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elite fighter
elite fighter (class 1 ship)
Breaks through the enemy class 1 and 2 defence and directly attacks the enemy class 3 but you loose some class 2 ships while they were providing cover for an elite fighter.

invented by marlito1 2006-12-21 20:07:30

Attack/life: 0/1
Manpower: 9

Researchtime: 1 d
Buildingtime: 13 h


kazuuula-Technology
Needed research:
advanced tactics

Battle details:
  1. modifies AP/LP by 0/-27 of 1 ship of any ship-type in the enemy fleet in class 3
    battlemessage: "elite fighter attacks ... ships"
    (battle engine syntax: mod,enemy,1,3,all,+,0,-27,elite fighter attacks)
  2. modifies LP by -5000 of 10 ships of any ship-type in your own fleet in class 2, there are no known ships and buildings that survive this effect.
    battlemessage: "while providing cover there were ... ships"
    (battle engine syntax: obliterate,self,10,2,all,while providing cover there were)

  —> Forum Topic about this ship
Vrictus: we have cerberus fighters for this

but

i think all the cerberus are gone

damn
O-siris: we can talk about this it seems nice if indeed the cerberus are gone

what do you think Rubens???
Rubens: Hmm...its not the same than the cerberus beside its another raze.
I think it can be aprobed it really hurts you.

Just a change needed

Reducing LP to 0 of the c2 ships besides the "-5000"

And a change suggested by me

Lets make it 10-15 mp but 2 or 3 of lp


Pretty good indeed
Vrictus: now you have said that Rubens

this could be a very good ship

does anyone know who invented it??
O-siris: "Hmm...its not the same than the cerberus beside its another raze.
I think it can be aprobed it really hurts you.

Just a change needed

Reducing LP to 0 of the c2 ships besides the "-5000"

And a change suggested by me

Lets make it 10-15 mp but 2 or 3 of lp


Pretty good indeed"



why to 0 than you would be able to reconstruct them
Rubens: And thats the point!

Its a bit more balanced then
Knight of Truth: I think it is a good idea, with a few of the changes mentioned before, and some spelling fixes in the descriptin, it could be added.
O-siris: "And thats the point!

Its a bit more balanced then"

maybe it is than
 
fighter escort
fighter escort (class 1 ship)
A fighter that increases the shields of 3 standart-fighters by 1 lifepoint each

Attack/life: 1/1
Manpower: 2

Researchtime: 1 d
Buildingtime: 11 h


kazuuula-Technology
Needed research:
improved field theories

Battle details:
  1. fights
    (battle engine syntax: f)
  2. modifies AP/LP by 0/+1 of 3 fighters in your own fleet in class 1
    battlemessage: "escort affected ... ships"
    (battle engine syntax: mod,self,3,1,fighter,+,0,1,escort affected)

  —> Forum Topic about this ship
T2: Is this ship able to differentiate between my regular fighters and other class 1 ships I may have in my fleet ? Will it increase the LP of a eg: blockade runner by 1 as well ?
Please only genuine replies as this is recorded into the manual.
Durago: " modifies AP/LP by 0/+1 of 3 fighters in your own fleet in class 1 "

" battle engine syntax: mod,self,3,1,fighter,+,0,1,escort affected"

only fighters and itself gets the bonus
RenéeAB: Note ship inclusive specific mod which is possible with current battle engine syntax. Very few "inventors" put that concept to much use yet. :)4
dumenop: so after it attacks it becomes a 1/2? and another question: do modified ships stay modified forever, or do they return to normal after battle (if the fighter escort fought in a battle and modified another fighter and that fighter survived and entered another, would it enter the 2nd battle as a 1/1 or a 1/2?)
Durago: the 3 fighters and the escort become 1/2 for the actual battle, after the battle they return to 1/1 if they survive.

i dont think there is any way to permanently enhance any ship.
dumenop: can someone point out to me where in the syntax it says that the escort is affected by its own mod?
Cloudgatherer: Shouldn't this ship effect ANY C1 ship, instead of just Fighters? Maybe change it to effect only 2 ships, then, as the counterpart to the Intruder. This seems weird to me because the Commando Fighter mods all C1, and not just Fighters, even though it states the same thing in it's description. (It specifys "Fighters")

"commando-fighter (class 1 ship)
if commando-fighter takes its turn, all following fighters get double firepower. but it will destroy all commando-fighters in your fleet, so only one commando-fighter will be active, all others just increase the chance for them to get their turn at all. (caution! self destruction!) T

multiplies AP/LP by 2/1 of all ships of any ship-type in your own fleet in class 1
battlemessage: "commando fighter gives double firepower to ... ships"
(battle engine syntax: mod,self,all,1,all,*,2,1 ,commando fighter gives double firepower to) "



I could also point out that the Intruder isn't Fighter-specific, so why should this ship be any different than other modding C1s?
 
hammer
hammer (class 1 ship)
With a heavy particle blast it deals 2 damage to all ships in class 2 and 3 in your and the enemy fleet. Only one hammer can be active, all additional hammers will be destroyed.
(caution! self destruction!)

Attack/life: 1/1
Manpower: 16

Researchtime: 1 d
Buildingtime: 12 h


nanite-Technology
Needed research:
improved field theories

Battle details:
  1. fights
    (battle engine syntax: f)
  2. modifies AP/LP by 0/-2 of all ships of any ship-type in both fleets in class 2
    battlemessage: "hammer is modifying all class 2 ships"
                   
    and: "hammer destroys ... ships"
    (battle engine syntax: mod,both,all,2,all,+,0,-2,hammer destroys,p,hammer is modifying all class 2 ships,p)
  3. modifies AP/LP by 0/-2 of all ships of any ship-type in both fleets in class 3
    battlemessage: "hammer is modifying all class 3 ships"
                   
    and: "hammer destroys ... ships"
    (battle engine syntax: mod,both,all,3,all,+,0,-2,hammer destroys,p,hammer is modifying all class 3 ships)
  4. battle engine syntax: rogue,140
  5. self destructs!
    (battle engine syntax: sd)

  —> Forum Topic about this ship
zaphod: is the hammer immune against spectre?
darklim: I think no
blackmagic: I got a description! How bout:
The hammer activates a physolitic chamber that creates a molecular photon beam, which targets all class 2 and class 3 hulls, dealing 2 damage. Only one hammer can be active.
Tronks_!: if you Have 1 hammer And a lot Of bounty hunters ???? whats hapend? Whit the enemy Clas 3, 2 If ...

tip you 500 bounty hunters and the hamer enemi 500 clas2 adn 30 clas 3 ...

BladeTech: nothing unless your class 1 fights directly against their class 2 & 3
blackmagic: does the hamer only activate when attacked? I've been having a hard time making it activate. EX: If i had 20 fighters and 1 hammer and the other guy had 21 fighters, when my 1 hammer faces the 1 fighter, will it activate before it get killed or do i need to have the same amount of fighter as he does so my hammer don't get killed before it shots?
BladeTech: its random so i dont think it makes much difference, just increases the chance
BladeTech: i just meant increase the chance it wont be shot down. but then the chances it gets to fire at all decrease. i guess the best way is to have two hammers?
blackmagic: you can have only one hammer
BladeTech: you can have more, but only one activates i think. the rest sd. wait lemme check
Bogart: That is right only one can operate, but, unless it is the first ship shot, or, you have more class one than the other guy, it should always get its turn. Like if you have 1000 fighters and a hammer, and the enemy has 100 fighters, it is quite possible it would not fire at all. I suppose,but am unsure, that interceptors could possible damage it before it could shoot as well perhaps admin could tell us.
BladeTech: only one can be operational but does that mean only one can exist in a fleet at a time?
blackmagic: only one can exist in battle, but you can have more than 1 hammer in a fleet, but i don't see the point =)
limsky: I wonder what happen when a hammer and a
commando-fighter ship are in the same fleet. Does the hammer also get double fire power?


blackmagic: the hammer has 2/1 then =) Yeah it would becuase the commando fighter modifies all class 1 by *2/1 i think
Bogart: That would be the only change though, the commando would not affect the hammers damage to class 2 and 3
 
intruder
intruder (class 1 ship)
A fighter that increases the attack points of two ships by 1

Attack/life: 1/1
Manpower: 2

Researchtime: 1 d
Buildingtime: 11 h


nanite-Technology
Needed research:
advanced tactics

Battle details:
  1. fights
    (battle engine syntax: f)
  2. modifies AP/LP by +1/0 of 2 ships of any ship-type in your own fleet in class 1
    battlemessage: "intruder affected ... ships"
    (battle engine syntax: mod,self,2,1,all,+,1,0,intruder affected)

  —> Forum Topic about this ship
Renard: Does it mean that it's able to make attack a holo-fighter ??
It would make a low-cost fighter with 0MP when you lost it ...
If it's so, it could be far more interresting if Icould be sure the intruders won't increase their own firepower, but I think the intruder is also affected. Sniff....
EXP: hmm, the battle engine says "modifies AP/LP by +1/0..."
does this mean, that even ships with 0/x get 1 AP? for example mosquitoes or other vesselt without AP?
sound interesting...!

Haganor of Djelas Prime
Commander Cody: Mosquitoes do for sure. Or did last round when I could build em.
EXP: wow, not bad... :smile:
so this means, an intruder makes two well-shieldes fighters out of two mosquitoes... i think i'll try to play a bit with this... :wink:

Haganor of Djelas Prime
darklim: Sound nice give +1/+0 to a mothership :)25

_________________
The best of Dark Caracas is here (Dark Caracas don't have people) prepare to .....
I forgot it..... Ehhh..... I don't remember that i will say..... Humm..... Ahhh.... Prepare to.... I don't speak english well!!!!.

Nemesis: no it doesn't, it only modifies ships in class 1 :wink:
masterp: in combination with commando-fighter and fighters it can be very ineteresting against bulk-fighters (for a human of course!)

Greetings
darklim: Bulk Fighter+Commando Fighter+Intruder= A deadly combo.
 
cerberus fighter
cerberus fighter (class 1 ship)
Does 4 damage to an enemy class 3 ship

Attack/life: 0/1
Manpower: 3

Researchtime: 2 d
Buildingtime: 13 h


human-Technology
Needed research:
improved targeting

Battle details:
  1. fights
    (battle engine syntax: f)
  2. modifies AP/LP by 0/-4 of 1 ship of any ship-type in the enemy fleet in class 3
    battlemessage: "cerberus fighter hits ... ships"
    (battle engine syntax: mod,enemy,1,3,all,+,0,-4,cerberus fighter hits)

  —> Forum Topic about this ship
admin: this is the discussion where it was created:
/forum/viewtopic.php?p=18551
admin: "Cerberus is the three-headed dog who guards Tartarus, the city of the dead.

I was dipped in the river Styx as a child, which is nearby.
"



http://www.rpgamer.com/games/other/ps2/kinghearts/art/cerberus.jpg

we need a description for this ship
kamekaze6: The Cerberus fighter is so named because of it s design, it has three connons at the front (as shown in the diagram) when all three are fired at the same point on the class 3 ship they cause 1 damage.

http://www.martin-lapp.de/Spaceship.jpg
admin: "it has three front-cannons. when all three are fired at the same point on the class 3 ship they cause 1 damage.
"


but it does 4 damage
vyor: If you notice...the ship it attacks is random...
vyor: it would attack a random class 3 ship
 
commando-fighter
commando-fighter (class 1 ship)
If commando-fighter takes its turn, all following fighters get double firepower. But it will obliterate all commando-fighters in your fleet, so only one commando-fighter will be active, all others just increase the chance for them to get their turn at all. (caution! self destruction!)

Attack/life: 1/1
Manpower: 10

Researchtime: 3 h
Buildingtime: 12 h


human-Technology
Needed research:
leadership

Battle details:
  1. fights
    (battle engine syntax: f)
  2. multiplies AP/LP by 2/1 of all ships of any ship-type in your own fleet in class 1
    battlemessage: "commando fighter gives double firepower to ... ships"
    (battle engine syntax: mod,self,all,1,all,*,2,1,commando fighter gives double firepower to)
  3. battle engine syntax: rogue,8
  4. self destructs!
    (battle engine syntax: sd)

  —> Forum Topic about this ship
Achilles: I don't think it makes sense to deduct points from my score when I use self destructing ships. It is a planned casulty, and the ememy would have been better off if it didn't happen. I cant believe that I got negative points when my fleet worked exactly as I wanted it to.

I think that it should state that in the rules, because that seriously effects how I will play that ship. If it is in the rules, disregard all I say, because its my own fault then.

PS- No matter how important it is to you, and how badly you want a commando-fighter to get its turn in early, and how many extra mp you have a surplus of, DO NOT sent 180 commando-fighters on an attack in the same fleet.
Manyac: You hit the point! If you use ships like the Commando-Fighter, you calculate in those losses, and losses are always negative so it's ok if you loose points of them.

And did you really send 180 Commis in one fleet? :)20 :)20
darklim: You can't see?!
ALL extras commando fighter will self destruct so only 1 can be active!!!!
T2: Will this fighter affect all C1 type fighters or just the basic fighter ship. Will a Kame have 70 hit points after the commando fighter triggers or will a blockade runner have 4 hit points after?
Thanks in advance
T2
Star Commander: The commando fighter triggers which forces your class1 to fire again, unless it isnt destroyed before its triggerd :S

fights
(battle engine syntax: f)
multiplies AP/LP by 2/1 of all ships of any ship-type in your own fleet in class 1
battlemessage: "commando fighter gives double firepower to ... ships"
(battle engine syntax: mod,self,all,1,all,*,2,1,commando fighter gives double firepower to)
multiplies AP/LP by 0/0 of all commando-fighters in your own fleet in class 1
battlemessage: "commando-fighter destroys ... ships"
(battle engine syntax: mod,self,all,1,commando-fighter,*,0,0,commando-fighter destroys)
self destructs!
(battle engine syntax: sd)

As you can see, it says that the commando fighter modifys ALL class 1 ships so yes indeed dependig on what you have left after the first battle, those ships will fire again thats why many people use 350 kamis and 1 commadno or something like that to attack a base ;)

Hope thats explained it for you ... rember it will self-destruct after the battle it is involved in !
streacer: Err...? No, the commando fighter gives double attack power to all the ships after it. So yes a kami would have 70 AP, a penguin would have 8, a blockade runner would have 2, etc.

I think Star Commander is thinking of the campaign ship.
T2: Thanks...silly of me...I thought it worked the way you described Streacer however I looked at the description a number of times and failed to seee the ALL SHIPS part of the message.
Thanks to everyone who replied


BTW Evan's...love your avatar reminds me of the "BAD SANTA" movie
Rubens: @T2 It says "any-ship type on ur own fleet" and that means ALL THE SHIPS.A kami has 35 ap, if the comando get his turn after somekamis attacked, those kamis attacked with 35 of ap the next ones wil attack with 70 it just a matter of lucky. And with kamis is really risky cuz you can lose your own comando fighter
Spyder: I know one player who uses 10 commandoes with kams for base busting, sounds excessive, but he gets extra points each time.
Rubens: spyder i am just getting sleeping my dear ex-leader...so explain me, was it sarcasm?
IF not i think he dosn't get extrapoints, he already lose 90 with the other comando fighters and if he is using kamis, 100 more kamis will be the same:SS
Spyder: He gets around 500+ for base destruction with kams, which is better than without the commandoes, but yes, its excessive.
Rubens: I got to go...but for tomorrow let that explained.
How the hell does he get more points?

10 comando fighters=100mp=100 kamis...
I think not even with luck he gets more pts...
Spyder: I'll have to try it on evans. But you only get about 350 or so usually with just kams.
Rubens: Building socre=1000
With just kamis=400
how many kamis do u need to get 500+?? Com'on this player is already waisting 90 mp in comando fighters and he could win some more pts but with a very gooooooood luck;)
 
interceptor
interceptor (class 1 ship)
The interceptor is a special ship to wipe out class 1 ships, but it's useless against ships of other classes. It deals 1 damage to two enemy ships each

Attack/life: 0/1
Manpower: 1

Researchtime: 1 d
Buildingtime: 11 h


kazuuula-Technology
Needed research:
leadership

Battle details:
modifies AP/LP by 0/-1 of 2 ships of any ship-type in the enemy fleet in class 1
battlemessage: "interceptor intercepts ... ships"
(battle engine syntax: mod,enemy,2,1,all,+,0,-1,interceptor intercepts)
 
  —> Forum Topic about this ship
 
nano bomber
nano bomber (class 1 ship)
This ship destroys one class 1 ship and the broken pieces of the explosion do 1 damage each to two ships. But it's useless against ships of other classes.

Attack/life: 0/1
Manpower: 2

Researchtime: 1 d
Buildingtime: 11 h


nanite-Technology
Needed research:
improved targeting

Battle details:
  1. multiplies AP/LP by 0/0 of 1 ship of any ship-type in the enemy fleet in class 1
    battlemessage: "nano bomber destroys ... ships"
    (battle engine syntax: mod,enemy,1,1,all,*,0,0,nano bomber destroys )
  2. modifies AP/LP by 0/-1 of 2 ships of any ship-type in the enemy fleet in class 1
    battlemessage: "splinter destroys ... ships"
    (battle engine syntax: mod,enemy,2,1,all,+,0,-1,splinter destroys)

Related technologies:
nanite-technology carrier

  —> Forum Topic about this ship
Liderant: enemy:
10 fighters
2 mosquitoes
1 hammer
you:
4 fighters
194 nano bombers



6 nano bomber destroy 6 ships
3 splinters destroy 6 ships
1 splinters destroys 1 ship






4 fighters vs 4 nano bombers




losses:
enemy :
10 fighters
2 mosquitoes
1 hammer
you :
4 nano bombers
score in this subbattle: 20

here you have a small but perfect example, that explain how a nanobomber works
Rubens: if u see mackman now liderant understand too good and explain too me a thing but if u see my virtual battle report u can understand the interceptor fleet canT win a lot of points vs nanobomber. And build 8 carrier is good because i have abattle and i only detsroy 1 but the rest are recycled and relase the nanobomber so if u have 2000 nanobombers u can have oportunities vs 5000 fighter. the problem is if u have a fleet normal 500 destroyers 100 fighter 3 cruseros and a carrier? what happen? the carriers recycled after create the nanobombers and the rest of the 100 mp?
mackman: Well I can see why you as a human would build carrier because you cant build Interceptors and they are the next best thing to them.
mackman: Interceptor will win against nano bomber liderant I can prove it send me a in game message.You send a fleet of nano bombers to specified cords and I will send interceptors and you will see who wins.

Darmadon.
Rubens: u are darmadon? really but u profile say u are of florida nad darmadon is venezuela, i dont have time too go to a coords, so in 4 days i create my carrier, but i go to have a trip so i arrive the next saturday ehh i have a friend many times i revise his account and in 1 day he have the carrier, my coords are 440 490 61 i dont have defensive so i contact to u with a pm for do the battle
Zamprano: you're not suposed to write coords in the forum. now you're in trouble, anyone may attack you...


Liderant: new question.
what happens when 500 nanobombers fights against 250?

who wins?
Rubens: sorry liderant vs 250 what¿? interceptors? obiously nanobombers win, and hey you remember my fleet penguins, blockade runner, interceptor, emp fighter and sportaor? so add the nanobombers, a bad thing is you need be micioloyd and you cant built a cloak device ship but with 2 ships you can do something good, if the enemy have class 2 u leave in fleet 1 penguins sporator and empfighters, hey i have a bug or a good thing or maybe a confusiion, if an empfighter fight with a class 2 ship the empfighter can jam the class 2 ship or dont anything?
Lord Philemon: @Liderant: That depends again on who gets the first shot. (I suppose you mean 500 nb against 250 nb?) The fleet with the 500 nanobombers will surely have more ships left at the end (should be around 250 actually) but if the smaller fleet shoots first, it will make 4 points and if the bigger fleet shoots first, it will make 2 points...

@Rubens: The emp-fighter can jam any enemy ship, not only in class 1.

darklim: Humm
Nano Bombers can destroy 1 ships and do 1 damage to two ships
That why it can destroy 3 ships
But it need to be deployed from Carriers
KEPcH: Would it be askin too much to put this ship in production? Not just in a carrier.
KEPcH: Would it be askin too much to get an answer?
Anonymous: this ship will be put in production soon, urs truly



Mr. Spacely on 2005-01-20 06:00 --> </font>

u moron, i am admin, don't u see that in my name?????

KEPcH: lmao, I didn't read these messages back then, didn't see anyone answered.
Anyway, mr real admin :grin: , could you put this ship in production?
Jort: Yeah!
Spyder: Gee you guys, cant you tell from the topic, already existing technologies. This is the ship that gets released by the nanite carrier.
 
sabotage fighter
sabotage fighter (class 1 ship)
Deals one damage to a class 2 ship

Attack/life: 0/1
Manpower: 1

Researchtime: 1 d
Buildingtime: 11 h


kazuuula-Technology
Needed research:
improved targeting

Battle details:
modifies AP/LP by 0/-1 of 1 ship of any ship-type in the enemy fleet in class 2
battlemessage: "sabotage fighter starts mission"
               
and: "sabotage fighter destroys ... ships"
(battle engine syntax: mod,enemy,1,2,all,+,0,-1,sabotage fighter destroys,p,sabotage fighter starts mission)
 
  —> Forum Topic about this ship
Metody I The Evil: I was wondering... If 10 of theese ships take their turn will they allways target the same class2 and destroy it?
BladeTech: that way they can take out eagles and destrouyers ryte? =)
BladeTech
Rubens: if u have 4600 sabtage fighter or 1200 mine deployers u need what the enemy attack all sabotage fighter or all mine deployer for this make their function.

because if this ship dont have turn u cant attack with this?
JaM: This is a class 1 ship that fires to a class 2 ship.

Let's say you have 100 fighters and 100 sabotage fighters and your enemy has 10 fighters and 20 destroyers.

The sabotage will fire at the destroyers in the class 1 vs class 1 battle. But when your fighters have shot all of the enemy fighters, then the class 1 battle will stop no matter if there are destroyers or not.

So this ship will only fires at class 2 ship in your class 1 battle. And that battle will be over if your enemy won't have any ships more to fight in his class 1 (or class 2,3,4 in a class 1 vs class 2,3,4 battle).

Do you get it?
Rubens: :)9 so if i have 4600 sabotage fighter and the enmy have 1 fighter only 1 sabotage fighter act in the battle? so is useless because 100 dstroyers vs 100 sabotage= u lose 100sabotage fighter or 99 and 10 destroyerS? and with the mine deployers is the same?
JaM: No, if you have ONLY 4600 sabotage fighters in class 1 and the enemy has 1 fighter then you will lose 1 sabotage fighter and the 4600 or 4599 sabotage fighters will fire all at class 2 because then the enemy fighter wouldn't be destroyed (sabotages fires at class 2). Mine deployers works the same way as sabotage fighters.
Rubens: so with a sporator the mine and the sabotage are too good. With a good target u can have 3 sporator 100 mine deployer 1 spectre a mothership and the rest sabotagfe
JaM: Watch out for interceptors
darklim: The Sabotage fighter is weak to fight class 1
darklim: I say the Sabotage Fighter not the Interceptor
And the Sabotage Fighter is weak to fight class 3
mackman: Yes you are right but it is only for fighting class 2 so I would never use it to fight class 3 or class 1.
 
sporator
sporator (class 1 ship)
The sporator is spreading a spore cloud around all class 1 and class 2 ships, they are all getting +0/+1 and all other sporators in your fleet explode (caution! self destruction!)

Attack/life: 0/1
Manpower: 5

Researchtime: 3 h
Buildingtime: 12 h


mycilloid-Technology
Needed research:
leadership

Battle details:
  1. modifies AP/LP by 0/+1 of all ships of any ship-type in both fleets in class 1
    battlemessage: "sporator is modifying all class 1 ships: ... ships"
    (battle engine syntax: mod,both,all,1,all,+,0,1,sporator is modifying all class 1 ships: )
  2. modifies AP/LP by 0/+1 of all ships of any ship-type in both fleets in class 2
    battlemessage: "sporator is modifying all class 2 ships: ... ships"
    (battle engine syntax: mod,both,all,2,all,+,0,1,sporator is modifying all class 2 ships: )
  3. battle engine syntax: rogue,106
  4. self destructs!
    (battle engine syntax: sd)

Related technologies:
mycilloid-technology sporogenator

  —> Forum Topic about this ship
admin: A sporator is effective in raising the lifepoints of your class 1 and class 2 ships. In battle, they will raise the lifepoints of such ships like the destroyer, the fighter and the eagle by 1, which can be very useful against the threat of apollo cruisers, which do 10 damage to 10 class 2 ships. For instance, if a normal destroyer (with 10LP) had a sporator in its fleet, it would become immune to the apollo cruiser becuase it would have one extra lifepoints (11LP). Only one sporator can be in any fleet and any additional sporators will be destroyed.
Failtrip1: Only one sporator can be in any fleet and any additional sporators will be destroyed.

You can have more then 1 sporator in your fleet BUT only 1 will get active.Once first gets active all others will be destroyed.Putting more then 1 sporator in fleet will increase early trigger of one.
Senor: sporator makes class 2 immune to 1 apollo, but what if there are 2+ apollos. does the 2nd apollo attack the same ships by the battle order?
colinthecorgi: Yes.

Sporators effectively halve the apollos efficiency against 10LP c2s.

Sporators have another beneficiary effect in combination with shields. Since shields will activate to protect _damaged_ ships (says the manual, although this is not exactly true, they sometimes activate anyway), they will actually be able to protect your expensive c2 ships from dying when facing destroyers.
As you will maybe see an example of later in a GNN report, they are interesting in both c1 and c2 battles, and should be considered when planning action in c1 and c2. If you are new to the game you should compare the results of different ships and ship combinations fighting each other with and without sporation.
linux666: " Sporators have another beneficiary effect in combination with shields. Since shields will activate to protect _damaged_ ships (says the manual, although this is not exactly true, they sometimes activate anyway), they will actually be able to protect your expensive c2 ships from dying when facing destroyers. "

this is not so linear...i tried that combo, sporators/shields/destroyers, and in theory, it should work...sporators give +1 LP, 10+1=11 LP...but in reality, it doesn't!!
there's a situation where sporators are real good to use, but i'm keeping it for my self atm :)21
colinthecorgi: yes, these shields are odd creatures.
linux666: " yes, these shields are odd creatures. "



lol...you can say that, after all, you had a super SG !!! the one that survived all attacks!! :)16 :)20
 
eternity device (class 1 ship)
Due a time-reduction gravity-effect all ships in class 1,2 and 3 get +0/+10. The ship itself is swallowed by the time-gravity-spiral and is destructed.

Attack/life: 0/4
Manpower: 65

Researchtime: 1 d
Buildingtime: 10 h


mycilloid-Technology
Needed research:
science recycle methods

Battle details:
  1. battle engine syntax:
  2. modifies AP/LP by 0/+10 of all ships of any ship-type in both fleets in class 1;2;3
    battlemessage: "enternity device activated"
    (battle engine syntax: mod,both,all,1;2;3,all,+,0,10,enternity device activated,n)
  3. self destructs!
    (battle engine syntax: sd)

  —> Forum Topic about this ship
 
prophet
prophet (class 1 ship)
Destroys one ship or building but also your whole fleet. It can travel on its own, with warp 1, but it is an easy target, so one fighter can make it explode and destroy your whole fleet in an atomic explosion (it destroys your buildings too, so do not keep it at home) (caution! self destruction!)

Attack/life: 4000/1
Manpower: 150

Speed: warp 1
(Can only establish a warpfield for itself)

Researchtime: 2 d
Buildingtime: 12 h


human-Technology
Needed research:
fanatic warfare

Battle details:
  1. fights
    (battle engine syntax: f)
  2. multiplies AP/LP by 0/0 of all ships of any ship-type in your own fleet in class 1
    (battle engine syntax: mod,self,all,1,all,*,0,0)
  3. multiplies AP/LP by 0/0 of all ships of any ship-type in your own fleet in class 2
    (battle engine syntax: mod,self,all,2,all,*,0,0)
  4. multiplies AP/LP by 0/0 of all ships of any ship-type in your own fleet in class 3
    (battle engine syntax: mod,self,all,3,all,*,0,0)
  5. multiplies AP/LP by 0/0 of all ships of any ship-type in your own fleet in class 4
    battlemessage: "atomic explosion destroys whole fleet"
    (battle engine syntax: mod,self,all,4,all,*,0,0,atomic explosion destroys whole fleet,n)
  6. self destructs!
    (battle engine syntax: sd)

  —> Forum Topic about this ship
darklim: The Prophet can travel itself.
Perfect to terminate the buildings of one planet without fleet.
blackmagic: How can this destroy a building if it only has 4000 ap? you can only have 1 prophet becuase it will destroy everything else before if shoots. What seems wrong here :)26
SirTaz: it kills one building for when it go in to fight it fights one building or any one ship but that would surely cost you points :razz:

exemp: 3500 fights 3 build the 3500 split to attack the builds but one prophet go's in to fight 1 building


1 0 0 0 = prohet fleet

base fleet = 0 0 0 4
Lou of East from West: this ship looks useles!
1.Only 20 sectors he travels for 2d+.
2.It is very risky to keep it home, even worse then being doomstar-ed, or cougth with in-time ready mantises, or ... (so u have to time good, production & login, also there is fleet limit to 3...)
3.Maybe to attack close neigbour, or shipyard moving, again, at 5 sector distance, it travell 13h.
4. Of course any fleet combining is apsurd!
ps: it would be good if prophet destruct all fleet, but other prophets :)23 (with a limit 5 can be operative , that would make some sence.


Can creator, or anybody, demistify me it's existance?

noah: lets say you took out someones whole base fleet but the buildings are ok
then you move this in and finish off one building with the loss of only the prophet


What would happen if a pirate ship stole this one for the battle?

darklim: "Destroys one ship or building but also your whole fleet".
:)23
masterp: does the prophet only destroys the 4th class?
or is it possible that he attacks class one two or three?


Greetings :)24
JaM: It's a class 1 ship, does it attacks mainly class 1. And it fights, so only one ship/building will be destroyed. After the prophet fights it will destroy your fleet. So there wouldn't be a change to attack twice for him.
darklim: One player have one Pirate ship never want to steal a PROPHET.
Let think it.
:)20
JaM: why not?
you steal the prophet and the battle is over.
Or the prophet may shoot first and destroys your pirate-ship and his own fleet.
darklim: Ok, let me explain, one whole fleet with Pirate Ship to fight ehhh, 2 prophets
And steal 1 Prophet and the Prophet get activated and destroy you whole fleet and 1 Prophet of you enemy.

JaM: you must be a real idiot to have a fleet with two prophets :)16
darklim: Week ago i have used 4 Prophet to attack a base.
I have lose point but destroy his shipyard and start a blockade.
Lou of East from West: "
On 2003-07-08 04:11, noah wrote:
lets say you took out someones whole base fleet but the buildings are ok
then you move this in and finish off one building with the loss of only the prophet


"


And then it would probably destroy TWG.
noah: battle order is all random. its a risk you have to take. i personally wouldnt use this ship but it could be usefull is some situations.
BladeTech: can you use it against class 5?
wildwes11: I think prophets should destroy all ships except other prophets. Otherwise this ship is no use to me. It takes too long to get anywhere unless you use a mothership and then when you destroy a building, you get very little net points especially if one hits a defense array or transwarp network. Allow me to send 4 or 5 in a fleet and it makes it a very worthwhile ship. Otherwise, I will continue to use other ships to do this work for me.
JaM: They do destroy everything, except class 5. But since only the admins (the travellers) use class 5 it can still destroy everything.
Lou of East from West: They should kill class 5...

This way there is no point of killing travellers. They are like Bentusi, the Unbound!
Old as a galaxy... :wink:

If things with travelers are put this way they should be able to give technologies to other Unbound players :23
We are Bjork: Back to the topic :eek: Prophets are just about the hardest ship to use in the game in my opinion. New players should avoid building them.
spacetrace: maybe we should drop this ship and add another cool ship for the humans (it should be a fanatic one :cool: )

any suggestions ?

Rubens: i send you the mothe failure admin...capitan cruser (in spanish: dobla la defensa de 5 naves clase 3) multiplie by 2 the defense of 5-7 class 3 ships, well here you have the motherfailure and the capitancruser
spacetrace: this ship is pretty useless, how about giving it at least warp 5 , or more?

or add a ship that can exchange a ship with the enemy :)
Senor: add this effect- if a prophet survives the battle then it transfers over to the enemy fleet.

and voila...the most useless ship just turned into a multi-purpose tactical nuke with a huge ass luck factor.
spacetrace: what if it would have warp 5?

it wouldn't be too good then, but maybe sometimes useful?
admin: i think it could be really annoying, if you find out, that there is a prophet and a doomstar targeting your home base, and if it has the same speed, like motherships, you couldnt head home to help defending
Senor: the admins...
they're going through ships to see which ones to keep and which ones to sack and which ones to change. which is a good thing.
 
nano virus
nano virus (class 1 ship)
This virus can be transfered by a nanite plague ship. It destroys one ship. There is also a virus for class 2 and 3

Attack/life: 0/1

Buildingtime: 5 h


nanite-Technology

Battle details:
  1. modifies AP/LP by 0/-1100 of 1 ship of any ship-type in your own fleet in the same class
    battlemessage: "ship destroyed by a nano virus"
    (battle engine syntax: mod,self,1,this,all,+,0,-1100,ship destroyed by a nano virus,n)
  2. jams 0 ships in the enemy fleet in the class it fights with and you get back the initiative
    (battle engine syntax: jam,enemy,0,this)
  3. self destructs!
    (battle engine syntax: sd)

Related technologies:
nanite-technology plague ship

  —> Forum Topic about this ship
KEPcH: Will the virusses act in the beginning of the next battle where they were transfered or will i have to wait till the end of each next classfight?
C.Kork: i think u have to wait for the next battle. so, send 2 fleet only seconds apart. that way you get the points easily and fast.
KEPcH: Dude.... I know they will only attack in the second battle, but...
Let me put it this way: Will my virusses attack in the beginning of the second battle or will i have to wait till the end of each classfight of the second battle.
Please, no senseless answers anymore!!

Rubens: hi kephch the nano virus only attack in the secon battle because they are self destruction but never you lose score with this beacuse a plague ship emites the nano virus destroyed or not destroyed so 100 class 1 ) 10 class 2 ) and 1 class 3,if the players have 99 fighters and 100 nanoviruses the nanoviruses self destruction and he lose 99 fighters but u re nanoviruses are completly destroyed so the plague ship always is destroyed, well no always but many times so if the player have a a fleet with 200 fighters 800 or more class 2 and 10 class 3 you send a fleet with a class 1, a class 2 and 2 plague ship and obvius amothership or time slipper or anything, then you send a second fleet but if youhave for example 10 apollo cruseros i recomend you send a class 1 a class 2 and a class 3 but if you wnat 7 apollo cruseros, and a major recontructor or only a mothership then if he attack first he lose the 200 fighters because the nanoviruses and you no lose the fighters after you lose a class 2 but he loss 20 class 2 then you lose a class 3 but he lose 2, and in the final of the battle you win a score of 400 aprox.. the best way to use the plague if when the player have many class 1 and class 2 and if you have amajor is very good. but remember you win 400 but before you lose 240. And to evite the nanoviruses you go to home and recycle this ships
Rubens: :grin: but remeber the nano viruses after they are relases they not only battle with you if already player attack after you first battle and before the second he have the beneficious, and the score
KEPcH: Thanks man!
Rubens: you welcome and thanks for you i not remember of this ship, so now i researching the plague ship is very good vs a example

1000 class 1 20 class 2 with 10 plague ship is goooood. And another thing the nanoviruses is how a cyclops he dont make damage he destroy. if the player have 500 sporator and 1 bulk fighter the nanoviruses destroy the bulk fighter :smile:
KEPcH: Is this normal?

your class 1 vs enemy class 1:
you:
2 bulk fighters
enemy:
884 fighters
600 nano viruses

2 bulk fighters vs 2 fighters
6 ships destroyed by a nano virus????

Why do only 6 fighters get destroyed if i sent 600 virusses to kill them??
But...
your class 3 vs enemy class 2:
you:
40 cruisers
enemy:
38 destroyers
60 nano viruses

24 cruisers vs 24 destroyers
1 cruiser vs 1 nano virus

36 ships destroyed by a nano virus
They did destroy all the destroyers, why not all the 600 fighters???

Rubens: this can be a topic to the bug reports and as to admin fr wht ocure this. i think is how apollo crusero or cyclops or otherships. if the cyclops not be destroyed or best say not be attcked dont make damage maybe for this has ocure. but sinserily i dont know :)27
Achilles: I dont believe that it is a bug. The way I understand it is the nano-viruses act like ships in your fleet. They can be moved from fleet to fleet and can be recycled like your ships. They act in random order along with your fleets. When it is their turn they destroy one of your own ships.

The reason they did not destroy any more ships in your class one battle is that the battle ended before more had a chance to act. Once your entire class one was destroyed, the class battle was finished, leaving the nano viruses in his fleet unable to act.
KEPcH: So, if i get that right, and for example, he has 1000 class1, i should take 500 class1 fighters in my fleet for my 500 class1 virusses to attack?

Achilles: You still would not be guaranteed to get them all. Dont forget, the nano viruses act with his fleet. Once your class one was empty, the class battle ends. Only half of his fighters are required to have a turn before you are done. On average, half of the nano viruses will act then.

Of course, I have only dealt with nano viruses a few times, and most of the time I got away before a second battle. I may be wrong about some of this, but this is my understanding.
KEPcH: Thanks for the informations, mate! :)12
Rubens: Man i was just remember the ship and saw how bad was my english in that time...well it could be bad now, but not as bad as before:P

Even writing "he have" Kepch could understand me:P...

And well Achilles is right...i just will add the the power of nanoviruses is on kill c3 ships.

Anyway i am not here to say that i just want to say...does anyone know how do you jam 0 ships? Is that a little joke on the ship or what?XD
ycyr: it not a funny creation i dont wont this thing
admin: if you use clone labs each nano virus will consume one Manpower instead of 0
 
escort (class 2 ship)
Increases the lp of 2 own ships by +2

Attack/life: 1/10
Manpower: 8

Researchtime: 1 d
Buildingtime: 12 h


kazuuula-Technology
Needed research:
advanced tactics

Battle details:
  1. fights
    (battle engine syntax: f)
  2. modifies AP/LP by 0/+2 of 2 ships of any ship-type in your own fleet in class 2
    battlemessage: "escort modifies ... ships"
    (battle engine syntax: mod,self,2,2,all,+,0,2,escort modifies)

  —> Forum Topic about this ship
 
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
 
assasin bug (class 2 ship)
Does 1 damage to a class 3 ship

Attack/life: 0/10
Manpower: 4

Researchtime: 1 d
Buildingtime: 12 h


kazuuula-Technology
Needed research:
improved targeting

Battle details:
  1. fights
    (battle engine syntax: f)
  2. modifies AP/LP by 0/-1 of 1 ship of any ship-type in the enemy fleet in class 3
    (battle engine syntax: mod,enemy,1,3,all,+,0,-1)

  —> Forum Topic about this ship
JaM: I like the idea, but the mp is too big.
You need 400 mp to kill 1 cruiser. I think 1 mp for dealing 2 damage is more balanced.
 
c-cannon-module
c-cannon-module (class 2 ship)
This construction-ship cannot shoot, but it can mount a module on a c-cannon-platform. That platform gets 70 additional attack points for each mounted module (see c-cannon-platform)


Attack/life: 0/4
Manpower: 20

Researchtime: 1 d
Buildingtime: 11 h


nanite-Technology
Needed research:
nano technology

Battle details:
  1. modifies AP/LP by +70/0 of 1 c-cannon-platform in your own fleet in class 3
    battlemessage: "c-cannon-module is mounted on ... ships"
    (battle engine syntax: mod,self,1,3,c-cannon-platform,+,70,0,c-cannon-module is mounted on)
  2. shuffles all ships in your class 3 that still did not fight
    (battle engine syntax: shuffle,self,3)

  —> Forum Topic about this ship
darklim: "c-cannon-platform (class 3 ship)
an enormous cannon, that can be enforced with extra modules (see c-cannon-module)

attack/life: 10/50
manpower: 30

researchtime: 1 d
buildingtime: 11 h


nanite-technology
needed research:
nano technology"


This ships looks like hard to handle
This ships (combined) is an 80/50 that cost 50 but what it are useful?

Rubens: darklim, why are you doing this? for have more post ? well if do you want have more than the admin go ahead?
well i going to say you only once and only 1 kind of good fleet with a good battle situation

1 dreadnoud 200/500 375 mp
7 combination cannos 560/50 350 mp
so vs dread will be usefull
steven1982: It is a real nice ship, just what rubens said, it can be very usefull in blowing large targets. With the right amount of modules that is, i have them in my current fleet, and they never let me down.
al12: could someone explane to me how to use this ship, because i can onley see ways to loose these ships and because of that the c-cannon platform.
if there are class2 ships then you loose youre c-cannon modules and because of that youre c-cannon platforms because they can't shoot. if there aren't any class2 ships youre c-cannon modules will fight the enemys class three, loose and then youre c-cannon platforms won't have any fire power.
so how do I use this? :)9 :)9 :)9 >:( :)26
Scipio Africanus: Ya I had the same problem I coudnt figure out how to use them.
Noxus: This ship is very contraversal.. it is not as hard as you think it is.. the extra 'detailed' description total makes people confused.. so i will simplify..

1. Forget about everything the discription says
2. this is call a module , its only use is to upgrade a certian ship
3. it upgrades a platform by 70 attack
4. in order for this ship to upgrade it must be involved in a battle/get a chance to activate as most ships do.
5. then the class2 sub-battle ends and class3 attacks with your boosted platform .
6. if more than one platform is in your class3, these modules may boost the attack to different platforms .

thats it.. its a ship that upgrades another certian ship.. thats all.. dont get confused by the wierd discription, well its not wierd but it is decieving to some..
Scipio Africanus: Kay thanks
Noxus: "could someone explane to me how to use this ship, because i can onley see ways to loose these ships and because of that the c-cannon platform.
if there are class2 ships then you loose youre c-cannon modules and because of that youre c-cannon platforms because they can't shoot. if there aren't any class2 ships youre c-cannon modules will fight the enemys class three, loose and then youre c-cannon platforms won't have any fire power.
so how do I use this? :)9 :)9 :)9 >:( :)26"




first off if you could combine these with shield generator and leave your class 1 open and attack the enemies class 1..
--------------------or--------------------------
make sure your enemy has a good amount of c3 and very little c2 (like 1-5)... then you just load up on these and attack.. each will attack the enemy's ship even though thier ship attacked already..

creativity is a good thing in this game..
al12: ok, thanks for the explanation, although it still seems hard to use.
 
kinetic deflector ship (class 2 ship)
Uses improved dissipation shields to reflect a small amount of damage to a nearby target.

Attack/life: 0/10
Manpower: 9

Researchtime: 18 h
Buildingtime: 14 h


e-ray-Technology
Needed research:
emp technology

Battle details:
if this ship is hit it modifies AP/LP by 0/-5 of 1 ship of any ship-type in the enemy fleet in the same class
(battle engine syntax: trigger_hit@mod,enemy,1,this,all,+,0,-5)
 
  —> Forum Topic about this ship
blackmagic: There is no use to it. Is like a destroyer with 1 ap and get killed=)
Tofu: Bad against Destroyers.
Moderate against Fighters.
Good in combination (Troika,...)
Maybe to good with a Hammer and other supporing ships.
Fun against other Kinetic Deflector Ships.

I´m not quite sure if the mp are balanced, but something between 8-12 should be ok.

Note: This posting by JaM is kind of interesting for the K.D.Ship: http://forum.spacetrace.com/viewtopic.php?topic=1835&forum=16&15
Tofu: @blackmagic:
It destroys 10 Fighters or did i do a mistake with the battlesyntax?
JaM: @tofu why?

And the damage must be higher, because even against the eagle it isn't very useful.
Tofu: This Ship is designed against class 1. Used in combination with mobile repair bot/ shield generator or plasma emitters, a single K.D.Ship could destroy lots of fighters. If the enemy uses a hammer, it will do 1 damage to an opponents class 1 ship, if he uses sabotage fighters, it will do 1 damege for each of them, if he uses holo fleet carriers, the K.D.Ship will do lots of damage (if the holoprojections have the f-command). There may be some good combinations with troikas and/or graze reactors against mixed class 1/2 fleets.
JaM: "
On 2003-09-07 13:56, Tofu wrote:
This Ship is designed against class 1. Used in if he uses holo fleet carriers, the K.D.Ship will do lots of damage (if the holoprojections have the f-command).
"


No, according to the manual not:
holo fighter
holo destroyer
holo cruiser
holo mothership
mackman: "
On 2003-09-07 15:52, darklim wrote:
This ship is weak and too expensive
The Destroyers is better to fight class 1

"



WHA? Darklim the destroyers suck for fighting class 1.Eagles are better for fighting class 1.
Tofu: Ok, ok, you don´t like my invention. :)16
The next one will be better. :grin:

P.S.: At last i found the holo fighter in the manual (it´s not in the search function). Is there another way to find it exept the Quicksearch?
JaM: There are many secrets hidden in SpaceTrace, which will be only showed to those who read the ENTIRE forum. :)20
darklim: In Comparation of this ship
admin: it`s a new idea - i like it.
if this ship fights against fighters, it will destroy 10 fighters in any case before it`s destroyed.

the holo-ships of the holo-fleet-carrier are supposed to not fight, so that tactic is no way :)24
but there are some nice combinations possible :)22
Achilles: I agree that this is a good ship. I think that most people have misread the initial description, and that is why it's vote is so low. I would use this invention. :)12
Rubens: well, i never vote. but now i can understan. detsroyer vs eagle. with a hammer can be letal.

1 hammer 20 eagles 5 wasp 20 this invent.
1 fightr 20 destroyer.
If this invent attack first, so the destroyers can be 10/7, so only 1 eagle can destroy the destroyer.
vs troiaks. With mant of this ship and eagles. u can destroy many troik modules.
Yes sound good. but i think is best if have a cost of 50 and do that midifies to ll class 2 ship in the both fleets or only in the nemy fleet. But well is good. but no totally i think
Tofu: Maybe, the Disable Ship should affect the Kinetic Deflector Ship? I think, this should be thought over.
darklim: Sorry, Admin...
This ship need some change: Affect both fleet
Rubens: ajaj, darklim are ridht, is hammer class2, i think is best i fmodifie both fleets
admin: darklim, why do you think it should affect both fleets?
i think it is a nice disadvantage for the hammer :wink:

@ruben: hammer is class 1
Rubens: @admin: i am rubenS!!! and i know, for that i say THIS SHIP IS A HAMMER CLASS 2, BECAUSE A STANDARD HAMMER IS CLASS 1. and what is the problem if is a disadvantage to the hammer? is best because u have a counter-fleet with a hammer!!!
darklim is right, both fleet 8 mp, and affected by the disable ship
JaM: You have a lot of guts to get mad at the admin :)19, the one who has the power.

But I don't think this ship is a class 2 hammer, a hammer modifies both fleets on his turn. This modifies enemy's ships when it is shot. See the difference?
Rubens: jam!!!! jaja sorry admin, i know he is the best but i dont really care, see jam, Draklim say is best if modifie BOTH fleets so if it is aprobbed!!!!! is hammer class 2 or not?. And i know how use a hammer... (only i want say that) :grin:
JaM: Darklim complains the whole time. But IF it modifies both fleets it is still not a hammer. A hammer modifies ALL SHIPS of both fleets ON ITS TURN.
This ship modifies 10 SHIPS of (both / enemy) fleet(s) WHEN IT IS HIT
Rubens: see jam (no sea enrollen maldita sea? i only want say this ship is hammer class 2 but no exacrly(osea se parece a un hammer) the point is need will be accepted
blackmagic: Lets see i my criticing can make any changes. Well for starters I still think this ship doesn't have much use.

Scenario 1:
Now you goes say it is good against class one, but in actuality it is not. If it had 10 Mp and for each fighter that shoots at it gets destroyed and recieves 1 damage, then it is pratically useless because the totalling amount of points is 0. Say you lower the MP Then may be, but here is the other Con.

Scenario 2:
Spacetrace is filled with special ability ships such as the sporator, commando fighter, and intruder. Well, when combined with fighters, it becomes a deadly fleet. Now imagine a fleet with a sporator against a couple of Tofu's invention won't be a pretty picture. The sporator will soup up the fighters to 1/2, meaning that Tofu's invention will have to shoot twice to destroy it. See wat i mean

Well, my sister wants to go play so g2g. Later =)

Blackmagic of Shadowball
-The Invention Critic =P
 
retraitor
retraitor (class 2 ship)
If this ship is jammed it will destroy 2 enemy vessels

Attack/life: 10/6
Manpower: 8

Researchtime: 1 d
Buildingtime: 11 h


human-Technology
Needed research:
leadership

Battle details:
  1. fights
    (battle engine syntax: f)
  2. if this ship is jammed it modifies AP/LP by 0/-1100 of 2 ships of any ship-type in the enemy fleet in the same class
    battlemessage: "retrator destroys ... ships"
    (battle engine syntax: trigger_jam@mod,enemy,2,this,all,+,0,-1100,retrator destroys)

  —> Forum Topic about this ship
maximusbrown: can somebody explain this ship to me. does this ship fight everytime or just when it is jammed.
JaM: This ship fights just as a normal ship. And only if it is jammed it will destroys 2 ships.
RenéeAB: battle details:fights
(battle engine syntax: f)
if this ship is jammed it modifies AP/LP by 0/-1100 of 2 ships of any ship-type in the enemy fleet in the same class
battlemessage: "retrator destroys ... ships"
(battle engine syntax: trigger_jam@mod,enemy,2,this,all,+,0,-1100,retrator destroys)

I was not sure if the 2 ships that get destroyed would be c2 specifically or the class that jammed the retraitor.
And never used these before so:

your class 2 vs enemy class 3: V ^
you:
14 destroyers
28 pirate ship
40 retraitors
1 commando carrier
1 sporogenator
enemy:
3 cruisers
5 dominators
1 minor reconstructor
1 cloud cruiser
20 plasma gunship

35 retraitors vs 5 plasma gunship
5 plasma gun locks on one target and kill 5 ships
5 pirate-ships board plasma gunship
4 retrator destroy 8 ships
9 destroyers vs 3 plasma gunship
2 dominators jam 4 ships
2 destroyers vs 1 plasma gunship
1 sporogenator releases sporators 3 ships
1 pirate-ship boards minor reconstructor
1 minor reconstructor destroyed by interference
2 destroyers vs 2 plasma gunship
1 sporogenator vs 1 plasma gunship
1 commando carrier vs 1 plasma gunship
1 retraitor vs 1 plasma gunship

3 dominators jam 6 ships
1 plasma gun locks on one target and kills 1 ship
1 cruiser vs 1 pirate ship
1 cruiser vs 1 destroyer

losses:
you :
1 destroyer
1 cruiser
2 pirate ship
enemy :
2 cruisers
1 dominator
1 cloud cruiser
12 plasma gunship
score in this subbattle: 1276

The ships destroyed were c3 so, is the class the retraitor fights with. Not bad results for what are essentially 6 lp unreconstructable, (usually) "destroyers" in most situations and justifies carrying 40 or so in case I run into another myc defender primary stack again ;)
DavAlan: ST's most overlooked HUMAN ADVANTAGE IMHO ... also renders c2 UNRECONSTRUCTABLE including the Wasp ap boost :)7 15 of them means death to a kazu 0 0 30 2 (20 pg's + 20 doms) + (1 major rc + an ms if 16 or so cruisers + 1 xhockwave cruiser are in your c3)
 
spectre
spectre (class 2 ship)
The spectre emittes a heavy shock wave that deals one damage to 1000 class 1 ships in both fleets.

Attack/life: 0/10
Manpower: 400

Researchtime: 2 d
Buildingtime: 22 h


e-ray-Technology
Needed research:
gravity

Battle details:
  1. fights
    (battle engine syntax: f)
  2. modifies AP/LP by 0/-1 of 1000 ships of any ship-type in both fleets in class 1
    battlemessage: "heavy shock wave detected: destructed ... ships"
    (battle engine syntax: mod,both,1000,1,all,+,0,-1,heavy shock wave detected: destructed)

  —> Forum Topic about this ship
wizz: the spectre is not to good...

you cant make it save against retro attacks... if you make it as save as possible you have no other options than killing class1 with your fleet..

leave the spectre as it is !
Gabatabical: The Spectre kills class 1 in both fleets, it's not too powerfull. Leave it alone!
Dougster: I lost 1500 in a battle with my spectre fleet.
An attacker, had to delay his attack on me, due to a spectre in his fleet. It can cost as well as score, leave it alone for now please.
Frederik: This ships looks very powerfull to me.
They will make class1 fleets obsolete (what's the point in composing a class1 fleet, if all the enemy needs is a spectre?)
If the spectre get's 0/10, it would also be vulnerable to other ships then the apollo cruiser. It would still mean terror for the class1 fleets, but could be a nice target for class2 fleets.
peace of love: "They will make class1 fleets obsolete (what's the point in composing a class1 fleet, if all the enemy needs is a spectre?) "


--> that was indeed the actual intention of the spectre: to make the standardfightertactic useless.
it is harder to play with more than 800 fighters now. if you change the spectre you will do a step to the fighter direction again...

"If the spectre get's 0/10, it would also be vulnerable to other ships then the apollo cruiser. It would still mean terror for the class1 fleets, but could be a nice target for class2 fleets. "

--> and it will become a gamble to use it (will it shoot before beeing destroyed). i dont like ships that base on luck but tactic...
everyone sees the advantages of the spectre, but i played it and i know the drawbacks:

a) if u dont use countermeasures its very likely that the 800mpspectre is lost...

b) if you do take countermeasures you cant be sure as well and have a specialized fleet which can deal with class1 and nothing else.

i dont play the spectre anymore cause its too bad a ship for me - there are at least three standardtactics which deal better with class1.
if you downgrade it , it will become crap.

and if some players complain about the "might" of the spectre they should better use their time to invent better fleets than 4000 fighters and 3 mothership... :sad:



Dougster: I know some players like that tactic much :wink:
Frederik: --> that was indeed the actual intention of the spectre: to make the standardfightertactic useless.
-> For that purpose the interceptor was invented, which might now also become obsolete.

--> and it will become a gamble to use it (will it shoot before beeing destroyed). i dont like ships that base on luck but tactic...
-> The spectre doesn't seem like a very tacticall ship to me. If you see a fleet on your ds with over 1200 class1, you can just send in a spectre
-> with the spectre, using class1 fleets becomes a gamble.
-> making the posibilty that it shoots before it is being destroyed is tactic, not luck

everyone sees the advantages of the spectre, but i played it and i know the drawbacks:

a) if u dont use countermeasures its very likely that the 800mpspectre is lost...
-> Just add enough shield generators in that fleet (I haven't checked for the races though) and if it destroyed enough, who cares? (It's kind of a little doomstar that doesn't blow itself up)

b) if you do take countermeasures you cant be sure as well and have a specialized fleet which can deal with class1 and nothing else.
-> But a quite low mp fleet, so you probably have enough mp left to build another specialised fleet.

i dont play the spectre anymore cause its too bad a ship for me - there are at least three standardtactics which deal better with class1.
-> Dunno if you mean the ones I'm thinking of, but they require more tactics then the spectre.

if you downgrade it , it will become crap.

and if some players complain about the "might" of the spectre they should better use their time to invent better fleets than 4000 fighters and 3 mothership...
-> To be honest, I haven't fought many large class1 fleets this round(can't remember even one). They allready seem quite disliked.
-> Another major disadvantage of using large class one fleets, is that you better do not upgrade your manpower(+1mp used for each ship build).So players who use such fleets have less mp.
peace of love: "For that purpose the interceptor was invented, which might now also become obsolete. "

--> actually the interceptor has the side effect to even better the strenght of fightertactics: with the `ceptor you can easily destroy enemy class1


"-> The spectre doesn't seem like a very tacticall ship to me. If you see a fleet on your ds with over 1200 class1, you can just send in a spectre "


so if you decide to build the spectre you have to think how to let it survive (it has a building time of 22h!!!). if you wait for 1200 class1 or more there a many, many other fleets to avoid..
and who tells you that you dont face kamikazis?

"Just add enough shield generators in that fleet (I haven't checked for the races though) and if it destroyed enough, who cares? (It's kind of a little doomstar that doesn't blow itself up)"


-->s.g. dont work i tried it...
and there is still the problem with the retro ships...


"-> But a quite low mp fleet, so you probably have enough mp left to build another specialised fleet. "

but loose the spectre...


"-> Dunno if you mean the ones I'm thinking of, but they require more tactics then the spectre. "

hmm?


"-> To be honest, I haven't fought many large class1 fleets this round(can't remember even one). They allready seem quite disliked. "


so why dont leave the spectre like it is ??

"-> Another major disadvantage of using large class one fleets, is that you better do not upgrade your manpower(+1mp used for each ship build).So players who use such fleets have less mp. "

like all other spacetrace inventions the clone labs have advantages and disadvantages... :smile:


limsky: I join the forum actively this round. I do not know the history of development of ships. This dicussion here give me some insight to the development of class 1 ships.
Spectre to counter massive number of fighters.
Interceptor to counter spectre.
Blockage runner to put class 1 back to usefullness.
Now Eliminator to destroy all Blockage runners.
Tell me more about the invention of other ships. Which ship counter which?
Frederik: "and who tells you that you dont face kamikazis?"

Why would one fear kamikazes if one has a spectre?
If you have an unprotected spectre, ok 50% to loose it, but if the spectre comes with 19 shield generators, you have only 2.5% chance to lose it against a kami fleet.

"s.g. dont work i tried it... "

You mean the spectre cannot be shielded or that it is hard to keep them shielded in multiple battles, cause the sg got shot?
Captain Starlight: @limsky, the interceptror was introduced to counter massive fighter fleets. I think the spectre has the same basic purpose. The blockade runner is a counter to both. The eliminator alas, is an idea, not an actual ship.

But back to the spectre, I think we need more player input on whether it is too mighty or not. As I said, I have both made and lost points with it.
 
wasp
wasp (class 2 ship)
This commando ship modifies 4 ships to gain more firepower (+5)

Attack/life: 1/10
Manpower: 11

Researchtime: 12 h
Buildingtime: 12 h


kazuuula-Technology
Needed research:
leadership

Battle details:
  1. fights
    (battle engine syntax: f)
  2. modifies AP/LP by +5/0 of 4 ships of any ship-type in your own fleet in class 2
    battlemessage: "wasp increased the firepower of ... ships"
    (battle engine syntax: mod,self,4,2,all,+,5,0,wasp increased the firepower of)

  —> Forum Topic about this ship
Durago: so if i understand this...

the wasp will add firepower to even a c2 ship that normally would have no attack. like a shield generator.
al12: Yes it will.
RenéeAB: Correct and they will even create 5 ap HOLO DESTROYERS from any placed into your c2 from holo fleet carrier(s) :)7 :)12
al12: That may be hard to do but that is realy something to think about doing oneday :-) ( I could have used it on the fleet that's coming to me now, could have made even more points :)21 :P )
Durago: that gives a whole new spin on them holo ships. thanks
MicroJak: Can you have two wasps modifying 1 ship? Or if a ship has already been modified will it be able to be modified again? Because, it doesn't say anywhere :P.


Also I guess wasps aren't immune to evaps?
colinthecorgi: wasps are not immune.

As far as I have been able to tell, the wasps cannot cumulatively "wasp" the same ship. However, the "wasp effect" can be added to other effects, such as from sporation, plasma emitters etc. This is as much as I have been able to conclude from BRs.

An interesting question would be if a campaign ship could make them "re-wasp" the same ship, or perhaps "wasp" 5 more ships.

Another interesting question is cloning.
Let's say you have 10 clones and 2 wasps. If the clones go early, and clone c2 ships, will the wasps wasp the cloned c2? What if the clones clone a ship from another class, will the wasps "wasp" any of those, ever?
Senor: wasps buff the ship that is next in line from your ships i think. thats why they can't buff one ship more than once normally.
but if a campaign ship activates then i see no reason why a wasp couldn't rebuff a ship that has already been buffed. i'm sure that if a wasp gets a second go from a campaign ship then it will use its ability again. and if there is no shuffling going on (campaigns don't shuffle). then the same wasps will buff same ships.

about the clones i think they can't be buffed. because a holo-clone essentially uses another ships abilities on its own turn. so even if the holo-clone was buffed then the clone is not. and clones turn back into holo-clones as soon as their turn is over.
 
armored corvette (class 2 ship)
This ship has a sturdy armor which cannot be penetrated by smaller cannons. The attacker needs to overmatch 10 lp to destroy it in one shot. The explosive reactive armor deflect shots of smaller guns that damage 1 own ship

Attack/life: 10/10
Manpower: 12

Researchtime: 3 d
Buildingtime: 15 h


human-Technology
Needed research:
science recycle methods

Battle details:
  1. fights
    (battle engine syntax: f)
  2. if this ship is hit it repairs the actual target ship of any ship-type in your fleet
    battlemessage: "unit repaired"
    (battle engine syntax: trigger_hit@repair,self,all,unit repaired,n@mod,self,1,this,all,+,0,-0.4,richochet destroy)

  —> Forum Topic about this ship
Senor: GG eagles!

Love it! But yeah the mp cost has to be quite high. It will stop all c1 based fleets except kamikazes.

Put some of these together with a spectre and you have something really scary against c1.
spacetrace: i guess 100mp would be ok, but maybe some more balance would be needed
Senor: maybe give it a shuffle effect?
spacetrace: how about gives 3 own ships also 0/-1 if hit... it's like the shots ricochet off the armor (the reactive explosive armor hit 3 own ships :) )

so if hit ten times it kills 3 own class 2
spacetrace: i tested a bit around and it would behave smt. like this:

"armored corvette has a strong armor that cannot be penetrated by small guns, but it will damage 2 own ships due its explosive armor"


your class 2 vs enemy class 1: V ^
you:
318 destroyers
122 fighter escorts
enemy:
2099 fighters

72 explosives armors destroys 144 ships
122 fighter escorts vs 122 fighters
318 destroyers vs 318 fighters

2088 fighters vs 1 fighter escort
10 fighters vs 1 destroyer

losses:
you :
117 destroyers
28 fighter escorts
enemy :
440 fighters
score in this subbattle:
-916

your class 2 vs enemy class 2: V ^
you:
318 destroyers
122 fighter escorts
enemy:
1097 eagles

36 explosives armors destroys 72 ships
122 fighter escorts vs 122 eagles
318 destroyers vs 318 eagles

1061 eagles vs 1 fighter escort
35 eagles vs 7 destroyers

losses:
you :
60 destroyers
19 fighter escorts
enemy :
440 eagles
score in this subbattle:
+995
Senor: That's great. Its an effective and easily understandable drawback.
spacetrace: i think it is fun and well balanced against standart ships (not so good against fighters & destroyers)
 
hydra (class 2 ship)
Manual technology description for hydra

Attack/life: 10/3000
Manpower: 18

Researchtime: 3 d
Buildingtime: 12 h


e-ray-Technology
Needed research:
science recycle methods

Battle details:
  1. fights
    (battle engine syntax: f)
  2. if this ship is hit it modifies AP/LP by 0/-1000 of itself in your own fleet in class 2
    battlemessage: "shield decay ... ships"
    (battle engine syntax: trigger_hit@mod,self,1,2,itself,+,0,-1000,shield decay)

  —> Forum Topic about this ship
spacetrace: here some test battle-reports:

you:
210 destroyers
enemy:
20 fighter escorts

60 destroyers vs 20 fighter escorts

20 fighter escorts vs 20 destroyers

you:
100 fighters
enemy:
20 fighter escorts

80 fighters vs 20 fighter escorts

20 fighter escorts vs 20 fighters

you:
100 eagles
enemy:
20 fighter escorts

60 eagles vs 20 fighter escorts

20 fighter escorts vs 20 eagles
Senor: Great work testing it out so quickly! I of course understand that the syntax has its limitations, but It would be best if the shield could take the same amount of hits from c3 also. My reasoning is that otherwise this ship will be quite difficult to grasp for someone who cant read the syntax. It behaves seemingly one way against c1,c2 and differently against c3 even though when you know the syntax its very logical.
spacetrace: i guess it can be done with something like 1200 and trigger_hit@mod,muliplay,0.01

also: the battle engine has no limitations! in fact it is quasi turinge complete

https://en.wikipedia.org/wiki/Turing_completeness

In colloquial usage, the terms "Turing complete" or "Turing equivalent" are used to mean that any real-world general-purpose computer or computer language can approximately simulate the computational aspects of any other real-world general-purpose computer or computer language.
spacetrace: can be done with lp=3000
trigger hit : 0/-1000

it is easier to understand

your class 2 vs enemy class 3:
you:
20 fighter escorts
enemy:
22 cruisers

20 fighter escorts vs 2 cruisers

21 cruisers vs 7 fighter escorts

your class 2 vs enemy class 2: V ^
you:
20 fighter escorts
enemy:
210 destroyers

20 fighter escorts vs 20 destroyers

60 destroyers vs 20 fighter escorts

your class 1 vs enemy class 2: V ^
you:
100 fighters
enemy:
20 fighter escorts

60 fighters vs 20 fighter escorts

20 fighter escorts vs 20 fighters
spacetrace: also this gives me an idea for another cool shield ship:

if hit it will repair itself to full strenght - it will not be repaired if lp <=0

lp 10 - cannot be shot down by a fighter or eagle, but by a destroyer or cruiser
Senor: if you can do it with subtraction then maybe the initial lp doesn't need to be so high? wouldn't 300 suffice?

awesome idea on the self repairing ship.
spacetrace: in this configuration 300 wouldn't be enough (the firepower of the cruiser would kill it faster than 3 shots then)

i could program a new battlefunction, but it would be only for one ship ...so: no :)
Senor: isn't there a way that you can make a ship immune to direct damage and in case of getting hit it only uses its own subtraction formula?
spacetrace: it's deep in the main loop and i better dont want to touch it , but ... maybe ... yeah ;)
ncaries: nice ship, i hope
can someone explain to me how the hydra works because i dont get it :)2
spacetrace: here is the card:

http://linux-zugang.z11.de/2015-11-29-200347_1366x768_scrot.png

basicly it can take 3 hits - because it loses 1000LP for each time it gets hit.
 
parasite frigate (class 2 ship)
Manual technology description for parasite frigate

Attack/life: 2/10
Manpower: 12

Researchtime: 3 d
Buildingtime: 13 h


kazuuula-Technology
Needed research:
science recycle methods

Battle details:
  1. fights
    (battle engine syntax: f)
  2. modifies AP/LP by +5/+5 of 5 fighters in the enemy fleet in the same class
    battlemessage: "frigate ... ships"
    (battle engine syntax: mod,enemy,5,this,fighter,+,5,5,frigate)
  3. battle engine syntax: manipulate,enemy,5,this,1,~sd
  4. modifies AP/LP by 0/-1 of 10 ships of any ship-type in the enemy fleet in the same class
    battlemessage: "frigate shot ... ships"
    (battle engine syntax: mod,enemy,10,this,all,+,0,-1,frigate shot)

  —> Forum Topic about this ship
spacetrace: i thought of variations of a anti-fighter frigate all the time, but i cannot find a cool balance, because i think it should be "notsogood" against standard fighters...
spacetrace: how about :

standard fighters have quite good robo-immune-system once these parasites are detected some of them get restistent.
so 3 fighters get trigger_0_mod

ap/lp 0/10
deals 1 damage to 5 class 1 ships
3 enemy fighters get trigger_0_mod
9mp
Senor: And the effect will be in the class it is fighting with or it can deal distant damage to c1 also?
spacetrace: or how about : gives 5 enemy (standard) fighters +5+5 but selfdestruct

??

something like this :)

also i would like them only to deal with class 1 when directly facing it (which class= this) it can have lower mp then and wouldn't be a small spectre copy job
spacetrace: it testet that and i am very pleased with the outcome:

our class 2 vs enemy class 1: V ^
you:
10 fighter escorts
enemy:
500 fighters

10 frigates 50 ships

70 fighters vs 7 fighter escorts
3 fighters vs 1 fighter escort
2 fighters vs 2 fighter escorts

losses:
you :
10 fighter escorts
enemy :
50 fighters
battle experience in this subbattle:
-70

your class 4 vs enemy class 4: V ^
you:
1 mothership
enemy:
1 mothership



losses:
you :
-
enemy :
-
battle experience in this subbattle:
0
summary:
your losses:
class 2:
10 fighter escorts

enemy losses:
class 1:
50 fighters

battle experience: -70

your class 2 vs enemy class 1: V ^
you:
10 fighter escorts
enemy:
500 nano bombers



losses:
you :
-
enemy :
100 nano bombers
battle experience in this subbattle:
+200

your class 2 vs enemy class 4: V ^
you:
10 fighter escorts
enemy:
1 mothership



losses:
you :
-
enemy :
-
battle experience in this subbattle:
0

your class 4 vs enemy class 4: V ^
you:
1 mothership
enemy:
1 mothership



losses:
you :
-
enemy :
-
battle experience in this subbattle:
0
summary:
your losses:
-

enemy losses:
class 1:
100 nano bombers

battle experience: +200
Senor: What's the syntax for the parasite frigate for these examples?
spacetrace: it's a funny ship and has quite a nice balancen :D

fights
(battle engine syntax: f)
modifies AP/LP by +5/+5 of 5 fighters in the enemy fleet in the same class
battlemessage: "frigate ... ships"
(battle engine syntax: mod,enemy,5,this,fighter,+,5,5,frigate)
modifies AP/LP by 0/-1 of 10 ships of any ship-type in the enemy fleet in the same class
battlemessage: "frigate shot ... ships"
(battle engine syntax: mod,enemy,10,this,all,+,0,-1,frigate shot)
battle engine syntax: manipulate,enemy,5,this,1,~sd

also i gave it 2/10
spacetrace: in card form:

http://linux-zugang.z11.de/parasite_frigate.png

it turns 5 fighters into strong kamikaze ships :)
Senor: I think its cool. Lets see how it works out next era.
spacetrace: sure it is not as powerful than a spectre but has also some advantages ...

against class 2 it's not totally useless - so it's more versatile.
 
plasma emitter
plasma emitter (class 2 ship)

The plasma emitter reduces the firepower of 7 own ships by 1
And 7 enemy ships by 2. Mycilloid scientists used human genes from prisoners of war to invent this ship.

Attack/life: 0/10
Manpower: 10

Researchtime: 1 d
Buildingtime: 13 h


mycilloid-Technology
Needed research:
science recycle methods

Battle details:
  1. fights
    (battle engine syntax: f)
  2. modifies AP/LP by -1/0 of 7 ships of any ship-type in your own fleet in the same class
    (battle engine syntax: mod,self,7,this,all,+,-1,0)
  3. modifies AP/LP by -2/0 of 7 ships of any ship-type in the enemy fleet in the same class
    battlemessage: "plasma wave emitted"
    (battle engine syntax: mod,enemy,7,this,all,+,-2,0,plasma wave emitted,n)

  —> Forum Topic about this ship
blackmagic: i've found the perfect combination with this ship for those that don't konw how to use it =) Look at this. plasma emitter + hammer + Troika fleet = total destruction of any eagle fleet =)
BladeTech: wow. that is the perfect counterfleet for eagles.
darklim: The Plasma Emitter work better with Campaing ship, Troika
Rubens: yes is a good combination, and for this you need are a nanite so you can constructs already cyclops, apollo crusers minor reconstrcutors for you hammer and for no lose if the player have kamis, constructs cyclops and war cruseros for defend urs apollos cyclops and minnor. or can build a dreaghnauts but always you need crusers standar and is best with amajor reconstructor.

look this

200 hammers 100 penguins 50 kamis 3 sporator class 1

class 2 a troika fleet with a campaing ship

class 3 3 cyclop 3 minors 3 apollos 2 dreaghnaut 2 warcruseros 6 cruseros (maybe only dreaghs and minors)

class 4
1 motherhip 1 major reconstructor, uf you have only 6 cruseros you have oprtunity to reconstructs wars o dreags. and if you not sure of your own fleet and you want attack the centre so first transport a pirate flagship.


is best to are more sure

200 hammers 3 sporator

troikas and campaimg ship

2 minors and the rest 5 dreghs or all dreaghs maxim 10 or crusers standard

1 mothership 1 major reconstrcutor

vs a egle fleet is very good vs a kamis and penguins fleet is very good vs a missile luncher isnt a good and vs class 3 is dont good but if he dont have class 2 urs troikas are very good, but in this moment i don thik what the peolpe is stupid and send 80 crusers to the centre. But always exist the posibilitie of the fleet sleep for ever. 1 class 1 ) 1 class 2 ) 1 class 3 ) and 4 time sleeper and a pirate flagship. but the pople is stupid, to afriend my this ocuure a player with a mantis and 3 time slippers, he thinked what my friend have 4 timme slippers, but my friend have 4 core drivers he are building 1 mother ship and 10 core drivers more, and a doomstar this is for confuse a player because if aplayer have 11 class 4 in a deep you think they are mothers or cores, but in really have a doom, so you can calculate the fracase of the he. -3150 jajaa
JaM: So you are the guy who have a lot of hammers. If 1 hammer can come active you will lose 3200 points because the destruction of all hammers. This setup really sucks.
Rubens: so thanx, but now i resarching the troika when i research the hammer i know thsi opinion its important to me thanx :grin:really and i am fc liverpool of michel owen if u revise all deeps in my base i never have more of 1050 class 1. s you 20 hammers transform 100 in penguins and 99 in kamis or only 50 and the rest use for troikas
 
mine
mine (class 2 ship)
It is deployed by a mine-deployer. If a mine explodes it deals 10 damage to an enemy ship of class 2


Attack/life: 0/1

Buildingtime: 5 h


mycilloid-Technology

Battle details:
  1. modifies AP/LP by 0/-10 of 1 ship of any ship-type in your own fleet in the same class
    battlemessage: "mine-explosion detected"
    (battle engine syntax: mod,self,1,this,all,+,0,-10,mine-explosion detected,n)
  2. self destructs!
    (battle engine syntax: sd)

Related technologies:
mycilloid-technology mine-deployer

  —> Forum Topic about this ship
adamx17: "modifies AP/LP by 0/-10 of 1 ship of any ship-type in your own fleet in the same class"


shouldn't it be modified AP/LP by 0/-10 of 1 ship of any ship-type in the enemy fleet in the same class?
spacetrace: no, because the mines are deployed in the enemy fleet
adamx17: does your class 2 shoot at the mines then?
Dracofire: I don't know if there is a ship that can destroy mines without hurting yourself but there should be an allowence of one per fleet at a time.
darklim: The mine can destroy an standard class 2 ship.
The mine not fight, so is get it turn... EXPLODE
masterp: would be nice if i can research it, but as human?!? :)16
darklim: This is an Mycilloid ship.
admin: i think this is interesting for understanding the mines, a post by spacetrace:
"they are spread into the enemy fleet at random.

if there are too much mines the battlestack (order of your shooting ships) may look like this:

destroyer
mine
mine
mine
destroyer
mine
mine
.
.
.

and this would happen:
destroyer shoots
mine destroys mine
mine destroys destroyer
mine destroys mine

you see too many mines are not very usefull (having more than 50% of the enemy class 2 is not meaning that you destroy more, so this is a self balancing effect, i like it )

and, there is always a chance that there is no damage done:

mine
mine
other
mine
mine
other
mine
mine
other

will cause no damage , and the chance for this is much higher if you have twice as many mines that other ships (like in your battle)

so.. just use less then 50% of enemy class 2 to have a great breakthrough

(ohhh, i like this ship ! it is self balancing)
"




 
nano virus
nano virus (class 2 ship)
This virus can be transfered by a nanite plague ship. It destroys one ship

Attack/life: 0/1

Buildingtime: 5 h


nanite-Technology

Battle details:
  1. modifies AP/LP by 0/-1100 of 1 ship of any ship-type in your own fleet in the same class
    battlemessage: "ship destroyed by a nano virus"
    (battle engine syntax: mod,self,1,this,all,+,0,-1100,ship destroyed by a nano virus,n)
  2. jams 0 ships in the enemy fleet in the class it fights with and you get back the initiative
    (battle engine syntax: jam,enemy,0,this)
  3. self destructs!
    (battle engine syntax: sd)

Related technologies:
nanite-technology plague ship

  —> Forum Topic about this ship
KEPcH: Will the virusses act in the beginning of the next battle where they were transfered or will i have to wait till the end of each next classfight?
C.Kork: i think u have to wait for the next battle. so, send 2 fleet only seconds apart. that way you get the points easily and fast.
KEPcH: Dude.... I know they will only attack in the second battle, but...
Let me put it this way: Will my virusses attack in the beginning of the second battle or will i have to wait till the end of each classfight of the second battle.
Please, no senseless answers anymore!!

Rubens: hi kephch the nano virus only attack in the secon battle because they are self destruction but never you lose score with this beacuse a plague ship emites the nano virus destroyed or not destroyed so 100 class 1 ) 10 class 2 ) and 1 class 3,if the players have 99 fighters and 100 nanoviruses the nanoviruses self destruction and he lose 99 fighters but u re nanoviruses are completly destroyed so the plague ship always is destroyed, well no always but many times so if the player have a a fleet with 200 fighters 800 or more class 2 and 10 class 3 you send a fleet with a class 1, a class 2 and 2 plague ship and obvius amothership or time slipper or anything, then you send a second fleet but if youhave for example 10 apollo cruseros i recomend you send a class 1 a class 2 and a class 3 but if you wnat 7 apollo cruseros, and a major recontructor or only a mothership then if he attack first he lose the 200 fighters because the nanoviruses and you no lose the fighters after you lose a class 2 but he loss 20 class 2 then you lose a class 3 but he lose 2, and in the final of the battle you win a score of 400 aprox.. the best way to use the plague if when the player have many class 1 and class 2 and if you have amajor is very good. but remember you win 400 but before you lose 240. And to evite the nanoviruses you go to home and recycle this ships
Rubens: :grin: but remeber the nano viruses after they are relases they not only battle with you if already player attack after you first battle and before the second he have the beneficious, and the score
KEPcH: Thanks man!
Rubens: you welcome and thanks for you i not remember of this ship, so now i researching the plague ship is very good vs a example

1000 class 1 20 class 2 with 10 plague ship is goooood. And another thing the nanoviruses is how a cyclops he dont make damage he destroy. if the player have 500 sporator and 1 bulk fighter the nanoviruses destroy the bulk fighter :smile:
KEPcH: Is this normal?

your class 1 vs enemy class 1:
you:
2 bulk fighters
enemy:
884 fighters
600 nano viruses

2 bulk fighters vs 2 fighters
6 ships destroyed by a nano virus????

Why do only 6 fighters get destroyed if i sent 600 virusses to kill them??
But...
your class 3 vs enemy class 2:
you:
40 cruisers
enemy:
38 destroyers
60 nano viruses

24 cruisers vs 24 destroyers
1 cruiser vs 1 nano virus

36 ships destroyed by a nano virus
They did destroy all the destroyers, why not all the 600 fighters???

Rubens: this can be a topic to the bug reports and as to admin fr wht ocure this. i think is how apollo crusero or cyclops or otherships. if the cyclops not be destroyed or best say not be attcked dont make damage maybe for this has ocure. but sinserily i dont know :)27
Achilles: I dont believe that it is a bug. The way I understand it is the nano-viruses act like ships in your fleet. They can be moved from fleet to fleet and can be recycled like your ships. They act in random order along with your fleets. When it is their turn they destroy one of your own ships.

The reason they did not destroy any more ships in your class one battle is that the battle ended before more had a chance to act. Once your entire class one was destroyed, the class battle was finished, leaving the nano viruses in his fleet unable to act.
KEPcH: So, if i get that right, and for example, he has 1000 class1, i should take 500 class1 fighters in my fleet for my 500 class1 virusses to attack?

Achilles: You still would not be guaranteed to get them all. Dont forget, the nano viruses act with his fleet. Once your class one was empty, the class battle ends. Only half of his fighters are required to have a turn before you are done. On average, half of the nano viruses will act then.

Of course, I have only dealt with nano viruses a few times, and most of the time I got away before a second battle. I may be wrong about some of this, but this is my understanding.
KEPcH: Thanks for the informations, mate! :)12
Rubens: Man i was just remember the ship and saw how bad was my english in that time...well it could be bad now, but not as bad as before:P

Even writing "he have" Kepch could understand me:P...

And well Achilles is right...i just will add the the power of nanoviruses is on kill c3 ships.

Anyway i am not here to say that i just want to say...does anyone know how do you jam 0 ships? Is that a little joke on the ship or what?XD
ycyr: it not a funny creation i dont wont this thing
admin: if you use clone labs each nano virus will consume one Manpower instead of 0
 
the blob (class 2 ship)
A special defensive class 2 ship, its shields deflect one point of the attackers ap to its own lp. It can only add lp when fighting in its own class.

Attack/life: 1/20
Manpower: 20

Researchtime: 2 d
Buildingtime: 12 h


e-ray-Technology

Battle details:
  1. fights
    (battle engine syntax: f)
  2. if this ship is hit it modifies AP/LP by 0/+1 of itself in your own fleet in class 2
    (battle engine syntax: trigger_hit@mod,self,1,2,itself,+,0,1)

  —> Forum Topic about this ship
Lou of East from West: so if 3 destroyers attack it, it will be killed but it will have 23 lp on moment of kill (but 2 destroyers will not kill it)???!!!
darklim: 3 Destroyer is better than this
Tofu: This ship is much to powerful against fighters.
We are Bjork: It is only supposed to have the effect against class 2, like interceptors only mod class one, dont know if the modifier is correctly written for that or not, perhaps Jam can tell me.
JaM: it is an original invention.
So it covers 1 of the BON (Balanced, Origanl, Needed)

"it can only add lp when fighting in its own class."

it should be: it can only add lp when fighting against the similar class of the enemy.
That is not possible with the current battlesyntax.
Interceptors can only mod the class one because it modifies class 1 ships and that can only be happening in the class 1 vs class 1 battle. If there is a class 1 vs class {2,3,4} battle the enemy don't have class 1, so nothing will be modified.

This ship is a nightmare to class 1. (undestructable against: fighter, interceptor, bulkfighters) and very effective against eagles.
A better idea is to have a ship that will add his own attack when it is hit.
But the spacetrace site is a little slow, so I can't invent something like that.
blackmagic: So..... this will survive a class1 fleet, but it can only attack once in each class battle. Basicallly.......... this is just a survival ship. Nothing to win pts by rite?
Knight of Truth: Note the ''a special defensive class 2 ship'' part in the description.
Rubens: /forum/viewtopic.php?topic=425&forum=12%3Cbr

Is good that you ask Blackmagic...so bad that some noobs(which is not bad), newbies SPAMMERS in fact, answer you like knowing how to play the game more than you or the others.

Basically if you are followed by the syntax it hasn't been fixed yet...even that i haven't fought it, in theory it should happen that vs c1s like fighters, interceptors, etc. but not bulk fighters. Even so you can build just 250 of this ships, so against fighters you will win just 250 points luckily. Against is also bad, so there is wrong Jam's argument.

Now if we follow the description of the phrases it is even worst, because if it has the ability only at c2's sub-battle then you loose points against c1 of course. 200 fighters win vs 10 blobs.

And of course is a defensive ships but is created to give you points, it's like a flamingo on c2. if you have 10 destroyers and 1 blob against 11 destroyers you will win points for sure in that battle if your blob isn't attacked at last.
Because you are sacrificing a blob of 20 mp to destroy 3 of the enemy's destroyer which is 24 mp.

Also if you see the link at the beginning you realize, that not matter which description you follow it can be easily destroyed by ships with abilities of destroying of modifying c2s like Apollos.

Greetings, Rubens
linux666: Admin, why isn't the blob available for production?
it's only available in a planet 9999999999.9 million years away!!!
this a great defensive ship, there's no other like it in ST....i'm sure that if more players used this ship, they would feel the same...
MicroJak: I don't like the name, I wish people would be more inventive.
linux666: "Admin, why isn't the blob available for production?
it's only available in a planet 9999999999.9 million years away!!!
this a great defensive ship, there's no other like it in ST....i'm sure that if more players used this ship, they would feel the same..."




thx for the input MJ :)7 , but name aside, Admin...plz...can you comment?!!
Rubens: ""Admin, why isn't the blob available for production?
it's only available in a planet 9999999999.9 million years away!!!
this a great defensive ship, there's no other like it in ST....i'm sure that if more players used this ship, they would feel the same..."




thx for the input MJ :)7 , but name aside, Admin...plz...can you comment?!!"



If you want the ship to be researchable you have to take it first from those planets and play with them...
What do you think, that the other player haven't traveled all those LY? go there first!

Greetings, Rubens.
linux666: yes rubens, that's what i've been doing...i had a few battles using the blob, and i can tell ya, it's a very good defensive ship. very efective unless the enemy flt has apollos, it's a gamble...but so it is for every other ship in st....
it should be made available for production, it's far better than other ships being used...
btw, it looks like no one else besides me is travelling (to that planet, at least) to get those ships, i went there a few times, costing me almost 2days for a round trip at warp7
greetz

the blob
<5 9
MicroJak: Wait so, this ship ACTUALLY exsists? God! Oh. I see.. that's why it's in 'All Existing Technologies'.. well.. fancy a name change once in a while?
Senor: good post mj. very informative. doesn't make you look like an imbecil at all.

maybe we could swap the blob with some of the current researchable technologies that no-one hardly ever uses. take some other ship on prewarps and make this one constructable instead. groovy idea.
colinthecorgi: We could scrap prophets perhaps, to start with
linux666: i agree, it cost to much, doesn't do enough damaged, it should at least destroy an entire class ( except c4 it should destroy only 1 ship/building, otherwise it would be too easy to wipe out one base...), and it gives you a headache just to plan an attack using the prophet O|
easy choice...the prophet goes to some distant planet, if somebody wants it :)20 then can go there and get it, and the blob is put into production...it would be a good trade.
MicroJak: I agree (not with Senor). Nobody uses the prphet apart from multies. It is a rubbish ship and it is rubbish. So we should get rid of it.


Somebody make a topic about the blob, like, an appeal to make it and scrap the prophet.


But can we please think about the name!! (Otherwise I shall refuse to use it).
linux666: actually the name suit's it... 'cause it kind of absorbs some of the attack to it's own life...besides, does it matter what name it has when you're out there kicking ass with it? :)7
MicroJak: Why not call it the 'Absorbatron' then? :P.
linux666: Admin, let's talk about something serious :)21 ...why is this ship still not in production? it's not even on the specials anymore!! c'mon, why don't you scap the prophet, and add the blob to production :)5
linux666: Admin, plz...reply to this request. :-(
linux666: :)5 ....Admin?
DragonLilly: Linux, I do believe the Admins have better things to worry about the one ship one player wants... he's on a mission to make this game more new player friendly... so lay off and chill... he'll get to it when he gets to it...
linux666: and i do believe you're the one that has to chill...go outside, and take a deep breath ;)
MicroJak: I want this ship too damn it!


And what has admin got to worry about? Hmmm? sleeping.. yes.. earning a living, yes.. allowing this ship to be impletemented into an online virtual galaxy... YES!!! :)20
 
cruiser
cruiser (class 3 ship)
A heavily armored battleship, with a built in short-range torpedo destruction system. Each cruiser destroys one incoming torpedo (see warcruiser)

Attack/life: 100/100
Manpower: 60

Researchtime: 1 h
Buildingtime: 10 h


Needed research:
shipyard

Battle details:
  1. fights
    (battle engine syntax: f)
  2. modifies AP/LP by 0/-10 of 1 torpedo in the enemy fleet in the same class
    battlemessage: "torpedo-interception detected"
    (battle engine syntax: mod,enemy,1,this,torpedo,+,0,-10,torpedo-interception detected,n)

  —> Forum Topic about this ship
admin: We need a more detailed description with some flavour here...
any suggestions?
(in any language)
Dinskydude: 싹은 좋아한다... 총계로 열심히!

Nah, just kidding.

What about:

Heavily armored class 3 battleship, with a built in short-range torpedo detector/destruction system. Main ship used in class three for its all-round activeness. Available to all users, and races, as soon as an appropriate shipyard is built,
admin: the cruiser, a heavy heavy battleship, is the main class 3 ship. cruisers can be useful in class 3 battles, however they are very weak against class 1 and 2 ships such as penguins and destroyers. if one cruiser fights 100 destroyers, the outcome would be a loss of one crusier and one destroyer, because the cruiser can only fight one ship, while 100 destroyers together would eliminate the cruiser. every race can build cruisers and they are a good benchmark for other class 3 ships in terms of AP/LP.
T2: The standard Cruiser is the mainstay of Class 3 ships. At only 60 MP, this ship gives 100 AP and 100 LP providing good MP value.
This ship is most effective when fighting in it's own class 3 or class 4 battles.
 
apollo cruiser
apollo cruiser (class 3 ship)
This ship does 10 damage to ten class 2 ships

Attack/life: 0/100
Manpower: 85

Researchtime: 1 d
Buildingtime: 13 h


human-Technology
Needed research:
improved field theories

Battle details:
  1. fights
    (battle engine syntax: f)
  2. modifies AP/LP by 0/-10 of 10 ships of any ship-type in the enemy fleet in class 2
    battlemessage: "apollo cruiser destroys ... ships"
    (battle engine syntax: mod,enemy,10,2,all,+,0,-10,apollo cruiser destroys)

  —> Forum Topic about this ship
 
magellan cruiser (class 3 ship)
A large support cruiser when destroyed adds -10/+10 ap/lp to 10 ships in class 3

invented by kratos 2006-06-16 14:53:05

Attack/life: 100/100
Manpower: 100

Researchtime: 1 d
Buildingtime: 12 h


human-Technology
Needed research:
advanced tactics

Battle details:
  1. fights
    (battle engine syntax: f)
  2. if this ship gets destroyed by direct firepower it modifies AP/LP by -10/+10 of 10 ships of any ship-type in your own fleet in class 3
    (battle engine syntax: trigger_destruction@mod,self,10,3,all,+,-10,10)

  —> Forum Topic about this ship
T2: This ship is not too bad...it could provide some strong defence to a swank without affecting it's firepower. The mp vs. ap/lp is balanced and it could have some practical uses in other situations as well.
First initial thought is I like it.
spacetrace: the tec planets have run dry and i am happy about ships like this. At least it works and has a unique effect.
 
cloud cruiser (class 3 ship)
By sending out clouds of metal enriched spores, the cloud cruiser makes it more difficult for targetting systems to lock on enemy ships,
The effect is that the 4 next ships(both yours and the enemies) have virtual 1 extra lp.

Attack/life: 50/100
Manpower: 80

Researchtime: 3 h
Buildingtime: 12 h


mycilloid-Technology
Needed research:
leadership

Battle details:
  1. fights
    (battle engine syntax: f)
  2. modifies AP/LP by 0/+1 of 4 ships of any ship-type in both fleets in the same class
    battlemessage: "clouding cruiser reduced visibility of ... ships"
    (battle engine syntax: mod,both,4,this,all,+,0,1,clouding cruiser reduced visibility of)

  —> Forum Topic about this ship
darklim: Virtual 1 LP?
Have 1 LP until the battle and after the battle will desapear?
admin: êxactly!

(like you can see in the battle-syntax)
 
dreadnought
dreadnought (class 3 ship)
This universal battleship was built to deal with every battlesituation. In addition to its normal shot it destroys 25 class 1 and 5 class 2 ships, send out a shockwave that deals one damage to 100 enemy ships and it has a torpedo-interception-system

Attack/life: 200/500
Manpower: 375

Researchtime: 1 d
Buildingtime: 14 h


human-Technology
Needed research:
improved targeting

Battle details:
  1. fights
    (battle engine syntax: f)
  2. reduces LP to 0 of 25 ships of any ship-type in the enemy fleet in class 1 but some ships are immune against destruction
    battlemessage: "dreadnought destroys in class 1: ... ships"
    (battle engine syntax: destroy,enemy,25,1,all,dreadnought destroys in class 1:)
  3. reduces LP to 0 of 5 ships of any ship-type in the enemy fleet in class 2 but some ships are immune against destruction
    battlemessage: "dreadnought destroys in class 2: ... ships"
    (battle engine syntax: destroy,enemy,5,2,all,dreadnought destroys in class 2:)
  4. modifies AP/LP by 0/-1 of 100 ships of any ship-type in the enemy fleet in the same class
    battlemessage: "dreadnought emits shockwave"
                   
    and: "shockwave destroys ... ships"
    (battle engine syntax: mod,enemy,100,this,all,+,0,-1,shockwave destroys ,p,dreadnought emits shockwave)
  5. modifies AP/LP by 0/-10 of 1 torpedo in the enemy fleet in the same class
    battlemessage: "torpedo-interception detected"
    (battle engine syntax: mod,enemy,1,this,torpedo,+,0,-10,torpedo-interception detected,n)

  —> Forum Topic about this ship
wildwes11: In the battle details it says some ships are immune to the dreadnaught? What ships might that be?
JaM: Those with the trigger_0_destroy battlesyntax.
The shipyard and research-center are also immune for destroy and kill. (Not for oliberate)
fleetleader: This is a matter of victory or defeat, how evffective is the tropedo interception of the dreadnot
doomstar: From what I remember, a Dreadnaught has the cabability to intercept 2 Torpedos.

:grin:
 
shock-wave-cruiser
shock-wave-cruiser (class 3 ship)
Generates a shock wave that deals 1 damage to 30 enemy ships. An important ship to counter missile attacks.

Attack/life: 0/100
Manpower: 65

Researchtime: 1 d
Buildingtime: 12 h


e-ray-Technology
Needed research:
improved targeting

Battle details:
  1. fights
    (battle engine syntax: f)
  2. modifies AP/LP by 0/-1 of 30 ships of any ship-type in the enemy fleet in the same class
    battlemessage: "shock wave emitted"
                   
    and: "shock wave affects ... ships"
    (battle engine syntax: mod,enemy,30,this,all,+,0,-1,shock wave affects,p,shock wave emitted)

  —> Forum Topic about this ship
darklim: Is the counter of the Misile Launcher
Rubens: what this stupid u need 100 to destroya ship class 3 maybe, and can be countermissile attacj an d what? so u have a shock wave cruserothe miisile dont affect but always lose 65
mackman: It`s good for other things too.You just need to try things out.So it is not stupid.For one It`s good if your enemy has cluster cruisers.
darklim: Is good to fight the Battle-Drone of the Cluster Cruiser, the missiles of the Missile Launchers and the Torpedo of the WarCruiser
mackman: I have a therory and I tried it.Say the enemy fleet has dreadnaughts some other ships and a major reconstructor.Have a fleet with cruisers and a couple of shockwave cruisers the ships cant be reconstructed.Because the reconstructor can only re animate ships that are 0 lp now with 2 of these you will bring some ships to -2 lp that I think should make the reconstructor useless.
Rubens: ok mackman, but i think that is imposible a ship has been attached this could been attach again if it have 0 lp.
Thank darklim for the info, so what you wanna says is this ship is anti-battledrone, missiles and torpedos?
What do you think, this ship will destroy the cluster cruiser, the missile launcher and the warcruiser too?
mackman: No Rubens Shock wave damgage ship then if ship is hit by a cruiser after can be -1 lp.Understand.I have used the combo and no ships were reconstructed.
darklim: Let see again:
Is good to fight the Battle-Drone OF the Cluster Cruiser

Rubens: ahh hats ok mackman, and do think that is the only function of the shockwave? if this is true soi think the mp is too high maybe 45-55 can be good
MicroJak: Does this ship only work against c3? Because if it was, then I'm kind of confused -

If it works against c3 then it could fight a cluster-crusier, which has 60 lifepoints.. so you would need 60 shock wave cruisers to defeat one cluster cruiser?

or is it this:

A cluster cruiser deploys 10 battledrones which are 1/1, so the shock-wave cruiser would destroy all of the battledrones? But then what is the manpower of the battledrones? If you destroy all of the battledrones do you get the points in manpower for the cluster cruiser?

I'm very confused :P

Also it says in the syntax that it is only against c3, but above me they are talking about it against missile launcher (c2) - should I just trust the syntax?:

"modifies AP/LP by 0/-1 of 30 ships of any ship-type in the enemy fleet in the same class
battlemessage: "shock wave emitted.....""

colinthecorgi: Works against the class it is fighting.


I have used it in numbers, with some plasmas also, sort of an "e-ray swank".

42 shock-waves and some plasmas do really well against ~1000 standard c1, ~100 standard c2 and then plasmas according to enemy c3 size.

The 40 shock-waves would kill 1260 standard c1, 120 standard c2 and then plasmas*3 enemy c3 killed.

They don't "swank" actually, and they are no good against c3 except for messing up reconstruction, but they do well against standard c1 and are excellent cover for nuisance and missiles.
RenéeAB: "If it works against c3 then it could fight a cluster-crusier, which has 60 lifepoints.. so you would need 60 shock wave cruisers to defeat one cluster cruiser?

or is it this:

A cluster cruiser deploys 10 battledrones which are 1/1, so the shock-wave cruiser would destroy all of the battledrones? But then what is the manpower of the battledrones? If you destroy all of the battledrones do you get the points in manpower for the cluster cruiser?

I'm very confused :P

Also it says in the syntax that it is only against c3, but above me they are talking about it against missile launcher (c2) - should I just trust the syntax?

"modifies AP/LP by 0/-1 of 30 ships of any ship-type in the enemy fleet in the same class
battlemessage: "shock wave emitted.....""

"



If you get a hit (even a turn taken by) from a cluster cruiser it deploys into 10 clusters with 1ap/1lp and these 10 clusters get put at the top of the turn stack (causing the next 10 of your c3 to use their only turn on each) after the end of the c3 battle all clusters are destroyed for a loss to it's fleet of 40 points.
Cluster Cruisers do not score much or provide much of a score on destruction (always 40 points).
Its the fact the enemy c3 will take their only availible turn at a cluster that makes them effective (aka. CANNON FODDER) and kill it for a mere 0 points.
Any use of a cluster cruiser can be considered a payment of 40 potential poiints for the 10 decoys that divert fire off 10 of your c3.
Shockwaves and Dreads counter clusters in mass, c1 or c2 will generally outnumber all clusters produced so, any of these are effective counters although shockwaves or dreads need to get a turn in early but, not before the cluster cruisers do
 
battle-drone
battle-drone (class 3 ship)
A small class 1 drone deployed by other ships

Attack/life: 1/1

Buildingtime: 5 h



Battle details:
  1. fights
    (battle engine syntax: f)
  2. after the fight of each subbattle of your class 3 it modifies AP/LP by 0/-1100 of all battle-drones in your own fleet in class 3
    (battle engine syntax: event,3,mod,self,all,3,battle-drone,+,0,-1100)

Related technologies:
nanite-technology cluster-cruiser

  —> Forum Topic about this ship
admin: deployed by these ships:

nanite: cluster-cruiser

mycilloid: toadstool mk2
 
nano virus
nano virus (class 3 ship)
This virus can be transfered by a nanite plague ship. It destroys one ship in the fleet

Attack/life: 0/1

Buildingtime: 5 h


nanite-Technology

Battle details:
  1. modifies AP/LP by 0/-1100 of 1 ship of any ship-type in your own fleet in the same class
    battlemessage: "ship destroyed by a nano virus"
    (battle engine syntax: mod,self,1,this,all,+,0,-1100,ship destroyed by a nano virus,n)
  2. jams 0 ships in the enemy fleet in the class it fights with and you get back the initiative
    (battle engine syntax: jam,enemy,0,this)
  3. self destructs!
    (battle engine syntax: sd)

Related technologies:
nanite-technology plague ship

  —> Forum Topic about this ship
KEPcH: Will the virusses act in the beginning of the next battle where they were transfered or will i have to wait till the end of each next classfight?
C.Kork: i think u have to wait for the next battle. so, send 2 fleet only seconds apart. that way you get the points easily and fast.
KEPcH: Dude.... I know they will only attack in the second battle, but...
Let me put it this way: Will my virusses attack in the beginning of the second battle or will i have to wait till the end of each classfight of the second battle.
Please, no senseless answers anymore!!

Rubens: hi kephch the nano virus only attack in the secon battle because they are self destruction but never you lose score with this beacuse a plague ship emites the nano virus destroyed or not destroyed so 100 class 1 ) 10 class 2 ) and 1 class 3,if the players have 99 fighters and 100 nanoviruses the nanoviruses self destruction and he lose 99 fighters but u re nanoviruses are completly destroyed so the plague ship always is destroyed, well no always but many times so if the player have a a fleet with 200 fighters 800 or more class 2 and 10 class 3 you send a fleet with a class 1, a class 2 and 2 plague ship and obvius amothership or time slipper or anything, then you send a second fleet but if youhave for example 10 apollo cruseros i recomend you send a class 1 a class 2 and a class 3 but if you wnat 7 apollo cruseros, and a major recontructor or only a mothership then if he attack first he lose the 200 fighters because the nanoviruses and you no lose the fighters after you lose a class 2 but he loss 20 class 2 then you lose a class 3 but he lose 2, and in the final of the battle you win a score of 400 aprox.. the best way to use the plague if when the player have many class 1 and class 2 and if you have amajor is very good. but remember you win 400 but before you lose 240. And to evite the nanoviruses you go to home and recycle this ships
Rubens: :grin: but remeber the nano viruses after they are relases they not only battle with you if already player attack after you first battle and before the second he have the beneficious, and the score
KEPcH: Thanks man!
Rubens: you welcome and thanks for you i not remember of this ship, so now i researching the plague ship is very good vs a example

1000 class 1 20 class 2 with 10 plague ship is goooood. And another thing the nanoviruses is how a cyclops he dont make damage he destroy. if the player have 500 sporator and 1 bulk fighter the nanoviruses destroy the bulk fighter :smile:
KEPcH: Is this normal?

your class 1 vs enemy class 1:
you:
2 bulk fighters
enemy:
884 fighters
600 nano viruses

2 bulk fighters vs 2 fighters
6 ships destroyed by a nano virus????

Why do only 6 fighters get destroyed if i sent 600 virusses to kill them??
But...
your class 3 vs enemy class 2:
you:
40 cruisers
enemy:
38 destroyers
60 nano viruses

24 cruisers vs 24 destroyers
1 cruiser vs 1 nano virus

36 ships destroyed by a nano virus
They did destroy all the destroyers, why not all the 600 fighters???

Rubens: this can be a topic to the bug reports and as to admin fr wht ocure this. i think is how apollo crusero or cyclops or otherships. if the cyclops not be destroyed or best say not be attcked dont make damage maybe for this has ocure. but sinserily i dont know :)27
Achilles: I dont believe that it is a bug. The way I understand it is the nano-viruses act like ships in your fleet. They can be moved from fleet to fleet and can be recycled like your ships. They act in random order along with your fleets. When it is their turn they destroy one of your own ships.

The reason they did not destroy any more ships in your class one battle is that the battle ended before more had a chance to act. Once your entire class one was destroyed, the class battle was finished, leaving the nano viruses in his fleet unable to act.
KEPcH: So, if i get that right, and for example, he has 1000 class1, i should take 500 class1 fighters in my fleet for my 500 class1 virusses to attack?

Achilles: You still would not be guaranteed to get them all. Dont forget, the nano viruses act with his fleet. Once your class one was empty, the class battle ends. Only half of his fighters are required to have a turn before you are done. On average, half of the nano viruses will act then.

Of course, I have only dealt with nano viruses a few times, and most of the time I got away before a second battle. I may be wrong about some of this, but this is my understanding.
KEPcH: Thanks for the informations, mate! :)12
Rubens: Man i was just remember the ship and saw how bad was my english in that time...well it could be bad now, but not as bad as before:P

Even writing "he have" Kepch could understand me:P...

And well Achilles is right...i just will add the the power of nanoviruses is on kill c3 ships.

Anyway i am not here to say that i just want to say...does anyone know how do you jam 0 ships? Is that a little joke on the ship or what?XD
ycyr: it not a funny creation i dont wont this thing
admin: if you use clone labs each nano virus will consume one Manpower instead of 0
 
fleet tender
fleet tender (class 4 ship)
A fast warp-ship, but it cannot be used in battles because it has an instable warp-core that destroys the whole fleet if it gets enemy contact (even one enemy mothership is too much). (caution! self destruction!)

Attack/life: 0/500
Manpower: 350

Speed: warp 8

Researchtime: 1 d
Buildingtime: 16 h


kazuuula-Technology
Needed research:
gravity

Battle details:
  1. multiplies AP/LP by 0/0 of all ships of any ship-type in your own fleet in class 1
    (battle engine syntax: mod,self,all,1,all,*,0,0)
  2. multiplies AP/LP by 0/0 of all ships of any ship-type in your own fleet in class 2
    (battle engine syntax: mod,self,all,2,all,*,0,0)
  3. multiplies AP/LP by 0/0 of all ships of any ship-type in your own fleet in class 3
    (battle engine syntax: mod,self,all,3,all,*,0,0)
  4. multiplies AP/LP by 0/0 of all ships of any ship-type in your own fleet in class 4
    battlemessage: "fleet-tender warp core breach detected"
    (battle engine syntax: mod,self,all,4,all,*,0,0,fleet-tender warp core breach detected,n)
  5. self destructs!
    (battle engine syntax: sd)

  —> Forum Topic about this ship
limsky: How do you use this ship? Give me an example.
Metody I The Evil: Faster than a mothership, good in combo with the mantis or for refilling the fleet, now you don't have to send the two fleets /refilling and normal one/ to a coords in the middle between your base and the target, the point where they'll meet is closer to the enemy...
Luis Abhorash: Yep, I think for refill your fleet
darkwolf: uh...

if I keep it in my base and its exploded... is going to destroy the buildings too? :smile:5

:smile:
We are Bjork: Just dont keep it in your base fleet!! a spare fleet spot is ok, but u dont want to keep it around if you are having a battle, it is better off one sector away till you need it.

It is for replacing ships away from your planet.
darklim: This ship is designe to refill fleet
Example:
Your planet is A
Your Ally planet is B
And your Target is C
Your fleet (principal) fight in C and returned to B
And you send Fleet Tender to B (with ships) to refill the first fleet
 
pioneer-ship
pioneer-ship (class 4 ship)
With this ship you can move your shipyard to another pre-warp-planet. It has a small defense system that destroys up to 400 class1, 120 class 2 and 4 class 3 ships. I each class fight it gets one attack on all these ships.

this ship transports all your men and the technology you need to put up an outpost on another planet. you can install your shipyard only on pre-warp-worlds. the fleet with the pioneer-ship has to stay on that planet as long as you leave your shipyard there.
when you reach the planet you can recycle the pioneer-ship to get the manpower free for production but
you can only move the shipyard and your fleet away from there if you have the manpower to build a new pioneer-ship or your shipyard gets destroyed

Attack/life: 0/2000
Manpower: 4750

Speed: warp 4

Researchtime: 1 d
Buildingtime: 1 d 12 h


Needed research:
gravity

Battle details:
  1. fights
    (battle engine syntax: f)
  2. modifies AP/LP by 0/-1100 of 100 ships of any ship-type in the enemy fleet in class 1
    battlemessage: "pioneer-ship defends in class 1: ... ships"
    (battle engine syntax: mod,enemy,100,1,all,+,0,-1100,pioneer-ship defends in class 1:)
  3. modifies AP/LP by 0/-1100 of 30 ships of any ship-type in the enemy fleet in class 2
    battlemessage: "pioneer-ship defends in class 2: ... ships"
    (battle engine syntax: mod,enemy,30,2,all,+,0,-1100,pioneer-ship defends in class 2:)
  4. modifies AP/LP by 0/-1100 of 1 ship of any ship-type in the enemy fleet in class 3
    battlemessage: "pioneer-ship defends in class 3: ... ships"
    (battle engine syntax: mod,enemy,1,3,all,+,0,-1100,pioneer-ship defends in class 3:)

  —> Forum Topic about this ship
Lord Philemon: "pioneer-ship (class 4 ship)

http://grfx.spacetrace.org/ships/pioneership.jpg
with this ship you can move your shipyard to another pre-warp-planet.
it has a small defense system that destroys up to 400 class1, 120 class 2 and 4 class 3 ships. i each class fight it gets one attack on all these ships.

this ship transports all your men and the technology you need to put up an outpost on another planet. you can install your shipyard only on pre-warp-worlds. the fleet with the pioneer-ship has to stay on that planet as long as you leave your shipyard there.
when you reach the planet you can recycle the pioneer-ship to get the manpower free for production but
you can only move the shipyard and your fleet away from there if you have the manpower to build a new pioneer-ship or your shipyard gets destroyed

attack/life: 0/2000
manpower: 4750


warp: 4
researchtime: 1 d
buildingtime: 1 d 12 h


needed research:
gravity

battle details: modifies AP/LP by 0/-1100 of 100 ships of any ship-type in the enemy fleet in class 1
battlemessage: "pioneer-ship defends in class 1: ... ships"
(battle engine syntax: mod,enemy,100,1,all,+,0,-1100,pioneer-ship defends in class 1:)
modifies AP/LP by 0/-1100 of 30 ships of any ship-type in the enemy fleet in class 2
battlemessage: "pioneer-ship defends in class 2: ... ships"
(battle engine syntax: mod,enemy,30,2,all,+,0,-1100,pioneer-ship defends in class 2:)
modifies AP/LP by 0/-1100 of 1 ship of any ship-type in the enemy fleet in class 3
battlemessage: "pioneer-ship defends in class 3: ... ships"
(battle engine syntax: mod,enemy,1,3,all,+,0,-1100,pioneer-ship defends in class 3:)
"




When I moved my shipyard and it gets destroyed, is it then rebuilt at my base?
admin: yes. then it is rebuit at your base

"how do i use a pioneer ship?"
Just build the pioneer ship and fly to an abandoned planet of your choice. once you reach the target you can set up your shipyard there in the planet screen of that planet. from that point on, all ships you produce will spawn at that planet.
Dougster: Can u build a transwarp at the site of the new shipyard, and if so, what of your other one on your home world???
admin: no, we think one transwarp gate is enough. as said before: the transwarpnet is mainly for defense, and if you could move your TWG to another planet, it would be misused for massive attacks
Dougster: erm yes, but I think I would prefer to defend my shipyard rather than my research centre, I am a little puzzled by this. Does the new planet with shipyard appear on com lists and in what way, as an inhabited planet or a pre-warp world? I forget. What was the reason for moving my shipyard? :wink:
flitze: hi all,

could u pls tell me if that is right:

ships (A/D) mp build time in stock
pioneer-ship (0/2000) 4750 – 1 d 12 h – ???

why should i want to move my shipyard to somewhere else when i can´t have a fleet. i would rather lose my shipyard and lose 500 points than having a ship and a shipyard in the middle of nowhere with no fleet.

regards,

flitze
admin: if you would have read the manual thoroughly, you would have come to this:

"the fleet with the pioneer-ship has to stay on that planet as long as you leave your shipyard there. when you reach the planet you can recycle the pioneer-ship to get the manpower free for production "


peluc: But Exactly, what the fact to move the shipyard to another planet is usefull for ? Please give an example.
steven1982: So you can continue production while your planet is under heavy attack, you won't loose your shipyard this way, and you can still produce ships. A shipyard takes quite long to rebuild, so in fact, you can fly it away and after the attack fly it right back in your base, and you can still produce ships for your defense.
Passchendaele: You can build it on a pre-warp planet and build ships there. That means fast reinforcements. Build it near your target, and you won't have to travel for hours on end.

@steven1982-If you want to build a pioneer ship, wait until someone attacks you, then fly away, go ahead. Send me a message when you are ready.
darklim: Build a Pioneer ships move it and give your ally a Messages :)23
admin: "To be honest the Pioneer Ship i think is a bit shitty... Because you move your ship-yard etc... To designated prewarp world. Then you have to return to your planet to recylce it!"

thats not correct!
you can recycle it at the new position too
Rubens: @spyeder:thx i dont know why, but i havnt read this topic. Now i see u are right
@admin: WTH?isnt stupid that you move your shipyard and not the TWG? So u can have allies cuz your shipyard is moved and the allies cant go to your planet faster. And your research will never has defense i really think this is ridicolous(if its true, cuz i remember that i move all my buildings:S)
vyor: ever think about the mTWG.
Cloudgatherer: Does this work with ALL pre-warp planets or what? How does it react now that there are other peoples colonies all over most pre-warps? Do colonies effect it? Also.. What happens to my base fleet? Does it stay at my base or is it moved with the Shipyard? If yes then what fleet does the displaced Shipyard show up in, if at all, on a probe? A 2nd base fleet? One final question: What about alliance fleets when the FC uses a Pioneer Ship? I imagine I would have to bring the ships to it with a secondary fleet because it cannot move to pre-warp planets, right?
Senor: As far as i know you can land it on any planet. haven't tried landing it on other players planet, but pretty much everywhere else.

Colonies do not affect it, but having a shipyard stationed on a key colony will make it easier to defend it.

Your base fleet will remain, but all new produced ships will appear in your pioneer ship fleet. So you will have only 2 mobile fleets.

Shipyard shows up on a dsp as a regular c4 in regular fleet.

Did not understand the last question about the FC.
Cloudgatherer: Ok, thanks. That answers mostly everything. I mentioned FC but I forgot to add in one that is using an Alliance Defense System. I was unclear that the pioneer took up one of your fleets, so I would guess using an "A.D.S" aswell you would only have 1 mobile fleet. (Maybe none with Final Exploration?) :)9 My question was would the FC have to actually fly the ships that are apart of the alliance MP (because they would be getting made at the pioneer fleets position) to the alliance fleet stationed at one of the members planets? (Because it cant move to pre-warps)
admin: i think there could be some problem with the alliance fleet in combination with a pioneer ship

we didnt think f that ... has to be tested
Cloudgatherer: Can a "Production fleet" be cloaked?
spacetrace: you cannot cloak your production fleet except with the vacation device