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holo-fleet-carrier
holo-fleet-carrier (class 1 ship)
Equipped with a holo projector, that materializes a whole fleet with ships of all classes.
(50 fighters, 10 destroyers, 1 cruiser and 1 mothership) the holoprojections all have an attack and defense of 0/1. This class 4 ship acts in class one

Attack/life: 0/10
Manpower: 45

Researchtime: 2 d
Buildingtime: 12 h


e-ray-Technology
Needed research:
holo technology

Battle details:
  1. fights
    (battle engine syntax: f)
  2. creates 50 holo fighters in your own fleet in class 1
    (battle engine syntax: create,self,50,1,holo fighter)
  3. creates 10 holo destroyers in your own fleet in class 2
    (battle engine syntax: create,self,10,2,holo destroyer)
  4. creates 1 holo cruiser in your own fleet in class 3
    (battle engine syntax: create,self,1,3,holo cruiser)
  5. creates 1 holo mothership in your own fleet in class 4
    battlemessage: "holo-fleet-carrier projects 50 fighters
    1 holo-fleet-carrier projects 10 destroyers
    1 holo-fleet-carrier projects 1 cruisers
    1 holo-fleet-carrier projects 1 mothership"

    (battle engine syntax: create,self,1,4,holo mothership,holo-fleet-carrier projects 50 fighters
    1 holo-fleet-carrier projects 10 destroyers
    1 holo-fleet-carrier projects 1 cruisers
    1 holo-fleet-carrier projects 1 mothership,n)
  6. after the fight of each subbattle of your class 1, but only once (if there are more ships doing the same effect) it shuffles all ships in your class 2 that still did not fight
    (battle engine syntax: event_once,1,shuffle,self,2)
  7. after the fight of each subbattle of your class 1, but only once (if there are more ships doing the same effect) it shuffles all ships in your class 3 that still did not fight
    (battle engine syntax: event_once,1,shuffle,self,3)
  8. after the fight of each subbattle of your class 1, but only once (if there are more ships doing the same effect) it shuffles all ships in your class 4 that still did not fight
    (battle engine syntax: event_once,1,shuffle,self,4)

  —> Forum Topic about this ship
T2: I have never been able to successfully apply this ship to my benefit.
Can someone provide a good example of how to best utilize this little gem !
Osiris: when i was e-ray i used 2 of them together with blockades and bounty's the were do devert the attacks away from the blockades and bounty's
it worked pretty much

give it a try and tell me if it works :)13
T2: Is it good for only diversionary tactic's ? I guess so... It will take careful planning to avoid it getting wiped out by the enemy c1 fleet. To bad it was not immune to the Kamikaze :)17 :)17 :)17 :)17 They could make a nice combo by allowing the kame to destroy 3 holo fighters instead of other ships of thier own kind.

I'll have to see if my imagination can come up with some good combo's as well as the one you pointed out
The Butcher: Gem is correct. (Edited for spelling :)3 )

This ship is fantastic at foiling precision strikes.

What I mean by precision, I mean when an attacker uses just enough ships to clear a class, to follow with a larger attack fleet.

For example, say I am attacking this:

100 10 40 1

I decide to apply 101 fighters and 11 destroyers, and follow up with a class one or two "class three killer" fleet, after their class three is exposed.

One holo fleet carrier will muddle this tactic completely, as the enemy will still possess some, or most, of their class one and two.

If I only have two fleets with me, I have no chance of cracking his defense, and I may as well go home. (After I send in just enough ships to break that fleet carrier :) )

Holo fleet carriers, some evaps, and some retreat fighters are a pretty solid base defense against mediocre players, and will sometimes confound advanced players.

They will also help protect your Lowriders, and Wasps turn the holo destroyers into tough little bastards.
Osiris: JEM????
T2: I really see the Lowrider application now you mention it
..... So ...it's a defensive ship all around.
Thanks Butcher.
DavAlan: "Gem is correct. (Edited for spelling :)3 )

They will also help protect your Lowriders, and Wasps turn the holo destroyers into tough little ***."



Try adding a about 100 intruders and a sporator or two and make the holo c1 as nasty as well as adding lp to the holo's :P

Also the missle launcher is another effective c3 "cover" for your lowrider as well.

And keep this holo stack as far from a myc swank as possible or add evaps, etc in ;)
Cloudgatherer: Do the Holo ships stay in the fleet after battle, like Nano Viruses? I dont see how they are removed anywhere in the syntax. I must be missing something.
admin: no,

they don't have the 'stay' syntax in the modifier, so they vanish at the end of battle
 
mine-deployer
mine-deployer (class 1 ship)
This ship deploys a mine (0/1) between the enemy ships of class 2 that deals 10 damage to an enemy ship.

Attack/life: 0/1
Manpower: 4

Researchtime: 1 d
Buildingtime: 10 h


mycilloid-Technology
Needed research:
improved targeting

Battle details:
  1. fights
    (battle engine syntax: f)
  2. creates 1 mine in the enemy fleet in class 2
    battlemessage: "mine deployed"
    (battle engine syntax: create,enemy,1,2,mine,mine deployed,n)
  3. shuffles all ships in the enemy class 2 that still did not fight
    (battle engine syntax: shuffle,enemy,2)

  —> Forum Topic about this ship
BladeTech: are there any disadvantages to this ship?
BladeTech
Metody I The Evil: Well I can only think of a battle where the enemy has no class2...
BladeTech: so as long as the enemy has class two ships, this ship is really good ryte? =)
BladeTech
Metody I The Evil: Well... 4 mp so to break even you have to kill 1 destroyer per 2 deployers... So, vulnerable vs. other class1 and inefficient against troikas.... Arrrrrrgh those @#@#@!#@!%$#^%$#^%$%$^%$%$#^%$#^%$#^#^#@^#@^#@^$#@#@!!!!! troikas :grin:
BladeTech: ohh...loooool. i hate troikas too =)
BladeTech
Metody I The Evil: Ahh so I finally met someone who hates troikas like I do...
BladeTech: loool...they are very annoying indeed. =)
BladeTech
adamx17: "modifies AP/LP by 0/-10 of 1 ship of any ship-type in your own fleet in the same class"


thats the battle syntax for the mine, shouldn't it be for the enemy's fleet?
darklim: I think this is a suicide.
BladeTech: what is? the mines?
tec_server: the mines become part of the enemy fleet, like nano virus's, so the syntax reads "modifies in your own fleet".
darklim: Ahhh, Thanks
Noxus: what would happen if your c1 *with Mine Deployers) attacked the c2 directly? would the mines blow up the same subbattle?
guest: "what would happen if your c1 *with Mine Deployers) attacked the c2 directly? would the mines blow up the same subbattle?"


yes or your other class 1 ships fire on them... ;)
mackman: Good question but I think they only work after the class 1 battle during the class 2 but you can try in the battle simulator. I think sabs are better for killing class 2 during the class 1 battle.
Noxus: i wouldnt think sabotage fighters is a better anti c2 ship. they only deal out one damage for 1mp. while mine deployer is 10 damage per 4mp.
mackman: "i wouldnt think sabotage fighters is a better anti c2 ship. they only deal out one damage for 1mp. while mine deployer is 10 damage per 4mp."


Yea but sometims mine explode and do nothing its about turns, the sabs when they rip all go at once lets say your enemy has 600 class 2 and just a few class one like 10 if you send 2000 sabs with no other class 1 all 2000 will shoot into the enemys class 2. acually 1990 will shoot if he had 10 fighters you get the drift thou.
zenachi: The mine-deployers create mines in your C2, so if you fight directly with the C2, the mine-deployers will create the mines and then get killed by your opponent's C2.
Then your C2 (including the mines) will attack your opponent's C2.
al12: Mines can be less good because you can't destroy a whole class 2 with them from an enemy. If you put to many many mines in someones class 2 they start blowing eachother up instead of the enemy class 2. So sabotage fighters can be better, but it is all about the situation. Mine deployers are expeniseve( 4 mp) but can take down a destroyer which is 8 mp. On the other hand, if the enemy has low class 1, say 10, you can with 2001 sabotage fighters take down 200 class 2 with only loosing 10 sabotage fighters. The reason you would need 1 extra is incase the enemy's class 1 shoots first, but after that all sabotage fighters get to shoot before they are destroyed.
So it's all about the situation, when should you use sabotage fighters( not good when enemy has alrge class 1) and when to use mine deployers, with which you most probobly can't destroy the whole class 2 of an enemy.
 
holo-generator (class 1 ship)
This ships creates 10 holo cruisers (0/1) in the enemy class 3 and 1 holo mothership (0/1) in the enemy class 4

Attack/life: 0/2
Manpower: 25

Researchtime: 1 d
Buildingtime: 12 h


e-ray-Technology
Needed research:
science recycle methods

Battle details:
  1. fights
    (battle engine syntax: f)
  2. creates 10 holo cruisers in the enemy fleet in class 3
    battlemessage: "holo-generator generates ... ships"
    (battle engine syntax: create,enemy,10,3,holo cruiser,holo-generator generates)
  3. creates 1 holo mothership in the enemy fleet in class 4
    battlemessage: "holo-generator generates ... ships"
    (battle engine syntax: create,enemy,1,4,holo mothership,holo-generator generates)

  —> Forum Topic about this ship
admin: this is the new version of the holo-generator.

it is useful to counter a fleet, that has no class 3 and no class 4.
this way penguins will recycle, although the player had intentionally left his class 4 empty.

the old version topic can be read here:
/forum/viewtopic.php?t=2472

this came up after a discussion about a new holo-generator:
/forum/viewtopic.php?t=7331
 
graze reactor (class 2 ship)
Breeds up to 7 grazers (7/10) until it gets shot. (caution! self destruction!)

Attack/life: 0/10
Manpower: 20

Researchtime: 2 d
Buildingtime: 12 h


mycilloid-Technology
Needed research:
improved computer technology

Battle details:
  1. fights until it is shot
    (battle engine syntax: beserk)
  2. creates 1 grazer in your own fleet in class 2
    battlemessage: "grazers breeded"
    (battle engine syntax: create,self,1,2,grazer,grazers breeded,n)
  3. modifies AP/LP by 0/-1.5 of itself in your own fleet in class 2
    (battle engine syntax: mod,self,1,2,itself,+,0,-1.5)

  —> Forum Topic about this ship
JaM: Does a grazer fight?

It does has an ap of 7, but when I view the battledetails of it, I see no fight command.
wizz: if so maybe put it to the bugreport forum as well so that the admins can notice... i think they dont read every thread ... but i am sure that they ll read the bug reports...

or mail them in game..

i think the grazereactor is such a bad ship that i never played it so i cant tell you what it actually does... :sad:


:smile:
darklim: I have a question
The description say:
breeds up to 7 grazers (7/10) untill it gets shot

But the battle syntax say:
(battle engine syntax: mod,self,1,2,itself,+,0,-1.5)

The question is: 1 or 7 grazers?
JaM: Everytime it's got the turn it subtract 1.5 lp. So after 7 this ship has got 7 times his turn (without been shot) he would have a lp of -0,5 and is destoyed. This is the Achilles heel of the beserk modifier this ship has.
Rubens: oh my god why is so difficult? this ship is really good, i dont know if we remeber when i manage the account of zandrmas of algaria, try find him. when he isnt here i have his account so i create 214 graze reactor aprox, i think and with a deconstructor i win 2000 ponits 3000 or 1000 i dont know, well i win a battle vs class 2 fleet. This ship breed up in 7 grazers!! SEVEN grazer 1 grazer have 7 ap/10lp so with one graze reactor you have 7 grazers of 7 /10 like 49/70 so they are the best ship class 2, the problem is when the ship'is breeding she selfdestruct so you have -20 mp but have 7 grazers, vs anyclass 2 ship are the best, but you always lose points the only way is build a deconstructor
Lou of East from West: Yup, very powerfull ship!
I meet 'em, in last round, with class 3 and... :sad:
darklim: "
On 2003-12-13 21:22, Lou of East from West wrote:
Yup, very powerfull ship!
I meet 'em, in last round, with class 3 and... :sad:

"


Take fighters and you will win easy points :)23
Rubens: @darlim you are wrong
JaM: "
On 2003-12-13 20:21, Rubens wrote:
i dont know if we remeber when i manage the account of zandrmas of algaria, try find him. when he isnt here i have his account "


This looks like braking 1 of the 2 SpaceTrace rules:
DO NOT SHARE ACCOUNTS
darklim: "
On 2004-01-05 06:44, Rubens wrote:
@darlim you are wrong
"


Give me your reason
My reason:
The Grazer give 0 points, destroy it is useless
But the Graze Reactor self-destruct and give you 20 points, a fighter cost 1 Points :)20
Rubens: darklim, the grazers are 7/10 so if you have 5000 fighters them only can destroy 500 grazers 71 graze reactor, but you are right all the graze reactor blow up so 200 * 20 =4000 and the grazers destroy 1400 fighters, but if you have the deconstructor only the 71 graze reactor blow up so 1420 and the rest are recycles so in this case you lose -20 but if you ave more graze reactor? and am sure not much players have 5000 fighters,. i knew i need give you a reason but is s bourng.. wel jam he has to go to italy... well we sahre the accounts but when he come back he change his password... so i dont really really share acounts
darklim: "
On 2004-01-06 20:51, Rubens wrote:
darklim, the grazers are 7/10 so if you have 5000 fighters them only can destroy 500 grazers 71 graze reactor, but you are right all the graze reactor blow up so 200 * 20 =4000 and the grazers destroy 1400 fighters, but if you have the deconstructor only the 71 graze reactor blow up so 1420 and the rest are recycles so in this case you lose -20 but if you ave more graze reactor? and am sure not much players have 5000 fighters,. i knew i need give you a reason but is s bourng.. wel jam he has to go to italy... well we sahre the accounts but when he come back he change his password... so i dont really really share acounts
"


Not for destroy the Grazer
Is for win points
The Grazer itself don't give points
But the Graze Reactor will self-destruct
So 1 Fighter is more than enough to destroy all Graze Reactor (Not really self-destruct but someting similar)
kamekaze6: do grazers self destruct at the end of a battle?? cause mine always do!!
JaM: Maybe that is a bug, probably caused by the beserk function.
Rubens: yeahp the graze reactor blow up in the end of the battle for destroy 1 or 2 fighter you only need deploy 1 graze reactor, the rest are self destrcut but IF YOU HAVE THE DECONSTRCUTOR you dont lose points
darklim: "
On 2004-01-07 20:45, Rubens wrote:
yeahp the graze reactor blow up in the end of the battle for destroy 1 or 2 fighter you only need deploy 1 graze reactor, the rest are self destrcut but IF YOU HAVE THE DECONSTRCUTOR you dont lose points
"


I think the Deconstructor is activated in class 4
So you lose points before it recyle itself
T2: Rubens...have you ever used this ship with mobile repair bots? The way i figure it, it is tough to use and make points or at least get the full potential of the ship.

If I attack c1 with it, i might get 3 or 4 grazers spawned with a single ship. In reality, each grazer should cost 2.5 lp if the fighter hit is factored in. More if a 2ap fighter hits.
Same thing if I attack c2 fleets only I end up with less grazers "breeded".

Will a mobile repair bot decrease the damage or even save it from self destructing. After all, it does not have the self-destruct command in the syntax?
This ship I find hard to figure out
:)6 :)6 :)6 :)6 :)6 :)6 :)6 :)6 :)6 :)6 :)6 :)6
Renee Davis: T2 I have yet to try the graze reactor but, I am going to research it next and try a few in a stack asap. Will let you know how effective they are and on what.
T2: Well...good luck with it. If used properly with the right combo, it should be a very powerful ship but finding the right combo takes some thought.
I should drop in at the battle simulator and try out some potentil set-ups first before I lose any more with it :)
Rubens: "Well...good luck with it. If used properly with the right combo, it should be a very powerful ship but finding the right combo takes some thought.
I should drop in at the battle simulator and try out some potentil set-ups first before I lose any more with it :)"



Mobile repairs bots dont repair ships in negative, am i right?
T2: Thats true Rubens...my logic was as the graze reactor decreases it's lp by increments of 1.5 per grazer + the hit it takes to initiate the grazer being spawned, I thought a mobile repair bot MAY repair this ship before it actually gets to neg lp. I don't know how to get 7 grazers out of it before it self destructs?
The Butcher: Mobile Repair Bots wouldnt help.

This ship would keep on fighting and creating grazers as part of the "berzerk" function, so a Bot would not get it's turn until this ship killed itself.

And the way to get seven grazers out of it would be to fight against class three or four. Once all the enemy ships have finished their turn, and all the rest of your ships are still acting, there would be no interference.

(Of course, I do believe that the berzerk function occurs uninterupted by the enemy, so your Graze Reactor would complete all of its function, including all of its grazer creation, before the enemy would be allowed to respond. So between two fighters, it would create all its grazers and kill itself.)
T2: OK...I think I get it. In previous battles against c1/c2, my graze reactor only got a couple of grazers spawned. This was due to getting hit first by enemy c1/c2 and being damaged.

The graze reactor does not need a hit to spawn grazers, only needs to fire first and spawn all it's grazers before it gets hit ????
Obviously, in a c3/c4 fight, it must shoot first to be effective or it will be completely destroyed by some c3 ship hitting it, almost always completely destroying it.
It probably would be very effective against plasma gunships and other c3/c4 that do not directly target c2 type ships.

The other thing I want to try is increasing it's lp via a sporator to see if it actually will self destruct after it's spawned it's grazers or...perhaps it can be reconstructed after.
The Bezerk modifier in this ship certainly adds what I would call a "wild card" result in it's battles.

I think I'll try it in the battle sim against some cloud cruisers and shock wave cruisers to see the effect and try a few different tactics
Thanks Butcher
al12: The last post was about a year ago here, so I was wondering if anyone used it succesfully?
guest: here one exempel:

2007-09-21 15:15:02
your fleet 2 fights against the base from enemy of accesss at 932/944/85
21.09 15:15:01 - your fleet arrived

yours: 131 ships
class 2:
100 graze reactors (0/10, 20 MP)
19 missile-launchers (0/10, 10 MP)
9 troikas (0/10, 16 MP)
class 3:
2 cruisers (100/100, 60 MP)
class 4:
1 mothership (0/1000, 320 MP)

enemy: 237 ships
class 1:
9 blockade runners (1/2, 2 MP)
1 sporator (0/1, 5 MP)
100 penguins (4/1, 1 MP)
class 2:
10 destroyers (10/10, 8 MP)
100 eagles (2/10, 4 MP)
2 graze reactors (0/10, 20 MP)
1 shield generator (0/2, 4 MP)
1 alliance-invader (0/10, 6 MP)
1 combat reconstructor (2/10, 6 MP)
1 fleets-invader (0/10, 6 MP)
1 holo-clone-ship (0/5, 12 MP)
1 multi-emp-vessel (0/10, 14 MP)
1 wasp (1/10, 11 MP)
1 flying saucer (10/5, 16 MP)
1 plasma emitter (0/10, 10 MP)
class 3:
5 cruisers (100/100, 60 MP)
1 minor reconstructor (0/100, 100 MP)
class 4:
buildings:
1 transwarp-network (0/100, 0 MP)
1 research center (0/3500, 0 MP)
1 shipyard (0/3500, 0 MP)

--------------------------------------------------------------------------------
your class 2 vs enemy class 1: V ^
you:
9 troikas
19 missile-launchers
100 graze reactors
enemy:
100 penguins
1 sporator
9 blockade runners



107 grazers breeded
3 missiles launched
1 troika separates into 3 ships
3 troika modules vs 3 penguins
97 grazers vs 97 penguins
9 grazers vs 9 blockade runners






3 penguins vs 1 missile-launcher
93 penguins vs 31 grazers
2 penguins vs 1 grazer
2 blockade runners vs 1 grazer
1 sporator is modifying all class 2 ships: 253 ships
1 sporator is modifying all class 1 ships: 94 ships
1 penguin vs 1 graze reactor
1 penguin vs 1 grazer
2 blockade runners vs 2 graze reactors
5 blockade runners vs 5 grazers




losses:
you :
3 troika modules
1 missile-launcher
32 grazers
1 graze reactor
enemy :
100 penguins
1 sporator
9 blockade runners
score in this subbattle: 93

--------------------------------------------------------------------------------
your class 2 vs enemy class 2: V ^
you:
9 troikas
18 missile-launchers
75 grazers
99 graze reactors
enemy:
10 destroyers
100 eagles
1 multi-emp-vessel
1 holo-clone-ship
1 shield generator
1 wasp
1 plasma emitter
1 flying saucer
2 graze reactors
1 combat reconstructor
1 alliance-invader
1 fleets-invader



182 grazers breeded
9 missiles launched
5 troikas separate into 15 ships
3 troika modules vs 1 eagle
2 troika modules vs 1 wasp
6 troika modules vs 3 eagles
2 grazers vs 1 plasma emitter
184 grazers vs 92 eagles
2 grazers vs 1 multi-emp-vessel
18 grazers vs 9 destroyers
2 grazers vs 1 fleets-invader
2 grazers vs 1 alliance-invader
2 grazers vs 1 combat reconstructor
28 grazers vs 14 grazers
4 troika modules vs 4 eagles
1 grazer vs 1 wasp
1 grazer vs 1 shield generator
1 grazer vs 1 holo-clone-ship
7 grazers vs 7 eagles
1 grazer vs 1 destroyer
1 grazer vs 1 flying saucer






14 grazers breeded
8 eagles vs 1 grazer
45 eagles vs 9 grazers
20 eagles vs 5 grazers
12 eagles vs 4 grazers
2 troop transport released the landing vessels
12 eagles vs 6 grazers
2 grazers vs 1 troika
6 grazers vs 3 grazers
1 wasp increased the firepower of 4 ships
1 shield generated
1 plasma wave emitted
1 multi-emp-vessel jams 3 ships
1 clone-ship clones grazer
1 wasp vs 1 grazer
3 eagles vs 3 grazers
10 destroyers vs 10 grazers
1 combat reconstructor vs 1 grazer
3 grazers vs 3 troika modules
4 grazers vs 4 grazers
1 flying saucer vs 1 grazer




losses:
you :
1 troika
15 troika modules
32 grazers
enemy :
9 destroyers
100 eagles
1 multi-emp-vessel
1 holo-clone-ship
1 shield generator
1 wasp
1 plasma emitter
1 flying saucer
14 grazers
1 combat reconstructor
1 alliance-invader
1 fleets-invader
score in this subbattle: 541

--------------------------------------------------------------------------------
your class 3 vs enemy class 3: V ^
you:
2 cruisers
12 missiles
enemy:
5 cruisers
1 minor reconstructor



6 missiles vs 1 cruiser
2 missiles vs 1 cruiser
1 cruiser vs 1 cruiser
1 cruiser vs 1 minor reconstructor






1 cruiser vs 1 cruiser
4 cruisers vs 4 missiles




losses:
you :
1 cruiser
12 missiles
enemy :
2 cruisers
1 minor reconstructor
score in this subbattle: 160

--------------------------------------------------------------------------------
your class 4 vs enemy class 4: V ^
you:
1 mothership
enemy:
1 shipyard
1 research center
1 transwarp-network













losses:
you :
-
enemy :
-
score in this subbattle: 0

--------------------------------------------------------------------------------
summary:
your losses:
class 2:
64 grazers
1 graze reactor
1 missile-launcher
1 troika
18 troika modules
class 3:
1 cruiser
12 missiles

enemy losses:
class 1:
100 penguins
9 blockade runners
1 sporator
class 2:
100 eagles
9 destroyers
1 empty fleets-invader
14 grazers
1 shield generator
1 combat reconstructor
1 wasp
1 empty allaince-invader
1 holo-clone-ship
1 flying saucer
1 multi-emp-vessel
1 plasma emitter
class 3:
1 minor reconstructor
2 cruisers

score: 794
Renee Davis: @ rubens. mobile repair bots wont work on anything with 0 lp and under (is a task for reconstructors) ??? right? ;)

@ guest: nice one, grazers are obviously effective against an eagle spam.
Am interested in what they do to a troika spam myself and the eagle / wasp combo.
ilofuyci: In the first fighting round, the graze reactors against the enemy c1, 107 grazers are produced.

During the fight, 1 graze reactor was destroyed, and at the end of the round, going into c2 VS c2, 99 graze reactors were present.

Which means none of them self destructed.

They all created 1 grazer, then started making their second grazers. 7 of them succeeded by the time the fight was over, totalling 107 grazers.

They don't just blast out all 7 grazers all at once.
This fight shows they will, on their turn, make one.

When they get their turn again, thanks to berserk mode, they will, if they have enough lp, make another grazer, and so on, until the fight is over, or until they run out of lp.

Which is nice. Very nice.
al12: Thanks a lot guest, that BR is very nice. Maybe I'll try then in my next evo.
Rubens: Excellent example for noobs!...
I remember I used this properly just once and i was learning and experimenting yet...I was lucky i had no c2 and a lot more grazers...(Combine with plasma emitters etc)...

The point is...thanks for the example it may interest noobs to use it:)

PD:Renee i realized about that a while ago:P
guest: "@ rubens. mobile repair bots wont work on anything with 0 lp and under (is a task for reconstructors) ??? right? ;)

@ guest: nice one, grazers are obviously effective against an eagle spam.
Am interested in what they do to a troika spam myself and the eagle / wasp combo."



hm... :/ another test:

2007-09-25 11:05:17
your base fights against fleet 1 from enemy of accesss at 932/944/52
25.09 11:05:08 - the enemy fleet arrived

yours: 247 ships
class 2:
236 graze reactors (0/10, 20 MP)
10 missile-launchers (0/10, 10 MP)
class 3:
1 cruiser (100/100, 60 MP)
class 4:
buildings:
1 transwarp-network (0/100, 0 MP)
1 research center (0/3500, 0 MP)
1 shipyard (0/3500, 0 MP)

enemy: 910 ships
class 2:
11 destroyers (10/10, 8 MP)
892 eagles (2/10, 4 MP)
2 holo-clone-ships (0/5, 12 MP)
class 3:
3 cruisers (100/100, 60 MP)
class 4:
1 mothership (0/1000, 320 MP)
1 major reconstructor (0/150, 550 MP)

--------------------------------------------------------------------------------
your class 2 vs enemy class 2: V ^
you:
10 missile-launchers
236 graze reactors
enemy:
11 destroyers
892 eagles
2 holo-clone-ships



1648 grazers breeded
10 missiles launched
1626 grazers vs 813 eagles
20 grazers vs 10 destroyers
2 grazers vs 2 holo-clone-ships






865 eagles vs 173 grazers
4 eagles vs 1 grazer
3 eagles vs 1 graze reactor
9 eagles vs 3 grazers
2 clone-ships clone grazers
10 eagles vs 5 grazers
1 eagle vs 1 grazer
11 destroyers vs 11 grazers
2 grazers vs 2 grazers




losses:
you :
186 grazers
236 graze reactors
enemy :
10 destroyers
813 eagles
2 holo-clone-ships
score in this subbattle: -1364

--------------------------------------------------------------------------------
your class 3 vs enemy class 3: V ^
you:
1 cruiser
10 missiles
enemy:
3 cruisers



6 missiles vs 1 cruiser
3 missiles vs 1 cruiser
1 cruiser vs 1 cruiser






1 cruiser vs 1 cruiser
1 cruiser vs 1 missile




losses:
you :
1 cruiser
10 missiles
enemy :
2 cruisers
score in this subbattle: 60

--------------------------------------------------------------------------------
your class 4 vs enemy class 4: V ^
you:
1 shipyard
1 research center
1 transwarp-network
enemy:
1 mothership
1 major reconstructor









1 reconstructor reactivates in class 3: 1 ship




losses:
you :
-
enemy :
-
score in this subbattle: -60

--------------------------------------------------------------------------------
summary:
your losses:
class 2:
236 graze reactors
186 grazers
class 3:
1 cruiser
10 missiles

enemy losses:
class 2:
813 eagles
10 destroyers
2 holo-clone-ships
class 3:
1 cruiser

score: -1364
al12: This time though, there weren't any class 1 ships while in the first BR there were. In the case of the first BR the grazors had the chanse of breeding grazors in the class 1 battle and the class 2. Maybe that made the difference in score?
Rubens: "This time though, there weren't any class 1 ships while in the first BR there were. In the case of the first BR the grazors had the chanse of breeding grazors in the class 1 battle and the class 2. Maybe that made the difference in score?"



Wrong al12...indeed that was the argument i was giving before and the one i was thinking when i say the BR but its false....Its just as simple as the enemy exchanged quality for quantity... The enemy has no destroyers, but has eagles...and a lot...800+ and when you use the graze reactor the point is use them at a point where just a few graze reactors split them self...
Because the syntax of the graze basically tells you that they breed as many grazers as needed to destroy the enemy... We can say that Renee was wrong...against eagles is good but not against SPAM of eagles that means equal mp that your grazers.

It's quite useless the ship and of you use it right you lose it...and i have said that...but sometimes it's really needed to "clear the way"

Of course at some point if the enemy has c1 is better for you...but not necessarily will guarantee that you win the battle.


4 graze reactors vs 20 eagles Best Score = 28 grazers that destroy 14 eagles but all your graze reactors are SD so = -24

4 graze reactors vs 10 eagles Best Score = If the eagles fight the grazers and not your last graze reactor then... 21 grazers lost, 3 graze reactor lost and in the other side 10 eagles lost = -20

4 graze reactor vs 40 fighters + 10 eagles (equal mp) Best Score = For sure all your graze reactors are SD...but your grazers attack destroying 28 fighters and maybe all the eagles too Because the fighters just destroy 5 grazers...then 28 fighters and 10 eagles lost on 1 side and in the other all lost = -12

If I use more grazers I may lose more points..but if he uses more eagles i could be even...it really depends of the balance of mp between both fleets...Of course there is always a good battle scenario like the first BR
guest: Class 1 massacre...


2007-09-26 11:05:31
your base fights against fleet 1 from enemy of accesss at 932/944/52
26.09 00:26:12 - the enemy fleet arrived

yours: 250 ships
class 2:
239 graze reactors (0/10, 20 MP)
10 missile-launchers (0/10, 10 MP)
class 4:
1 mothership (0/1000, 320 MP)
buildings:
1 transwarp-network (0/100, 0 MP)
1 research center (0/3500, 0 MP)
1 shipyard (0/3500, 0 MP)

enemy: 1519 ships
class 1:
500 fighters (1/1, 1 MP)
250 blockade runners (1/2, 2 MP)
500 bulk fighters (2/4, 3 MP)
100 fighter escort (1/1, 2 MP)
50 interceptors (0/1, 1 MP)
5 sporators (0/1, 5 MP)
30 penguins (4/1, 1 MP)
class 2:
1 destroyer (10/10, 8 MP)
79 eagles (2/10, 4 MP)
class 3:
2 cruisers (100/100, 60 MP)
class 4:
1 mothership (0/1000, 320 MP)
1 major reconstructor (0/150, 550 MP)

--------------------------------------------------------------------------------
your class 2 vs enemy class 1: V
enemy:
500 fighters
50 interceptors
30 penguins
100 fighter escort
5 sporators
250 blockade runners
500 bulk fighters
you:
10 missile-launchers
239 graze reactors



1431 grazers breeded
9 missiles launched
100 grazers vs 100 fighter escort
30 grazers vs 30 penguins
50 grazers vs 50 interceptors
500 grazers vs 500 bulk fighters
250 grazers vs 250 blockade runners
500 grazers vs 500 fighters






99 escort affected 297 ships
8 fighters vs 1 grazer
7 fighters vs 1 grazer
6 blockade runners vs 1 grazer
36 fighters vs 6 grazers
50 bulk fighters vs 10 grazers
10 blockade runners vs 2 grazers
65 fighters vs 13 grazers
140 bulk fighters vs 35 grazers
20 blockade runners vs 5 grazers
4 fighters vs 1 missile-launcher
112 fighters vs 28 grazers
9 fighter escort vs 3 grazers
195 bulk fighters vs 65 grazers
51 blockade runners vs 17 grazers
162 fighters vs 54 grazers
40 fighter escort vs 20 grazers
2 bulk fighters vs 1 missile-launcher
90 bulk fighters vs 45 grazers
2 blockade runners vs 1 missile-launcher
88 blockade runners vs 44 grazers
76 fighters vs 38 grazers
1 sporator is modifying all class 2 ships: 415 ships
1 sporator is modifying all class 1 ships: 1153 ships
1 sporator destroys 4 ships
51 fighter escort vs 51 grazers
1 penguin vs 1 graze reactor
29 penguins vs 29 grazers
23 bulk fighters vs 23 grazers
1 blockade runner vs 1 graze reactor
72 blockade runners vs 72 grazers
1 fighter vs 1 graze reactor
29 fighters vs 29 grazers




losses:
enemy :
500 fighters
50 interceptors
30 penguins
100 fighter escort
5 sporators
250 blockade runners
500 bulk fighters
you :
1 missile-launcher
178 grazers
21 graze reactors
score in this subbattle: 2375

--------------------------------------------------------------------------------
your class 2 vs enemy class 2: V
enemy:
1 destroyer
79 eagles
you:
9 missile-launchers
1253 grazers
218 graze reactors



158 grazers vs 79 eagles
2 grazers vs 1 destroyer
1 missile launched






75 eagles vs 15 grazers
3 eagles vs 1 grazer
1 eagle vs 1 grazer
1 destroyer vs 1 grazer




losses:
enemy :
1 destroyer
79 eagles
you :
17 grazers
score in this subbattle: 324

--------------------------------------------------------------------------------
your class 3 vs enemy class 3: V
enemy:
2 cruisers
you:
10 missiles



6 missiles vs 1 cruiser
2 missiles vs 1 cruiser






2 cruisers vs 2 missiles




losses:
enemy :
1 cruiser
you :
10 missiles
score in this subbattle: 60

--------------------------------------------------------------------------------
your class 4 vs enemy class 4: V
enemy:
1 mothership
1 major reconstructor
you:
1 mothership
1 shipyard
1 research center
1 transwarp-network













losses:
enemy :
-
you :
-
score in this subbattle: 0

--------------------------------------------------------------------------------
summary:
enemy losses:
class 1:
500 fighters
250 blockade runners
30 penguins
500 bulk fighters
50 interceptors
100 fighter escort
5 sporators
class 2:
79 eagles
1 destroyer
class 3:
1 cruiser

your losses:
class 2:
21 graze reactors
195 grazers
1 missile-launcher
class 3:
10 missiles

score: 2759

i make two further tests against a Swank and troikas
Rubens: "Class 1 massacre...


2007-09-26 11:05:31
your base fights against fleet 1 from enemy of accesss at 932/944/52
26.09 00:26:12 - the enemy fleet arrived

yours: 250 ships
class 2:
239 graze reactors (0/10, 20 MP)
10 missile-launchers (0/10, 10 MP)
class 4:
1 mothership (0/1000, 320 MP)
buildings:
1 transwarp-network (0/100, 0 MP)
1 research center (0/3500, 0 MP)
1 shipyard (0/3500, 0 MP)

enemy: 1519 ships
class 1:
500 fighters (1/1, 1 MP)
250 blockade runners (1/2, 2 MP)
500 bulk fighters (2/4, 3 MP)
100 fighter escort (1/1, 2 MP)
50 interceptors (0/1, 1 MP)
5 sporators (0/1, 5 MP)
30 penguins (4/1, 1 MP)
class 2:
1 destroyer (10/10, 8 MP)
79 eagles (2/10, 4 MP)
class 3:
2 cruisers (100/100, 60 MP)
class 4:
1 mothership (0/1000, 320 MP)
1 major reconstructor (0/150, 550 MP)

--------------------------------------------------------------------------------
your class 2 vs enemy class 1: V
enemy:
500 fighters
50 interceptors
30 penguins
100 fighter escort
5 sporators
250 blockade runners
500 bulk fighters
you:
10 missile-launchers
239 graze reactors



1431 grazers breeded
9 missiles launched
100 grazers vs 100 fighter escort
30 grazers vs 30 penguins
50 grazers vs 50 interceptors
500 grazers vs 500 bulk fighters
250 grazers vs 250 blockade runners
500 grazers vs 500 fighters






99 escort affected 297 ships
8 fighters vs 1 grazer
7 fighters vs 1 grazer
6 blockade runners vs 1 grazer
36 fighters vs 6 grazers
50 bulk fighters vs 10 grazers
10 blockade runners vs 2 grazers
65 fighters vs 13 grazers
140 bulk fighters vs 35 grazers
20 blockade runners vs 5 grazers
4 fighters vs 1 missile-launcher
112 fighters vs 28 grazers
9 fighter escort vs 3 grazers
195 bulk fighters vs 65 grazers
51 blockade runners vs 17 grazers
162 fighters vs 54 grazers
40 fighter escort vs 20 grazers
2 bulk fighters vs 1 missile-launcher
90 bulk fighters vs 45 grazers
2 blockade runners vs 1 missile-launcher
88 blockade runners vs 44 grazers
76 fighters vs 38 grazers
1 sporator is modifying all class 2 ships: 415 ships
1 sporator is modifying all class 1 ships: 1153 ships
1 sporator destroys 4 ships
51 fighter escort vs 51 grazers
1 penguin vs 1 graze reactor
29 penguins vs 29 grazers
23 bulk fighters vs 23 grazers
1 blockade runner vs 1 graze reactor
72 blockade runners vs 72 grazers
1 fighter vs 1 graze reactor
29 fighters vs 29 grazers




losses:
enemy :
500 fighters
50 interceptors
30 penguins
100 fighter escort
5 sporators
250 blockade runners
500 bulk fighters
you :
1 missile-launcher
178 grazers
21 graze reactors
score in this subbattle: 2375

--------------------------------------------------------------------------------
your class 2 vs enemy class 2: V
enemy:
1 destroyer
79 eagles
you:
9 missile-launchers
1253 grazers
218 graze reactors



158 grazers vs 79 eagles
2 grazers vs 1 destroyer
1 missile launched






75 eagles vs 15 grazers
3 eagles vs 1 grazer
1 eagle vs 1 grazer
1 destroyer vs 1 grazer




losses:
enemy :
1 destroyer
79 eagles
you :
17 grazers
score in this subbattle: 324

--------------------------------------------------------------------------------
your class 3 vs enemy class 3: V
enemy:
2 cruisers
you:
10 missiles



6 missiles vs 1 cruiser
2 missiles vs 1 cruiser






2 cruisers vs 2 missiles




losses:
enemy :
1 cruiser
you :
10 missiles
score in this subbattle: 60

--------------------------------------------------------------------------------
your class 4 vs enemy class 4: V
enemy:
1 mothership
1 major reconstructor
you:
1 mothership
1 shipyard
1 research center
1 transwarp-network













losses:
enemy :
-
you :
-
score in this subbattle: 0

--------------------------------------------------------------------------------
summary:
enemy losses:
class 1:
500 fighters
250 blockade runners
30 penguins
500 bulk fighters
50 interceptors
100 fighter escort
5 sporators
class 2:
79 eagles
1 destroyer
class 3:
1 cruiser

your losses:
class 2:
21 graze reactors
195 grazers
1 missile-launcher
class 3:
10 missiles

score: 2759

i make two further tests against a Swank and troikas"



The T2 idea guaranteed by the enemy jaja...There you go guest...the only reason why you win the battle was because the enemy had a sporator. Even if the enemy had 4000 fighters you would won some points with that sporator no matter how many graze reactors are SD because they are "repaired" after the battle but remember all graze reactors breeds up at max to attack the max of targets possibles (You may know this, but is just an explanation for the rest).

By the way i think there is a bug...you copy and paste the BR right? there is no explanation to lose 21 graze reactors i think i don't really get it.!

Oh and BTW if the enemy has a hammer we could counter that with a eternity device...it would be great 10,5 of lp to your graze reactors:P But they can not breed up more ship:S But you may win for sure because enemy's class 2 will fight your grazers.
The bad point of you having sporators or eternities is that you lose the combat vs c1.

Well now we have an idea of how to kill bases with a fake fleet right?XD
1 sporator 75 c2...LOL:)
guest: 2007-09-27 11:20:04
your fleet 1 fights against the base from enemy of accesss at 932/944/53
27.09 10:53:32 - your fleet arrived

yours: 49 ships
class 3:
20 apollo cruiser (0/100, 85 MP)
12 cyclopses (0/100, 120 MP)
15 plasma gunship (0/100, 92 MP)
class 4:
1 mothership (0/1000, 320 MP)
1 major reconstructor (0/150, 550 MP)

enemy: 252 ships
class 2:
250 graze reactors (0/10, 20 MP)
class 3:
1 cruiser (100/100, 60 MP)
class 4:
1 mothership (0/1000, 320 MP)
buildings:
1 transwarp-network (0/100, 0 MP)
1 research center (0/3500, 0 MP)
1 shipyard (0/3500, 0 MP)

--------------------------------------------------------------------------------
your class 3 vs enemy class 2: V ^
you:
12 cyclopses
20 apollo cruiser
15 plasma gunship
enemy:
250 graze reactors

20 apollo cruisers destroy 200 ships
1 plasma gun locks on one target and kills 1 ship

726 grazers breeded
180 grazers vs 12 cyclopses
210 grazers vs 14 plasma gunship
285 grazers vs 19 apollo cruiser
4 grazers vs 1 plasma gunship

losses:
you :
12 cyclopses
19 apollo cruiser
14 plasma gunship
enemy :
1 cruiser
47 grazers
250 graze reactors
score in this subbattle: 717

--------------------------------------------------------------------------------
your class 3 vs enemy class 3: V ^
you:
1 apollo cruiser
1 plasma gunship
enemy:

losses:
you :
-
enemy :
-
score in this subbattle: 0

--------------------------------------------------------------------------------
your class 4 vs enemy class 4: V ^
you:
1 mothership
1 major reconstructor
enemy:
1 mothership
1 shipyard
1 research center
1 transwarp-network

losses:
you :
-
enemy :
-
score in this subbattle: 0

--------------------------------------------------------------------------------
summary:
your losses:
class 3:
12 cyclopses
14 plasma gunship
19 apollo cruiser

enemy losses:
class 2:
250 graze reactors
47 grazers
class 3:
1 cruiser

score: 717

don´t work...
Rubens: Add 2 sporators on the swank fleet and the grazers will give you like 2000 pts!!
Add 1 sporator on the graze reactor fleet and if you hit first you win 2000!

Delete plasma gunships and all that mp put it on fighters(jojo mosquitoes even better) and the score would be like -200 to grazer at max.

Delete plasma gunships and all that mp put it on fighters and add sporators and luckily the score to the graze reactor will be like 4000 pts???
Am I right? or not? Try thatxD
guest: "Add 2 sporators on the swank fleet and the grazers will give you like 2000 pts!!
Add 1 sporator on the graze reactor fleet and if you hit first you win 2000!

Delete plasma gunships and all that mp put it on fighters(jojo mosquitoes even better) and the score would be like -200 to grazer at max.

Delete plasma gunships and all that mp put it on fighters and add sporators and luckily the score to the graze reactor will be like 4000 pts???
Am I right? or not? Try thatxD"



I have no time for further tests, the tested fleets (without the swank) are not very good balance only to see what they makes... try a test on the guest acc... i hope i see soon a real good grazer combi from you :)

and here the last test br...

your base fights against fleet 1 from access of everybody at 932/944/53
28.09 07:35:59 - the enemy fleet arrived

yours: 254 ships
class 2:
253 graze reactors (0/10, 20 MP)
class 4:
1 mothership (0/1000, 320 MP)
buildings:
1 transwarp-network (0/100, 0 MP)
1 research center (0/3500, 0 MP)
1 shipyard (0/3500, 0 MP)

enemy: 303 ships
class 2:
302 troikas (0/10, 16 MP)
class 4:
1 mothership (0/1000, 320 MP)

- click here to see the complete battlereport -

summary:
enemy losses:
class 2:
302 troikas
906 troika modules

your losses:
class 2:
217 graze reactors
301 grazers

score: 492
Rubens: Well i have problems even at the guess account to play ST..but i will make an effort for noobs and for my theory:P

I will improve your fleet setups from the last till the first:) Everybody help me out and don't use guess account jeje.

BRB:)
Rubens: As always when you want to help some idiot tries to deny you the help to all...But in the intent of...i could probe one of my theories:)

our fleet 1 fights against the base from access of everybody at 932/944/52
29.09 13:02:28 - your fleet arrived

yours: 257 ships
class 1:
1 fighter (1/1, 1 MP)
5 sporators (0/1, 5 MP)
class 2:
249 graze reactors (0/10, 20 MP)
class 3:
1 cruiser (100/100, 60 MP)
class 4:
1 mothership (0/1000, 320 MP)

enemy: 0 ships
class 4:
1 transwarp-network (0/100, 0 MP)
1 research center (0/3500, 0 MP)
1 shipyard (0/3500, 0 MP)
your class 1 vs enemy class 4: V
enemy:
1 shipyard
1 research center
1 transwarp-network
you:
1 fighter
5 sporators

1 sporator is modifying all class 2 ships: 249 ships
1 sporator is modifying all class 1 ships: 4 ships
1 sporator destroys 4 ships
1 fighter vs 1 research center


losses:
enemy :
-
you :
5 sporators
score in this subbattle: -25
your class 2 vs enemy class 4: V
enemy:
1 shipyard
1 research center
1 transwarp-network
you:
249 graze reactors

1015 grazers breeded
500 grazers vs 1 research center
500 grazers vs 1 shipyard
15 grazers vs 1 transwarp-network


losses:
enemy :
1 shipyard
1 research center
1 transwarp-network
you :
-
score in this subbattle: 0
summary:
enemy losses:
class 4:
buildings:
1 research center
1 shipyard
1 transwarp-network

your losses:
class 1:
5 sporators

score: 975

Now you need 145 graze reactor and 1 sporator to destroy an entire base =just 3000 mp:) which is less than 72 crusiers.
guest: ah... shit happens but maybe you can show us a "real" battle config later :)

Look like grazers are a good fleet config against bases when you don´t have Kamis and blockad runners... thanks for show us (me) :)

but one think you must explain me, what is wrong with the swank? ... sure you can stop them easily but how often have you the chance to reconfig when you are confrontate with this config?
Rubens: "ah... shit happens but maybe you can show us a "real" battle config later :)

Look like grazers are a good fleet config against bases when you don´t have Kamis and blockad runners... thanks for show us (me) :)

but one think you must explain me, what is wrong with the swank? ... sure you can stop them easily but how often have you the chance to reconfig when you are confrontate with this config?"



With just sporators you can put the balance on the graze reactor's side...The point is having 2 fleets with sporators of emergency or you could use soporogenerators ;).

The is nothing wrong with the swank, greetings
mackman: If you leave out class 4 the grazereactors dont self destruct much like the penguins non recycle if you leave out class 4 and grazers become quite powerful and even more so if you toss in sporators and sheild generators or bots.
al12: Graze reactors don't have anything to do with the class 4 battle like penguins do.
Syntax of the penguins:
fights
(battle engine syntax: f)
after the fight of each subbattle of your class 4, but only once (if there are more ships doing the same effect) it recycles all penguins in your own fleet in class 1, the targets are removed from the fight, but no points are won or lost.
(battle engine syntax: event,4,recycle,self,all,1,penguin)

Here is the syntax of grazer reactors:
fights until it is shot
(battle engine syntax: beserk)
creates 1 grazer in your own fleet in class 2
battlemessage: "grazers breeded"
(battle engine syntax: create,self,1,2,grazer,grazers breeded,n)
modifies AP/LP by 0/-1.5 of itself in your own fleet in class 2
(battle engine syntax: mod,self,1,2,itself,+,0,-1.5)
Each time the grazor 'breeds' it looses 1.5 lp, so after 7 'breeds' it self destructs, nothing will happen in the class 4 battle to graze reacotors.
mackman: never mind I see the problem I had a sporator and thats what keep them from dieing.
Senor: After this battle I had 0 graze reactors left in my fleet. What happened to them?
.......................................................................................................
your fleet 2 fights against fleet 2 from B of B at 511/500/50
08.10 09:02:08 - your fleet arrived
07.10 03:12:37 - the enemy fleet arrived

yours: 116 ships

class 1:
3 sporators (0/1, 5 MP)

class 2:
91 graze reactors (0/10, 20 MP)
15 missile-launchers (0/10, 10 MP)
1 sporogenator (4/5, 25 MP)

class 3:
5 cruisers (100/100, 60 MP)

class 4:
1 mothership (0/1000, 320 MP)

enemy: 97 ships

class 1:
96 fighters (1/1, 1 MP)

class 4:
1 mothership (0/1000, 320 MP)

your class 1 vs enemy class 1: V ^
you:
3 sporators
enemy:
96 fighters

1 sporator is modifying all class 2 ships: 107 ships
1 sporator is modifying all class 1 ships: 98 ships


losses:
you :
3 sporators
enemy :
-
battle experience in this subbattle:
-15

your class 2 vs enemy class 4: V ^
you:
15 missile-launchers
91 graze reactors
1 sporogenator
enemy:
1 mothership

147 grazerss breededs
143 grazers vs 1 mothership
4 missiles launcheds


losses:
you :
-
enemy :
1 mothership
battle experience in this subbattle:
+320
summary:
your losses:
class 1:
3 sporators

enemy losses:
class 4:
1 mothership
 
HQ invader
HQ invader (class 2 ship)
This ship carries 120 capture the flag troopers

Attack/life: 0/10
Manpower: 150

Researchtime: 1 d
Buildingtime: 12 h


Needed research:
transwarp-network

Battle details:
  1. fights
    (battle engine syntax: f)
  2. creates 120 flag-troopers in your own fleet in class 1
    (battle engine syntax: create,self,120,1,flag-trooper)
  3. battle engine syntax: change,188,troop transport released the landing vessels

  —> Forum Topic about this ship
admin: for explanation see the wiki:
http://wiki.spacetrace.org/index.php/Capture_the_flag
 
alliance-invader
alliance-invader (class 2 ship)
This ship carries 10 spy-troopers that will use their own landing vessels to reach the surface

Attack/life: 0/10
Manpower: 6

Researchtime: 1 d
Buildingtime: 12 h


e-ray-Technology
Needed research:
dark tactics

Battle details:
  1. fights
    (battle engine syntax: f)
  2. creates 10 probe-troopers in your own fleet in class 1
    (battle engine syntax: create,self,10,1,spy-trooper)
  3. battle engine syntax: change,154,troop transport released the landing vessels

  —> Forum Topic about this ship
noah: ok so it deploys them in class one right? So if i have cyclops or spectre i might kill them before they reach the surface? Or are they deployed for the next battle?
spacetrace: correct , they are class one and will need some time to dive down to the planet surface. they can be destroyed by cyclopses, etc.
Bogart: Are you sure about that??
BladeTech: spectres wont have much effect though, ryte?
 
com-invader
com-invader (class 2 ship)
This ship carries 10 com-troopers that will use their own landing vessels to reach the surface

Attack/life: 0/10
Manpower: 6

Researchtime: 1 d
Buildingtime: 12 h


human-Technology
Needed research:
dark tactics

Battle details:
  1. fights
    (battle engine syntax: f)
  2. creates 10 com-troopers in your own fleet in class 1
    (battle engine syntax: create,self,10,1,com-trooper)
  3. battle engine syntax: change,153,troop transport released the landing vessels

  —> Forum Topic about this ship
admin: the manual sais:

"this ship carries 10 com-troopers"


so it doesent carry 50 anymore

see also in the wiki:
http://wiki.spacetrace.org/index.php/Troopers
and
/forum/viewtopic.php?t=7114
 
commando carrier (class 2 ship)
Releases 3 commando fighters into your fleet for the next battle

Attack/life: 5/10
Manpower: 46

Researchtime: 1 d
Buildingtime: 12 h


human-Technology
Needed research:
leadership

Battle details:
  1. fights
    (battle engine syntax: f)
  2. creates 3 commando-fighters in your own fleet in the class they belong and the created ships will stay in that fleet after battle.
    (battle engine syntax: create,self,3,stay,commando-fighter)

  —> Forum Topic about this ship
blackmagic: HeHe no good. If you look you can only have one commando fighter at a time. If you have more than one it selfdestructs. I think. I got to cheak =)
MasterNeil: so thats awesome, it produces 3 ships, 2 of which are destroyed, whats wrong with that?
 
fleets-invader
fleets-invader (class 2 ship)
This ship carries 10 comando-troopers that will use their own landing vessels to reach the surface

Attack/life: 0/10
Manpower: 6

Researchtime: 1 d
Buildingtime: 12 h


mycilloid-Technology
Needed research:
dark tactics

Battle details:
  1. fights
    (battle engine syntax: f)
  2. creates 10 commando-troopers in your own fleet in class 1
    (battle engine syntax: create,self,10,1,commando-trooper)
  3. battle engine syntax: change,155,troop transport released the landing vessels

  —> Forum Topic about this ship
darklim: Returning fleets to the own base?
This is only used is a blockade are close to you or your ally.
Skyfreak: does this ship send a fleet back to base when u moved it from your base to fleet one which is still at ur base? Ok I dont get this ship, but it doesnt seem logic to me to just say in the manual that the troopers send the fleet back to base. who used this ship and for what?

grazia tanto

base
Rubens: "does this ship send a fleet back to base when u moved it from your base to fleet one which is still at ur base? Ok I dont get this ship, but it doesnt seem logic to me to just say in the manual that the troopers send the fleet back to base. who used this ship and for what?

grazia tanto

base"



If this ships makes sucefull it will send ALL your fleets no matter where they are to your base. But if you are online just move the fleet again is pretty an useless ship
Skyfreak: thanx rubens, I tried that but guess I wasnt lucky enough lol, I will try it again :)10
your class 2 vs enemy class 4: V ^
you:
2 destroyers
53 fleets-invader
enemy:
1 mothership
53 troop transport released the landing vessels
2 destroyers vs 1 mothership
and nothing happened, my troopers are just not payed enough, have to raise their pay :)8
Rubens: "thanx rubens, I tried that but guess I wasnt lucky enough lol, I will try it again :)10
your class 2 vs enemy class 4: V ^
you:
2 destroyers
53 fleets-invader
enemy:
1 mothership
53 troop transport released the landing vessels
2 destroyers vs 1 mothership
and nothing happened, my troopers are just not payed enough, have to raise their pay :)8"




But of course it wont be usefull you are attacking a fleet, when yu need to attack the base...
 
missile-launcher
missile-launcher (class 2 ship)
A destroyer with a missile-launcher that shoots a missile (17/1) into class 3

Attack/life: 0/10
Manpower: 10

Researchtime: 1 d
Buildingtime: 14 h


nanite-Technology
Needed research:
improved targeting

Battle details:
  1. fights
    (battle engine syntax: f)
  2. creates 1 missile in your own fleet in class 3
    battlemessage: "missile launched"
    (battle engine syntax: create,self,1,3,missile,missile launched,n)

  —> Forum Topic about this ship
Metody I The Evil: If my projectile-interceptor is accepted it will have vs class4 :grin:
_______________________________________________
edit by admin:
"
PostPosted: 24 Aug 2005 08:58 Post subject:
I just want to say to the noobs that are reading this.
What metody said is false! standards ships are always usefull as the admin said, but there is always a fleet that cant be beaten by anycombination of standards ships.... "

blackmagic: i just thought of something. If you use missle-launcher can't it keep the Major reconstructor from reconstructing a class3?? 6 missle-launchers do 102 damage. That means a regular class 3 ships will be -2. Meanwhile, a ship is technically reconstructed when you add +1 to a ship that had 0 lp left.
 
probe-invader
probe-invader (class 2 ship)
This ship carries 10 probe-troopers that will use their own landing vessels to reach the surface

Attack/life: 0/10
Manpower: 6

Researchtime: 1 d
Buildingtime: 12 h


kazuuula-Technology
Needed research:
dark tactics

Battle details:
  1. fights
    (battle engine syntax: f)
  2. creates 10 probe-troopers in your own fleet in class 1
    (battle engine syntax: create,self,10,1,probe-trooper)
  3. battle engine syntax: change,151,troop transport released the landing vessels

  —> Forum Topic about this ship
 
production-invader
production-invader (class 2 ship)
This ship carries 10 production-troopers that will use their own landing vessels to reach the surface

Attack/life: 0/10
Manpower: 6

Researchtime: 1 d
Buildingtime: 12 h


nanite-Technology
Needed research:
dark tactics

Battle details:
  1. fights
    (battle engine syntax: f)
  2. creates 10 production-troopers in your own fleet in class 1
    (battle engine syntax: create,self,10,1,production-trooper)
  3. battle engine syntax: change,152,troop transport released the landing vessels

  —> Forum Topic about this ship
BladeTech: what do production troopers do?
JaM: look in the manual
http://manual.spacetrace.com/mtrooper.php?lang=
BladeTech: oh thanx
darklim: I want a know, how many productions invader i need to stop a production of a shipyard, futhermore, how long the production will be stoped.
JaM: I thought 11 after the battle. And if they stop the production of a shipyard it will be stopped forever. Your enemy has to start building again.
darklim: Thanks, Jam
JaM: They need to survive the battle first.
 
troika
troika (class 2 ship)
Splits itself into 3 troika modules

Attack/life: 0/10
Manpower: 16

Researchtime: 2 h
Buildingtime: 12 h


nanite-Technology
Needed research:
nano technology

Battle details:
creates 3 troika modules in your own fleet in class 2
battlemessage: "troika separates into ... ships"
(battle engine syntax: create,self,3,2,troika module,troika separates into)
 
  —> Forum Topic about this ship
admin: "Lord Bahamut

i think that the troika has a bigger cost of mp for his funtion,, i think that 12 mp is good and enoguht cost of mp for him"

admin: 16 mp is quite ok, because you have the ship itself and 3 more targets for the enemy ships for this. while the enemy destroyers shoot at your troikas, you can already go on and shoot with your modules.

Metody I The Evil: If you destroy all troika-modules, do you kill the troika itself? 'cause within my experience I killed many modules and very few troikas... I think it's logical that if all modules are destroyed, the troika also should be...
Luis Abhorash: Just send more ships Metody!!
Metody I The Evil: I'm doing that :wink:
Metody I The Evil: Hmm, admin, maybe you should change the troika a little...
So it should evolve in the 3 modules and then, at the end of the battle, 3 modules should evolve back into 1 troika...

For now, you get 4 class2 ships from just 1, that means like 100 troikas = 400 targets, 300 of which shoot, and are dummy targets, and the other IS a dummy target which must be shotted in order to get the points...
BladeTech: hmm..the troika sounds good. too bad i cant get it =( lol =)
BladeTech
Metody I The Evil: Well I can and if it's not changed, I'll start using it!!! :wink: MuHAHAHHAHAHAHAHA!!! :grin: :grin: :grin:
Commander Cody: I think they do turn back into troikas, but it dont show in the BR
Metody I The Evil: Nah... They're just created without the "stay" command in their battle-engine command, so they just dissapear after the end of the battle... I have a BR /somewhere :wink:/ where I killed 39 troika modules and 33 troikas :sad:
blackmagic: I love the trokia. if you know how to use it right you can win a lot of point=) i would tell you my stadegy but oh who cares. I'll give you a hint. it involves the hammer :wink:
BladeTech: lol. dont reveal all your secrets
darklim: I get point is I destroy the troika module?
BladeTech: i think you have to destroy all three modules to get points for one troika
Metody I The Evil: Nope... You get points only if you destroy the troika itself, and if it did split, it's still in the fleet as a ship - and that ship you have to hit to get points

@Blackmagic - well, I'm not saying I can't use it /as a matter of fact - I used it pretty nice last round :wink:
BladeTech: yep. thought so
kever: Im gona start using those troikas:)21 :grin: Btw ur awatar reminds me from Finland. :)20
BladeTech: mine? or metody's?
darklim: Troika is good to fighting class 2. The Fleet Tender is good fighting class 1 but the nanite need some ship that s good fighting class 3.
blackmagic: ahh man i let my too much of my secret. well maybe not. If anyone wants to join the masterHunters and you are a nanonit i'll show you =). Well melody, if you knew my fleet set up you would be wary. the trokia i good for class 3 attacks if you can get it to a class 2 and 3 battle
Bogart: "The Fleet Tender is good fighting class 1!!!"
:???: :???: :???:
:roll:
Metody I The Evil: To be honest, I don't need it... Last round I made at least 7000 points thanks to the troikas - both in mine and/or enemy fleets...

But I STILL hate it! I hate it, I hate it, I hate it, the only thing I hate more than the troika is... errrr... Aww come on now, there's GOT to be something I hate more than it... Errrrr...

Yup! The only thing I hate more than the troika is... Britney Spears!

Looooooooooooooooooooooooooooooool :lol:
darklim: Is the new popular ships create by me.
The named Nano Bot have some news ideas that the admin like, the treshold is one.
 
sporogenator (class 2 ship)
Releases 3 sporators for the next battle

Attack/life: 4/5
Manpower: 25

Researchtime: 3 d
Buildingtime: 12 h


mycilloid-Technology
Needed research:
science recycle methods

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)

  —> Forum Topic about this ship
 
cluster-cruiser
cluster-cruiser (class 3 ship)
This ship deploys 10 battledrones. These battle drones are 1/1 fighters that are destroyed at the end of the class-combat. (caution! self destruction!)


Attack/life: 0/60
Manpower: 40

Researchtime: 2 d
Buildingtime: 12 h


nanite-Technology
Needed research:
nano technology

Battle details:
  1. creates 10 battle-drones in your own fleet in the same class like this ship
    battlemessage: "cluster-cruiser deployes ... ships"
    (battle engine syntax: create,self,10,this,battle-drone,cluster-cruiser deployes)
  2. self destructs!
    (battle engine syntax: sd)

  —> Forum Topic about this ship
Rubens: oh yeah this ship wth a major and a class 2 fleet soun good but iknow that have smething wrong but what?
darklim: This ship will Self Destruct, so the Major Reconstructor don't work with it
Rubens: why the reconstructors ships doesn´t reconstruct the ship with a self-destruction system?
Tofu: Are those battledrones put at the end of your class 3 ships or are the shuffled?
Is the "shuffle"-command integrated in the "create"-command?
We are Bjork: I think they come after the cluster
not shuffled
Tofu: If i use a cluster-cruiser and 10 cruisers and, lets say, the cluster-cruiser fights first. Who fights second, a cruiser, a battledrone or is it random?
If the battledrones are put at the end of your class 3 ships, they are completely useless to protect your ships.
We are Bjork: No, they do protect your ships, but, the drones can be removed easily by a shock wave cruiser for instance.
spacetrace: if a ship is created during battle it will be added (if it is added in the same class) right behind the creator-ship.
soo a shuffle would make the cluster cruiser less effective.

Gotsex: Why would anyone use a ship that does 10 damage put self destruct and you lose 40 mp? am i reading this correctly? does the cruser sd or just the drones?
kamekaze6: the drones are good as they would draw away the firepower of ships such as cruisers and plasma gunships, but i would not suggest it s use vs lower classes unless i was ur enemy
Cloudgatherer: Hate to ask something that is probably obvious BUT for clarity's sake I will noob it up:
Does the Cluster-Cruiser self destruct or is it the battle drones it deploys that self destruct?
admin: both: the cluster cruiser immediately selfdestructs (sd) and the battle drones destroy each other at the end of each subbattle of your class 3

see:

http://manual.spacetrace.org/tec.php?details=1&tec_id=15&techname=battle-drone
 
plague ship
plague ship (class 3 ship)
Emits a carrier wave that transmits nano viruses into the enemy fleet which cause the infected ships to self destruct in the next battle. So after the battle, there will be 100 class 1, 10 class 2 and one class 3 nano virusses in the enemy fleet. With large amounts of viruses up to half the fleet can be destroyed

Attack/life: 50/200
Manpower: 120

Researchtime: 2 d
Buildingtime: 16 h


nanite-Technology
Needed research:
nano technology

Battle details:
  1. fights
    (battle engine syntax: f)
  2. after the fight of each subbattle of your class 4 it creates 100 nano viruses in the enemy fleet in the class they belong and the created ships will stay in that fleet after battle.
    battlemessage: "plague ship infected the fleet"
    (battle engine syntax: event,4,create,enemy,100,stay,nano virus,plague ship infected the fleet,n)
  3. after the fight of each subbattle of your class 4 it creates 10 nano viruses in the enemy fleet in the class they belong and the created ships will stay in that fleet after battle.
    (battle engine syntax: event,4,create,enemy,10,stay,nano virus)
  4. after the fight of each subbattle of your class 4 it creates 1 nano virus in the enemy fleet in the class it belongs and the created ship will stay in that fleet after battle.
    (battle engine syntax: event,4,create,enemy,1,stay,nano virus)

  —> Forum Topic about this ship
limsky: Could not find much info in the manual about this ship.
I had used it in my Fleet1.
My fleet 1 has created nano virus: 200 class1,20 class 2 and 2 class 3 in the enemy fleet.
When my fleet2 attacks, the nano virus in the enemy fleet destroy my ship
Don't you think this is very anoying. Am I helping the emeny to defend itself with my nano virus?
How to use the nano virus to score points??
admin: the nano virus didnt destroy your ship.
the plague ship has self destruction so you have to have a good plan in using them.

like the mines of the mine deployer the virusses are only effective in small numbers. if there are too many between the enemy ships then they only destroy themselves by accident.

although the virusses are better than mines because they explode in a bit like a cascade reaction: if a nano virus exploded the enemy keeps the initiative and the next of his ships gets its turn, this means, you do not shoot at the nano viruses so your fleet keeps its effectiveness
Captain Starlight: I dont think the plague ship has self destruct does it? I thought the virus's did.
@Limsky I think if you have another look at the br you will see that the virus's destroyed enemy ships.
_________________
_________________________****

admin: oh yes, you are right, it does not self destruct only the viruses do.

http://manual.spacetrace.org/ship.php?details=1&ship_id=117&shipname=plague%20ship&lang=en
limsky: If I send a fleet of plague to attack the enemy, I may lost points in the first contact. What about the after effect when the nano virus destroy some ships. Will I get the points??
Lord Philemon: No, the person he fights against will get them.
limsky: Will the game administrator introduce anti-nano virus ship?
Captain Starlight: they are hard enough to use without an anti ship I think, but u can get rid of the virus's easy enough provided u dont have another battle. You just recycle them.
limsky: Had sent 10 plague ships in fleet1 to a planet. After dispatching the plague they were shot down.
My second fleet suppose to reap the results but produce the following results. Please explain. The virus did not destroy the enemy ship, does not disable them or even reduced their capabilities.

yours: 4 ships
class 1:
1 fighter (1/1)
class 2:
1 destroyer (10/10)
class 3:
1 cruiser (100/100)
class 4:
1 mothership (0/1000)
-----------------------
enemy: 3320 ships
class 1:
780 fighters (1/1)
2200 nano viruses (0/1)
class 2:
48 destroyers (10/10)
220 nano viruses (0/1)
class 3:
50 cruisers (100/100)
22 nano viruses (0/1)
class 4:
buildings:
1 transwarp-network (0/100)
1 defensive array (0/500)
1 research center (0/3500)
1 shipyard (0/3500)
--------------------------------
your class 1 vs enemy class 1:
1 fighter vs 1 nano virus
1 ship destroyed by a nano virus
1 fighter vs 1 fighter
Losses:
You :
1 fighter
Enemy :
3 nano viruses
----------------------------------
your class 2 vs enemy class 2:
2 ships destroyed by a nano virus
1 destroyer vs 1 destroyer
Losses:
You :
1 destroyer
Enemy :
1 destroyer
3 nano viruses
----------------------------------
your class 3 vs enemy class 3:
1 cruiser vs 1 cruiser
1 cruiser vs 1 cruiser
Losses:
You :
1 cruiser
Enemy :
1 cruiser
---------------------------------
your class 4 vs enemy class 4:
Losses:
You :
-
Enemy :
-
----------------------------------
Summary:
your losses:
class 1:
1 fighter
class 2:
1 destroyer
class 3:
1 cruiser
enemy losses:
class 2:
1 destroyer
class 3:
1 cruiser
class 1:
3 nano viruses
class 2:
3 nano viruses
score: -1
DaBlackMoB: your fleet was only a 1.1.1.1 fleet.

the subbattles breaks up after your fighter, destroyer,cruiser is gone and nothing more happens.

to have more fun with nano-viruses you need a bigger fleet, else the battle is too short to have them deal serios damage
limsky: Loosing 10 plague ships cost me 1400 points.
What is the composition of my fleet to get back the 1400 pts (at least)?
Do U think 1000 class 1, 100 class 2 and 10 class 3 is enough?
limsky: Can anyone tell me how to use the plague ships effectively. I had been loosing points whenever I use them.
Lord Philemon: I don't have much experience with them as I can't build them but I think you should
-> not use them in too large numbers. Like 10 plague ships are too many, there will be more nano viruses than other ships this way which will make them destroy other viruses (as already said)
-> send a balanced fleets as a second one, maybe one that could almost destroy the enemy fleet in a fight without viruses. In this case it would be about 700 fighters, 30 destroyers and maybe 15-20 cruisers.
Warlord of Nemesis: The plague Ship emits a carrierwave ...
there will be 100 class 1, 10 class 2 and one class 3 nano virusses in the enemy fleet.

Is it possible to change the plague, that i can say in which class the nano virusses are.

The plague will have 3 points, which i can use for every class.
This means i can use the plague normally 1/1/1.
But for better using i maybe would use the plague as 1/2/0.
Than i have 100 virusses in class 1, 20 virusses in class 2 and no virusses in class 3.

Maybe we can name this ship as advanced plague ship with more MP. The strategic value will be better, because you can use the plague in different situations better.
Liderant: what happends if you send against an enemy base(without ships); first a fleet with 17 plague ships and then a fleet with a doomstar?
will you win 1780 points?
does the nano virus has a mp value, so that when you destroy it you win points?



Rubens: wrong no and no you lose -2300 the plague ships only relase nanoviruses they affect enemys ships, so you lose -2300
Passchendaele: No. The viruses themselves do not have mp.

The only points you can get from them is what they destroy of the enemy's.
 
warcruiser
warcruiser (class 3 ship)
A cruiser with a powerful torpedo-launcher. The torpedo causes 180 damage-points. The warcruiser is ineffective against standard cruisers.

Attack/life: 0/200
Manpower: 100

Researchtime: 2 h
Buildingtime: 14 h


human-Technology
Needed research:
improved targeting

Battle details:
  1. fights
    (battle engine syntax: f)
  2. creates 1 torpedo in your own fleet in class 3
    (battle engine syntax: create,self,1,3,torpedo)

  —> Forum Topic about this ship
BladeTech: wat is so good about this ship anyways? =)
BladeTech
Luis Abhorash: It can give more damage to other class 3 ships than a simple cruiser
but I prefer the cruiser...
BladeTech: can it really? it has more mp though. i prefer the cruiser too. =)
BladeTech
terranova: i bet they're good at destroying bases
Senor: what is the syntax of the torpedo? is it just a 180/1 c3 ship or does it selfdestruct also?

if it doesn't selfdestruct then the warcruiser is a very useful ship.
vyor: it SDs, it has too. If it didnt then it would stay in your fleet indefinatly. I believe that it gets put into the battle order.
spacetrace: /forum/viewtopic.php?t=781

it selfdestructs... maybe we should consider to increase the torpedos ap.

like 250 - then it would be a nice counter to the flamingo
Cloudgatherer: @admin:
Please do! Poor Warcruiser.. It's GOTTA be one of the most ignored and underused ships in ST. Nobody built them then, nobody does now. Raise it's AP, then we might actually use 'em. The fact they can't touch basic Cruisers and the high MP is a very good equalizer, IMHO.
spacetrace: i think you are right .. this could need a buff
DavAlan: THE TORPEDO NEEDS TO BE EFFECTIVE ON A CRUISER BTW ....AND PERHAPS A MUTUAL DESTROY TRIGGER FOR PLASMA GUNSHIPS? ALSO CONSIDER CHANGES TO THAT 375 MP DREADNOUGHT ?
 
chrono pod
chrono pod (class 3 ship)
This is a special prepared tanker that locks itself onto a warp capable ship with a tractor beam. It is capable of transporting chrono-matter, which is used to speed up production, research and space travel. It is very fragile. This is the winning condition in Spacetrace: collect as many Chrono Pods as you can and station them in your base.

Chrono-matter is harvested from the chrono mine which can be placed by any player who has at least one trooper stationed there.
The Chrono Pod can be evacuated only by the player who build the chrono mine.
If a colony is conquered all chrono mines are destroyed, the Chrono Pods are conquered!
If a Chrono Pod in a fleet gets shot it will be captured by the player who shot it.
You are free to trade Chrono Pods. just let them be shot by someone else.

Attack/life: 0/10

Buildingtime: 0



Battle details:
  1. fights
    (battle engine syntax: f)
  2. if this ship gets destroyed by direct firepower it after the fight of the first subbattle of your class 5 it creates 1 itself in the enemy fleet in the class it belongs and the created ship will stay in that fleet after battle.
    battlemessage: "crono-pods stolen"
    (battle engine syntax: event_single,5,create,enemy,1,stay,itself,crono-pods stolen,n)
  3. if this ship gets destroyed by a 'destroy' effect it after the fight of the first subbattle of your class 5 it creates 1 itself in the enemy fleet in the class it belongs and the created ship will stay in that fleet after battle.
    battlemessage: "crono-pods stolen"
    (battle engine syntax: event_single,5,create,enemy,1,stay,itself,crono-pods stolen,n)
  4. if this ship gets destroyed by a 'kill' effect it after the fight of the first subbattle of your class 5 it creates 1 itself in the enemy fleet in the class it belongs and the created ship will stay in that fleet after battle.
    battlemessage: "crono-pods stolen"
    (battle engine syntax: event_single,5,create,enemy,1,stay,itself,crono-pods stolen,n)
  5. if this ship gets obliterated it after the fight of the first subbattle of your class 5 it creates 1 itself in the enemy fleet in the class it belongs and the created ship will stay in that fleet after battle.
    battlemessage: "crono-pods stolen"
    (battle engine syntax: event_single,5,create,enemy,1,stay,itself,crono-pods stolen,n)
  6. cannot be modified by any factor
    (battle engine syntax: trigger_0_multiply)
  7. cannot be reconstructed
    (battle engine syntax: trigger_0_rec)
  8. battle engine syntax: trigger_0_rcy

  —> Forum Topic about this ship
admin: please only add information about how they work here.

this page is transfered into the manual

other discussions about changes or new features here:
chrono pod suggestions
Cloudgatherer: Exactly how and by how much does "Chrono Matter" speed up space travel? Also, can it attach itself to ANY warp-capable ship including those outside of Class 4? Is this applicable for a ship that only create a warp feild for itself?
spacetrace: it doubles the speed.

it works with all warp types, not tested with single-warp-ships though.
Cloudgatherer: Ah.. Is it possible to stack them?

I will have to test a single-warp ship :)17
admin: no,

you have to change course to start a crono boosted hyerjump, and each time, you change course you loose transwarp speed
Thromen: If I am using a TWG or a MTWG or a Wormhole will the pod still boost my speed?
admin: yes,

they multiply up
Cloudgatherer: " Is this applicable for a ship that only create a warp feild for itself? "


Does any one know the answer to this question yet? I have no way of testing it right now, otherwise I would. Like, can you use a Chrono Pod to boost the speed of a Flying Saucer, and other ships of the like?

I feel that you should atleast be able to chronoboost a single-warp ship upon TAKEOFF .
admin: at the moment it is not possible for loner-warp-ships, but i think it should, we will change it