post subject: |
|
|
Scolar Visari wrote: | honestly.. i dont think the ship is very useful.. marlito and i had a convo about this ship.. i think it was him.. but anyways there is some use for it but the major "un-wanted-ness" of this ship is the self destruct and very little use of it |
The sporogenator and commando carrier DO NOT self-destruct. As a matter of fact...
you have 5102 of your 5057 manpower in use.
40 in production
5016 in your fleets
I hit a wh in attack mode with these 2 to produce some sporators and commado c1 after putting ships into production
Now it is true you could exceed max mp real high this way but, only with redundant sporators and commando c1 which is not going to boost YOUR score.
This production of c1 is also useful for maintaining c1 blocks when hitting multiple fleets with one esp. for human and eray without reconstructors or when the rc'ing gets defeated with a hammer or etc. _________________ "Destruction leads to a very rough road
But it also breeds creation
And earthquakes are to a girl's guitar
They are just another good vibration
And tidal waves couldn't save the world
From Californication"
Red Hot Chili Peppers - Californication
https://www.youtube.com/watch?v=YlUKcNNmywk
___________________________________
https://www.facebook.com/david.brass.524 |
|
Back to top » |
|
|
admin Board Admin
Joined: 09 Jan 2002 Posts: 2938
|
Posted: Sun Jun 20, 2010 9:20 pm Post subject: |
|
|
200 sporogenator placed on planet: Alpha3 , the coords are: 428/520/69 |
|
Back to top » |
|
|
|