Thom
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Updated the input page today by adding a Green button that will check your turn for action code errors. Whenever you like you can click on the button and it will check all actions entered up to that point. If it finds a box that you forgot to fill out the box turns red. If it finds an optional box that you didn’t fill out it turns green. You can just put in the action code and click the button in which case it will show you the boxes you need to fill out to complete the action. Good if you don’t really know which boxes you need to fill out and which ones you don’t. Remember green boxes are optional boxes and don’t need to be filled out to make the action work. However they do provide additional abilities to some action codes. For instance the build (3) action code. You’ll find that the Fleet #1 box, the Empire/Ship Name box, and the Special Number box turns green while the Location #1, Quantity, and Build Code Box all turn red. The green boxes only need to be filled out if you are building a ship.
One word of caution. Even though I tested each and every action code to make sure the right boxes were highlighted there is no guarantee that I got every one right so check yourself if you think one is not quite right and let me know if you find an error.
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If your fleet contains carriers with fighters on deck and on cap they do nothing during the fleet engagement. Rule of thumb is never let your carriers become engaged by another fleet in close combat. They are an offensive weapon and relatively ineffective as a defensive weapon.
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Yes. Cybers could cyber trade an unterraformed world but that was added after Randy sold the game. However that was never part of the original design. Another one of the things we found when Randy bought the game back that really messed up the balance of the games and also was rather non-interactive. Cybers found it much more productive to blow up unterraformed worlds rather than occupied worlds. And who could blame them. But boring. As far as miners only being able to tramp mine terraformed worlds. Probably not.
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Correct. Not necessary but it was changed to a move and do last game. So you fleet will move to the new location before the merge thus possibly saving you an action if the two fleets are in different locations. If they are in the same spot you don’t need to put in the location.
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The tramp mining was changed sometime during the time when Randy didn’t own the game and not for the better, well better if you were a miner. The game code was changed in the late 80′s where tramp mining was increased to 40 times the mining potential of a planet which severely unbalanced the game. When Randy bought the game back some changes were made to bring the game back to where it was originally designed. So having said that here’s the way it works now. How close it was to the original code is unknown as none could not be found.
Tramp mining will net cargo equal to the MPOT of the planet. However a player can intentionally mine more by typing in a number higher than the MPOT of the planet. However this risks strip mining the planet which will reduce the MPOT and change the status to strip mined which makes it played out so to speak for further tramp mining. Still can be done but at a much reduced cargo rate. For every cargo a tramp miner typed into the special number slot above the MPOT of the planet increases the odds of strip mining the planet by a couple percent give or take. But you don’t have to type anything in the special number. If you leave it blank the fleet will load the MPOT of the planet for you. In the code we inherited a tramp miner could unintentionally strip mine a planet as the fleet would load to capacity and if it was over the safe limit it automatically reduced the planet to strip mined status. So a tramp mining fleet was a nightmare to manage to avoid strip mining every planet you came across or just have a really small tramp mining fleet.
But if you want to find a good source of cargo for tramp mining find asteroid belts. They net 10 times the MPOT as a base even without attempting to over mine it. So probably what the other miner is doing.
- This reply was modified 11 years, 4 months ago by .
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Can only Cybers benefit from MU’s increasing the colonies production? Yes, MU’s act like POP in some cases for Cybers.
For everyone else you have to shuttle POP to the colony and max it before it produces at it’s highest potential? Yes this is correct. Max POP on the planet gains you the best buy and sell for cargo.
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Another question for Thom. I would like to know as well. Can a non-trade corp trade with Ancient Civs? If you own it then yes you can trade with it. If you don’t then you cannot. Trade corps are the only player type that can trade with non-owned planets at the present time.
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When you scan an Ancient Civ you have found and get something from it, say a sector map, is that the only thing you receive? Would further scans turn up any further benefits? Yes further scans will give you other sector maps. Plus the best benefit is tec level raises. You have to be within about 5 tec levels of the AC to get a tec raise. Plus if the AC gives you a Map of the same sector it’s every time then move on. It’s pretty much the only thing it will give you. But scan it 3 or 4 times just to make sure. The likelihood of giving you a map of the sector it’s in is good but by no means conclusive.
Also, if you conquer an Ancient Civ can you scan it afterward with action 24 if you have not done so already. Yes, you can continue to scan it.
Any other play info on Ancient Civs would be appreciated as well. If you conquer a high tec level AC you can build high tec level ships there if it has a shipyard.
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Working on it. Other things have priority but on the list.
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I hesitate to put any particular tax rate in the number if one is missing. Different stats on the planet determine how likely the planet is to revolt. But I’ll see what I can do.
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