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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
 
retreat fighter (class 1 ship)
It commands the whole fighter fleet to break up the operation with a big explosion that destructs the retreat fighter.
(caution! self destruction!)

Attack/life: 0/1
Manpower: 55

Researchtime: 1 d
Buildingtime: 13 h


e-ray-Technology
Needed research:
advanced tactics

Battle details:
  1. self destructs!
    battlemessage: "retreat fighter instructs the retreat of class 1"
    (battle engine syntax: sd,retreat fighter instructs the retreat of class 1,n)
  2. ends the actual class battle
    (battle engine syntax: retreat)

  —> Forum Topic about this ship
T2: This ship is used when you want to save some fighters for the next battle when you are facing 2 or more fleets.
By stopping the C1 battle before all your ships get a chance to fight, you end up having some left over for the next battle.
Also helps preserve your evaps from getting destroyed by other c1 ships and allows them to fight against the higher classes if they get modified by a c2 or c3 ship like the cyclops
Renee Davis: "Well they are usefull. Ask Renee :)23"


Yea quite true and now that I am myc....

your class 1 vs enemy class 1: V ^
you:
11 mosquitoes
180 emp-fighters
1050 penguins
2 sporators
enemy:
1049 fighters
1 retreat fighter



77 EMP-fighter jam 77 ships
1 sporator is modifying all class 2 ships: 149 ships
1 sporator is modifying all class 1 ships: 1985 ships
1 sporator destroys 1 ship
485 penguins vs 485 fighters






8 fighters vs 2 mosquitoes
270 fighters vs 135 penguins
46 fighters vs 23 emp-fighters
1 retreat fighter instructs the retreat of class 1
143 fighters vs 143 penguins
23 fighters vs 23 emp-fighters




losses:
you :
2 mosquitoes
46 emp-fighters
277 penguins
2 sporators
enemy :
485 fighters
1 retreat fighter
score in this subbattle: 205

I have to spam the same again but, 2x next time. The retreats held his losses down and the c1 blockage remains.
BTW-you can use multiple retreat units and have your c1 survive about 3 penguin spams.
This makes for excellent base fleet defense only a swank can get those retreats out and put in some evaps too and that attempt will be very costly for the attacker.
 
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;)
 
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
 
kamikaze
kamikaze (class 1 ship)
Under self destruction it deals 35 damage to one enemy ship, but also destroys two more ships of your own fleet. (caution! self destruction!)

Attack/life: 35/1
Manpower: 1

Researchtime: 1 d
Buildingtime: 11 h


human-Technology
Needed research:
fanatic warfare

Battle details:
  1. fights
    (battle engine syntax: f)
  2. modifies LP by -5000 of 2 ships of any ship-type in your own fleet in the same class, there are no known ships and buildings that survive this effect.
    battlemessage: "kamikaze destroys ... ships"
    (battle engine syntax: obliterate,self,2,this,all,kamikaze destroys)
  3. self destructs!
    (battle engine syntax: sd)

  —> Forum Topic about this ship
Metody I The Evil: It acts in the class it's fighting, so if the enemy has no class1 it's doing it's mission
in the upper classes... That's the only way to gain points from it :)23
darklim: "battle details:fights
(battle engine syntax: f)
modifies AP/LP by 0/-1100 of 2 ships of any ship-type in your own fleet in the same class
battlemessage: "kamikaze destroys ... ships"
(battle engine syntax: mod,self,2,this,all,+,0,-1100,kamikaze destroys)
self destructs!
(battle engine syntax: sd)"



This mean the Kamikaze destroy 4 of your own ships?
JaM: No the first one is the english translation or discription of the battlesyntax.
You spammed this forum since May and you don't know that. :)20
Or did you thought every ship fougt twice because it say fights and it has the f command. Or this ship self destructs twice :)19

discription: fights
syntax: f

discription: modifies AP/LP by 0/-1100 of 2 ships of any ship-type in your own fleet in the same class
message: "kamikaze destroys ... ships"
syntax: mod,self,2,this,all,+,0,-1100,kamikaze destroys

discription: self destructs!
syntax: sd

Now understand it?
darklim: Ah, Thanks JaM
:)23
The battly syntax is a bit confusing :)20

_________________
Joined in May 15, 2003 and got a lot of post. I'm the greatest spammer of Space Trace Forum. But i think it are a "bug"

man_mod: The Kamikaze is a very destructive ship but as with other Self destructing ships should be used with caution.

Due to it's immense fire power of 35ap as a class 1 ship the kamikaze is best used to fight against the higher classes ideally class 3 or 4, as most of these have higher lp than 35.

So the best use for them is to keep them in a secondary(or third) fleet and by themselves to be used after you have eliminated the enemy's class 1 and 2.

This due to the Self destuctive behavior of the ship.
For every enemy ship a Kamikaze attacks, it will destroy itself and a further 2 more random class 1 ships in your own fleet.
So it is strongly advised that you do not use this ship to fight in it's own class, as for every enemy class 1 you will destroy (+(1) point) you will lose 3 kamikaze (-3 points)

The kamikaze can be used against class 2, but with minimal postive results. Other class 1 ships can make a much more posative score for this job.


Here is an example of the profit of attacking class 3.

"
your class 1 vs enemy class 3 :
you:
200 kamikaze (35/1, 1 MP)
enemy:
14 cruisers (100/100, 60 MP)

42 kamikaze destroy 84 ships
42 kamikaze vs 14 cruisers

14 cruisers vs 14 kamikaze

losses:
you :
140 kamikaze
enemy :
14 cruisers

score in this subbattle: 700"




So your calculation for this battle should be done as such :

14 (amount of cruisers) x 3 (kamikazes needed to destroy 1 cruiser)
42 x 3 (kamekazes self destructing per cruiser) destroyed)
+ 14 (amount of cruisers)
= 140

That is the construction of the calculation.
The sum fortunatly can be simplified to 14 x 10. (for cruisers)
for attacking other class 3/4 ships/buildings the calculation should be corrected accordingly.

You should always take a few extra kamikazes then calculated to compensate for the random battle order (who shoots first).

It's also a good idea to use Commando Fighters along with kamikazes as it will double their firepower to 70/1 when activated.


the best way to counter kamikaze is with C1 killers such as the Cyclops or the Spectre. Another way is simply to attack them with standard fighters.
admin: the kamikaze should get the kill syntax instead of -1100LP. cause it should kill 2 of your ships in any case, no effect should counter this
 
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
 
evasor
evasor (class 2 ship)
Just like the retreat figther, this ship selfdestructs but also ends the class 2 battle (caution! self destruction!)

Attack/life: 0/10
Manpower: 60

Researchtime: 1 d
Buildingtime: 15 h


e-ray-Technology
Needed research:
advanced tactics

Battle details:
  1. self destructs!
    battlemessage: "evasor explodes and instructs the retreat of class 2"
    (battle engine syntax: sd,evasor explodes and instructs the retreat of class 2,n)
  2. ends the actual class battle
    (battle engine syntax: retreat)

  —> Forum Topic about this ship
Manyac: I myself had trouble to fight an enemy fleet with 25 evasors
Commander Cody: gee 25, I have encountered 15 and I thought that was rather a lot.
spacetrace: attack them with sabotage fighters or apollos :wink:

(i am thinking of balancing them even better...)
man_mod: The Evasor can be used to your advantage in a number of ways.

Though you will sacrifice a 60 point loss, the evasor (when activated) ends the class 2 battle immediatly and thus saves your Class 2 to fight the next battle.
The evasor can also be used effectively to block your opponents from bombarding your Class 3 or 4 with destructive class 1 or 2 ships.
Can be a useful weapon and frustrating (for your enemy) to keep a few of these at home to protect your base.


The Evasor is best countered by attacking it indirectly, i.e; attacking it from another class with such ships as the Sabotage fighter (class 1) or the Apollo Cruiser (class 3)
 
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
 
cluster-cruiser
cluster-cruiser (class 3 ship)
This ship deploys 10 battledrones. These battle drones are 1/1 fighters that are destroyed at the end of the class-combat. (caution! self destruction!)


Attack/life: 0/60
Manpower: 40

Researchtime: 2 d
Buildingtime: 12 h


nanite-Technology
Needed research:
nano technology

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

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

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

see:

http://manual.spacetrace.org/tec.php?details=1&tec_id=15&techname=battle-drone
 
jammer
jammer (class 3 ship)
This vessel can jam enemy scans - on a deep scan probe it will cause a class 3 ship signature, but is has no effect in the battle. It will be destroyed before the battle starts.
(caution! self destruction!)

Attack/life: 0/0
Manpower: 4

Researchtime: 2 d
Buildingtime: 11 h


nanite-Technology
Needed research:
improved targeting

Battle details:
self destructs!
(battle engine syntax: sd)
 
  —> Forum Topic about this ship
wildwes11: I see this ship emits a signature of a class 3 ship (since it is a class 3 ship). I don't really see the point to this ship. I understand you can make it look like you have a lot of class 3. Is this the only purpose for this ship?

JaM: Yes the mp is only 4.
So you can easily add 25 'cruisers' on a dsp for the price of 1 cruiser. (at least that is what the enemy thinks)
Rubens: jammers never fight, they dont have a battle they auto self destruct before start of any battle so you cant fight with him,
darklim: This is just a phantom ship (Only work if the enemy have a DSP in your planet of something like that, you know).
The DSP will show how much class 3 you have ( If you build 20 Jammer and 1 Cruiser, the DSP will show 21 but in battle only the Cruiser fight)
The Jammer don't fight... Remember that
And yeah, you will lose 4 point for each Jammer in your fleet (Battle start and die)
darklim: If you are Nanite, having a lot of class 3 mean: Dreadnought, Apollo Cruiser and Cyclops
It is scary :grin:
Senor: here's a question.

could the jammer be used to cover your other c3 ships?

lets say i have 10 cruisers and 10 jammers and the enemy has just 10 cruisers. from the syntax of the jammer i read that it needs to get a turn to selfdestruct.
so lets say i'm lucky with the battle order and all my jammers get their turn before my cruisers.
so the battle order for me is 10 jammers 10 cruisers.
battle order for the enemy is 10 cruisers.

battle would go like this:
*enemy takes the first shot and destroys 1 jammer.
*one of my jammers takes its turn and selfdestructs.
*enemy cruiser destroys 1 jammer.
*one jammer gets its turn and selfdestructs.

and this continues until all my jammers are dead.
then i have 10 cruisers left and enemy has 10 cruisers left, but 5 of enemy cruisers have already taken their turn, so i destroy 10 cruisers and enemy destroys 5 of my cruisers. I get 300 points for those cruisers and if i deduct the cost of 10 jammers i win 260 points total from the c3 subbattle.

i know it says in the manual that jammers are destroyed before the battle, but from the syntax i read that it needs to get a turn to selfdestruct.
colinthecorgi: Unless something has changed, it vanishes before the actual battle takes place. Thing is, it "draws attention", so the enemy c3 is not allowed to fire on your c4 even if your c3 actually is empty when the c3 vs c3 battle takes place. So it can be a real tricky ship, but only once of course :)
DragonLilly: if this ship is allowed to take a turn and be fired upon then I do believe the MP needs to be severely raised to equal a c3 ship... that way the player attacking the jammers could actually make some points... 4MP isn't enough to put this ship into battle...

not saying like 60MP or more like the cruiser but make it something worthwhile rather then just 4MP...
Failtrip1: They just explode.They are of no use.No matter what battle happen they will explode.


yours: 216 ships
class 2:
53 destroyers (10/10, 8 MP)
46 mobile repair bots (1/10, 5 MP)
2 shield generators (0/2, 4 MP)
80 missile-launchers (0/10, 10 MP)
1 spectre (0/10, 400 MP)
class 3:
11 cruisers (100/100, 60 MP)
2 flamingos (0/500, 100 MP)
20 jammers (0/0, 4 MP)
class 4:
1 mothership (0/1000, 320 MP)

enemy: 138 ships
class 2:
67 destroyers (10/10, 8 MP)
48 mobile repair bots (1/10, 5 MP)
23 troikas (0/10, 16 MP)
your class 2 vs enemy class 2: V ^
you:
53 destroyers
80 missile-launchers
2 shield generators
1 spectre
46 mobile repair bots
enemy:
67 destroyers
23 troikas
48 mobile repair bots

80 missiles launched
26 units repaired
4 mobile repair bots vs 1 troika module
4 mobile repair bots vs 1 troika
4 mobile repair bots vs 1 destroyer
3 mobile repair bots vs 1 troika module
3 mobile repair bots vs 1 destroyer
3 mobile repair bots vs 1 mobile repair bot
2 shields generated
4 mobile repair bots vs 2 troika modules
2 mobile repair bots vs 1 troika
2 mobile repair bots vs 1 destroyer
4 mobile repair bots vs 2 mobile repair bots
21 destroyers vs 21 troika modules
7 destroyers vs 7 troikas
16 destroyers vs 16 destroyers
9 destroyers vs 9 mobile repair bots
6 mobile repair bots vs 6 troika modules
4 mobile repair bots vs 4 destroyers
3 mobile repair bots vs 3 mobile repair bots

23 troikas separate into 69 ships
20 units repaired
6 troika modules vs 1 missile-launcher
6 troika modules vs 1 destroyer
4 mobile repair bots vs 1 missile-launcher
27 troika modules vs 9 missile-launchers
12 troika modules vs 4 destroyers
18 troika modules vs 6 mobile repair bots
3 mobile repair bots vs 1 missile-launcher
3 mobile repair bots vs 1 destroyer
2 mobile repair bots vs 1 missile-launcher
6 mobile repair bots vs 3 destroyers
10 mobile repair bots vs 5 mobile repair bots
30 destroyers vs 30 missile-launchers
23 destroyers vs 23 destroyers
14 destroyers vs 14 mobile repair bots
11 mobile repair bots vs 11 missile-launchers
5 mobile repair bots vs 5 destroyers
4 mobile repair bots vs 4 mobile repair bots

losses:
you :
27 destroyers
39 missile-launchers
20 jammers
19 mobile repair bots
enemy :
16 destroyers
7 troikas
69 troika modules
9 mobile repair bots
score in this subbattle: -496
summary:
your losses:
class 2:
19 mobile repair bots
39 missile-launchers
27 destroyers
class 3:
20 jammers

enemy losses:
class 2:
7 troikas
69 troika modules
16 destroyers
9 mobile repair bots

score: -496
Senor: hm. ok. so they dont need to get a turn to blow up afterall. but how do they do it? it doesnt seem to be in the syntax. spacetrace, my baby, let me understand you.
Cloudgatherer: 1) Does the Jammer's effect work when its in a Base fleet or only for mobile fleets?
2) Am I assuming correctly that it jams ONLY the Deep-Scan Probe and not other probes?
admin: it jams all probes in all fleets (the base is also a fleet)

the jam-effect is, that it seems like there is one more ship in class 3.

although, if there is only this ship in class 3, there will be a class 3 balttle with it, so in some cases it could also prevent enemy class 3 ships from destroying your class 4 ships and buildings
 
minor reconstructor
minor reconstructor (class 3 ship)
This ship collects scattered pieces of fallen mycelloid ships and reconstructs up to 100 class 1 and 10 class 2 ships. Only one minor reconstructor can operate and it will be destroyed if it's reconstructed

Attack/life: 0/100
Manpower: 100

Researchtime: 3 h
Buildingtime: 12 h


mycilloid-Technology
Needed research:
gravobionics

Battle details:
  1. reconstructs 100 ships of any ship-type in your fleet in class 1 (technical LP +1 to ships that have less than 1 LP)
    battlemessage: "reconstructor reactivates in class 1: ... ships"
    (battle engine syntax: reconst,self,100,1,all,1,reconstructor reactivates in class 1:)
  2. reconstructs 10 ships of any ship-type in your fleet in class 2 (technical LP +1 to ships that have less than 1 LP)
    battlemessage: "reconstructor reactivates in class 2: ... ships"
    (battle engine syntax: reconst,self,10,2,all,1,reconstructor reactivates in class 2:)
  3. battle engine syntax: rogue,46
  4. if this ship is reconstructed it self destructs!
    battlemessage: "minor reconstructor destroyed by interference ... ships"
    (battle engine syntax: trigger_rec@sd,minor reconstructor destroyed by interference)

  —> Forum Topic about this ship
spaceman: "modifies LP by -5000 of all minor reconstructors in your own fleet in the same class, there are no known ships and buildings that survive this effect."




does it selfdestruct after reconstructing the c1 and c2 ships?
Renee Davis: No, that effect implies it destroys all other minor reconstructors in the fleet since only one can be active.
admin: this is the reason:"
if this ship is reconstructed it self destructs!
battlemessage: "minor reconstructor destroyed by interference ... ships"
(battle engine syntax: trigger_rec@sd,minor reconstructor destroyed by interference)
"

Rubens: "this is the reason:"
if this ship is reconstructed it self destructs!
battlemessage: "minor reconstructor destroyed by interference ... ships"
(battle engine syntax: trigger_rec@sd,minor reconstructor destroyed by interference)
"

"



False admin, if you see /forum/viewtopic.php?t=6172
you will note that the minor WAS NOT destroyed so that trigger is useless at the BR... because the major doesn't act on it, right?
It should be more precisely, like adding a commando to the major reconstructor saying it destroys all the minor reconstructors in your own fleet...thats all.

Greetings, Rubens.
DavAlan: Renée and I both have destroyed minor rc's when they are mixed with major rc's even if the minor did not require reconstruction or even took a hit.....and we also notice if the minor does activate then it cancels the reconstruction the major would do....
admin: yes, i was wrong, the reason was the major reconstructor, it causes the interference.

this whole discussion should be explained by this in the major reconstructor topic in the 'All Existing' forum:
/forum/viewtopic.php?p=75751#75751
 
armageddon device
armageddon device (class 3 ship)
Blasts itself to destroy all class 4 enemy ships and also your own class 4 ships. It's not easy to use this ship, but it can be a scary deadly weapon against ships. (caution! self destruction!)

since the buildings at your homeplanet are positioned between your class 4 ships, this ship affects them also, only your research center and shipyard are big enough to withstand the explosion

Attack/life: 0/100
Manpower: 350

Researchtime: 3 d
Buildingtime: 16 h


human-Technology
Needed research:
fanatic warfare

Battle details:
  1. modifies LP by -5000 of all ships of any ship-type in the enemy fleet in class 4 but some ships and buildings are immune against this effect
    (battle engine syntax: kill,enemy,all,4,all)
  2. modifies LP by -5000 of all ships of any ship-type in your own fleet in class 4 but some ships and buildings are immune against this effect
    battlemessage: "armageddon device explodes"
    (battle engine syntax: kill,self,all,4,all,armageddon device explodes,n)
  3. self destructs!
    (battle engine syntax: sd)

  —> Forum Topic about this ship
admin: this ship is the same like the kazuuulan mantis (that is not in the game anymore)

but read the discussion there to find out more about how to use this ship:

http://forum.spacetrace.com/viewtopic.php?p=14213
 
capable ship (class 3 ship)
A commando ship like the campaignship that will force your class 3 to attack again

Attack/life: 0/100
Manpower: 350

Buildingtime: 12 h


human-Technology

Battle details:
  1. fights
    (battle engine syntax: f)
  2. lets all ships in your fleet fight again, that were not destroyed
    battlemessage: "capable ship distracts the fleet.
    all remaining ships reassemble for another strike after ... ships"

    (battle engine syntax: restart,self,capable ship distracts the fleet.
    all remaining ships reassemble for another strike after)
  3. modifies LP by -5000 of all capable ships in your own fleet in class 3, there are no known ships and buildings that survive this effect.
    battlemessage: "capable ship losses: ... ships"
    (battle engine syntax: obliterate,self,all,3,capable ship,capable ship losses:)
  4. self destructs!
    (battle engine syntax: sd)

  —> Forum Topic about this ship
KEPcH: Isn't 350mp a bit much for a ship that will self-destruct and that is useless if it attacks first. I can accept the sd part, but 350mp... how about 250? Or 350 without self-destruct?
 
missile (class 3 ship)
The missile is a special weapon against large ships.

Attack/life: 17/1

Buildingtime: 14 h



Battle details:
  1. fights
    (battle engine syntax: f)
  2. self destructs!
    (battle engine syntax: sd)

Related technologies:
nanite-technology missile-launcher

  —> Forum Topic about this ship
BlackBaron: How much MP?
darklim: 0
Is you loose the misile you won't lose point.
Check in the manual.
admin: the missile is deployed by missile launchers
 
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
 
torpedo
torpedo (class 3 ship)
Powerful cannon.

Attack/life: 180/1

Buildingtime: 14 h



Battle details:
  1. fights
    (battle engine syntax: f)
  2. self destructs!
    (battle engine syntax: sd)

Related technologies:
  cruiser

human-technology warcruiser

human-technology dreadnought

  —> Forum Topic about this ship
 
deconstructor (class 4 ship)
Recycles all ships in your fleet in a selfdestruction process. No points will be lost this way

Attack/life: 0/150
Manpower: 200

Researchtime: 2 d
Buildingtime: 17 h


mycilloid-Technology
Needed research:
gravobionics

Battle details:
  1. recycles all ships of any ship-type in your own fleet in class 1, the targets are removed from the fight, but no points are won or lost.
    battlemessage: "desconstruction wave hits ... ships"
    (battle engine syntax: recycle,self,all,1,all,desconstruction wave hits)
  2. recycles all ships of any ship-type in your own fleet in class 2, the targets are removed from the fight, but no points are won or lost.
    battlemessage: "desconstruction waves hits ... ships"
    (battle engine syntax: recycle,self,all,2,all,desconstruction waves hits)
  3. recycles all ships of any ship-type in your own fleet in class 3, the targets are removed from the fight, but no points are won or lost.
    battlemessage: "desconstruction waves hits ... ships"
    (battle engine syntax: recycle,self,all,3,all,desconstruction waves hits)
  4. recycles all ships of any ship-type in your own fleet in class 4, the targets are removed from the fight, but no points are won or lost.
    battlemessage: "desconstruction waves hits ... ships"
    (battle engine syntax: recycle,self,all,4,all,desconstruction waves hits)
  5. self destructs!
    (battle engine syntax: sd)

  —> Forum Topic about this ship
limsky: If my interpretation is right, this ship will recycle all ships including mothership and itself. This will save the long return journey. And also release the manpower for constructing new ships at the base. It is useful if the journey took more than 10 h.
JaM: "
On 2003-06-01 05:34, limsky wrote:
If my interpretation is right, this ship will recycle all ships including mothership and itself. This will save the long return journey. And also release the manpower for constructing new ships at the base. It is useful if the journey took more than 10 h.
"



I don't think it will recycle himself, because he selfdestructs. So you lose 200 points by using this ship.
mackman: dont keep the deconstuctor at home it recycles your buildings too.
admin: and it only starts recycling if it gets a "shot" (like the penguins)
if the deconstructor doesent shoot, it doesent start recycling
 
doomstar
doomstar (class 4 ship)
This ship has a core that can create a black hole which destroys the doomstar and gulps all ships of class 1, 2 and 3 on both sides.
(caution! self destruction!)

Attack/life: 0/900
Manpower: 1850

Researchtime: 2 d
Buildingtime: 22 h


e-ray-Technology
Needed research:
gravity

Battle details:
  1. modifies LP by -5000 of all ships of any ship-type in the enemy fleet in class 1, there are no known ships and buildings that survive this effect.
    (battle engine syntax: obliterate,enemy,all,1,all)
  2. modifies LP by -5000 of all ships of any ship-type in your own fleet in class 1, there are no known ships and buildings that survive this effect.
    (battle engine syntax: obliterate,self,all,1,all)
  3. modifies LP by -5000 of all ships of any ship-type in the enemy fleet in class 2, there are no known ships and buildings that survive this effect.
    (battle engine syntax: obliterate,enemy,all,2,all)
  4. modifies LP by -5000 of all ships of any ship-type in your own fleet in class 2, there are no known ships and buildings that survive this effect.
    (battle engine syntax: obliterate,self,all,2,all)
  5. modifies LP by -5000 of all ships of any ship-type in the enemy fleet in class 3, there are no known ships and buildings that survive this effect.
    (battle engine syntax: obliterate,enemy,all,3,all)
  6. modifies LP by -5000 of all ships of any ship-type in your own fleet in class 3, there are no known ships and buildings that survive this effect.
    (battle engine syntax: obliterate,self,all,3,all)
  7. self destructs!
    battlemessage: "doomstar creates a black hole that swallows all ships of class 1 to 3"
    (battle engine syntax: sd,doomstar creates a black hole that swallows all ships of class 1 to 3,n)

  —> Forum Topic about this ship
C.Kork: okokok. doomstar=BOOM class 1+2+3. so here's my question. if i have a mothership and 2 doomstars and attack another player, would both doomstars blow up or would one be left for the next battle since there won't be any class 1+2+3 ships left??!!?? just wondering.
JaM: A battle ends when 1 of these 2 rules:
1 You OR your enemy doesn't have a ship left in the class that is fighting.
2 You AND your enemy doesn't have a ship left in the class that is fighting that CAN fight.

If you fight against enemy's class 4 then then the second doomstar will blow up.
If you fight against enemy's class 1,2,3 then not.
darklim: What question is that?
Two Doomstars!!!
The Doomstars destroy all classes except class 4
LOL!!!!
C.Kork: it's for the case that you want to fight 2 different fleets which are close to each other. if one would survive, you could use it in a second attack.
darklim: 2300 x 2= 4600 + 320 = 4920
You base will be an easy target
But the Doomstar is the best defender
JaM: Another nice idea is to make a fleet with 1 mantis and no other ships. When you base is attacked the enemy will lose all class 4 ships.
limsky: Jam - your nice idea cost you 350-320 =30 points.
JaM: And for 30 points it will make sure the enemy doesn't move his fleet.

This is by the way IF the enemy has only a mothership.
For example a time slipper, major reconstructor, doomstar, pirate flagship, shadow star will gain points.


darklim: Destroy the fleet slowly... Will make point
And have a fleet that can destroy one Mothership to avoid the Mothership take out the ships
You will got a lot of easy points
Rubens: hey, for the newbies, (what is noob) the doomstar blow up!!! you cant put 2 in the same fleet beacuse you lose 2300 ptos, @jam:every time you fight vs class 4 , the first doom blow up vs class 1 and then vs class4 you lose the second!!!!
@darklim if you have 1 1 1 in your base you base isnt vulenrable, and if you can build dooms also hol fleet carriers, put 1 or 2 of these in your base and you are secure. but i already say dont 2 dooms in a fleet so use clone labs, or a core driver
fleetleader: I was just wondering if doomstar blows everthing up at begging or end of battle.
Also 2 doom stars would both blow up?
mackman: shoots in the class 4 battle and about 2 dooms I never used 2 at one time so dont know about that.
fleetleader: So 900 fighters aginst a doomstar, the fighters would win?
Weylyn: No, if it fights, it explodes. Even one figher would win, as it would blow up that single fighter, wasting all that manpower.
mackman: As long as the MP of your fleet does not exceed the mp of the doom fleet you will win.
blackmagic: Man people should look at the manuel more often. It shows the MP and it capabilities. The rest is logic :)20
fleetleader: Srry just wanted to know if you could disable it
limsky: Yes just recycle at your base.
fleetleader: I mean enmey doomstar
doomstar: The only way to destroy a Doomstar is with a Mantis, assuming you have the first attack.

:smile:3
Achilles: "The only way to destroy a Doomstar is with a Mantis, assuming you have the first attack."

Think again.
steven1982: Hehe yes, if a doomstar fights a fleet with only a mothership it will fire, so BOOOM! but it does not effect class 4, so you still have your mothership, and 2300 points extra for the doomstar :grin:
Dutchbatter: And if someone is so stupid to use a doomstar and all mp for other ships in 1 fleet, just use 1 1 1 and mothership in your fleet and you will score more than 2300 points.
 
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