ships
buildings
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troopers
class 1 ships
fighter
fighter (class 1 ship)
The fighter is a basic class 1 ship that is versatile enough to be used in almost all fleet configurations. It's low cost and balanced attack / defence attributes make it especially valuable when used in combination with more advanced class 1 ships as a distraction to enemy ships or as a modified fighter with higher AP or LP depending on the support ships used with it.

Attack/life: 1/1
Manpower: 1

Researchtime: 1 h
Buildingtime: 10 h


Needed research:
shipyard

Battle details:
fights
(battle engine syntax: f)
 
  —> Forum Topic about this ship
spacetrace: :smile:

ohh yes i like these little figthers. usefull; variable; part of many fleet concepts :smile:
admin: it has a new description now:
"The fighter is a basic class 1 ship that is versatile enough to be used in almost all fleet configurations. It's low cost and balanced attack / defence attributes make it especially valuable when used in combination with more advanced class 1 ships as a distraction to enemy ships or as a modified fighter with higher AP or LP depending on the support ships used with it."


please update the translations in the manual

blockade runner
blockade runner (class 1 ship)
This heavy armored fighter is immune against some ships, like the interceptor and spectre...

Attack/life: 1/2
Manpower: 2

Researchtime: 1 d
Buildingtime: 11 h


e-ray-Technology
Needed research:
advanced tactics

Battle details:
  1. fights
    (battle engine syntax: f)
  2. cannot be modified by + or -
    (battle engine syntax: trigger_0_plus)
  3. is immune against the destruction effect
    (battle engine syntax: trigger_0_destroy)

  —> Forum Topic about this ship
admin: you find more discussions here:
/forum/viewtopic.php?p=5236
and here:
/forum/viewtopic.php?t=657

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.

bulk fighter
bulk fighter (class 1 ship)
This mycilloid fighter uses an extremely resistent fungusshield and has a weapon of powerfull proto-plasma

Attack/life: 2/4
Manpower: 3

Researchtime: 1 d
Buildingtime: 12 h


mycilloid-Technology
Needed research:
advanced tactics

Battle details:
fights
(battle engine syntax: f)
 
  —> Forum Topic about this ship

mosquito
mosquito (class 1 ship)
Has no cannons, but stronger shielding

Attack/life: 0/3
Manpower: 1

Researchtime: 12 h
Buildingtime: 11 h


human-Technology
Needed research:
advanced tactics

Battle details:
fights
(battle engine syntax: f)
 
  —> Forum Topic about this ship
BladeTech: can ne one please tell me how this ship would fit into a strong fleet? =)
Metody I The Evil: I've answered you in the other place you asked :grin:

/forum/viewtopic.php?t=1079&highlight=mosquito

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

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.

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

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

bounty hunter
bounty hunter (class 1 ship)
The bounty hunter can destroy an enemy ship completely that already has been damaged (it is ineffective against buildings and the holo-fleet-carrier)

Attack/life: 0/1
Manpower: 4

Researchtime: 2 d
Buildingtime: 13 h


human-Technology
Needed research:
leadership

Battle details:
destroys 1 already damaged ship of any ship-type in the enemy fleet in the class it is fighting with
battlemessage: "bounty hunter blasts ... ships"
(battle engine syntax: blast,enemy,1,this,all,bounty hunter blasts)
 
Related technologies:
mycilloid-technology unstable reconstructor

  —> Forum Topic about this ship
blackmagic: I never looked at the bounty hunter from a defensive view. Admin or any player, do you know wat the blast command actually does?? Does it set the damaged ship's LP to 0? If so then the ship is reconstructible. If not, then I now know that I can't defend against a bounty hunter.

I'm about to find out in 30 mins ^^P
Renee Davis: "I never looked at the bounty hunter from a defensive view. Admin or any player, do you know wat the blast command actually does?? Does it set the damaged ship's LP to 0? If so then the ship is reconstructible. If not, then I now know that I can't defend against a bounty hunter.

I'm about to find out in 30 mins ^^P"



Yes bounty hunters reduce target ap to 0 so the ship is reconstructable even though it took damage before the bounty hunter destroyed it.
Rubens: ""I never looked at the bounty hunter from a defensive view. Admin or any player, do you know wat the blast command actually does?? Does it set the damaged ship's LP to 0? If so then the ship is reconstructible. If not, then I now know that I can't defend against a bounty hunter.

I'm about to find out in 30 mins ^^P"



Yes bounty hunters reduce target ap to 0 so the ship is reconstructable even though it took damage before the bounty hunter destroyed it."



Is not like Renee didnt battle against/with it...but if it worths for something i certified it...i have battle against bountys, and yes "blast" means put the LP to 0

In short..."blast" = "destroy" = "reduce lp to 0"
(See cyclop's or dread's description)

Again, in short...blast is DESTROY ships already damaged.

In fact, i edit to use a link that it will help for my next posts in this sub-forum

/forum/viewtopic.php?topic=425&forum=12%3Cbr
blackmagic: funny because tats a thread that i bumped up just this week. It was on like page 30 or something. Long lost in the forums depths
linux666: "I never looked at the bounty hunter from a defensive view. Admin or any player, do you know wat the blast command actually does?? Does it set the damaged ship's LP to 0? If so then the ship is reconstructible. If not, then I now know that I can't defend against a bounty hunter.

I'm about to find out in 30 mins ^^P"



if the bountys are used with a hammer, the ships won't be reconstructible...
MicroJak: "if the bountys are used with a hammer, the ships won't be reconstructible..."


I am thinking of using the bounty and hammer combo, but why would the ships not be reconstructable? The hammer wouldn't be able to destroy the reconstructors.. would it?

Wait, so, it would go:


Hammer deals 2 damage to c2 and c3
Bounty Hunter gets rid of all c2 and c3
Minor Reconstructor does nothing as it is destroyed


So really, the only way for the c2 and c3 to get reconstructed is by a Major Reconstructor? Yes? :)18

Ty in advance.
linux666: the bounty is best to be used against c3, it's what i call, one shot one kill...in combo with the hammer, cause it gives 2 damage to all c2/c3, and bountys finish them...i wouldn't use them against c2 though, they cost too much...but then again, it all depends on the battle tactics!!
the major rec. only works on c3/c4, the minor res. acts on c1/c2...you can also avoid enemy reconstruction (if your base is going to be attacked) by not having motherships in your defense fleets, if there's no c4vc4 sub battle the major rec won't do his thing...
about the bounty with hammer making reconstruction impossible, well, to tell you the truth, i'm not so sure, before i wrotte it did, but, i used them in my last evo, and now i can't remember any battle that i had in those circumstances that i can use as reference!! i can tell you that the bounty as no effect what so ever against 'it', and buildings.
Senor: the hammer has nothing to do with ships being not reconstructable after the bounty hunter hits. the bounty hunter works with the blast command which means setting lifepoints to 0. which means ships will always be reconstructable after a bounty hit.

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

evaporator
evaporator (class 1 ship)
The evaporator emits a high frequency holo-beam to absorb an enemy's energy whenever it gets modified. As a result it redirects the energy into a holo-drain device that destroys one enemy vessel

The evaporator is an intergalactic ship with quad ion-emitting engines for thrust. created on a secluded pre-warp, in top secret move by the Eray Command Nexus, the ship was a retaliatory step against recent strategic moves made by opposing governments. with an increase in flagships dominating the use of more mobile fighters, the battles consisted of sheer power rather than overwhelming the enemy by mass units. to gain back the initiative in mobility and faster production, the evaporator was brought into light. knowing that the larger ships used stronger armor, a different approach was needed to penetrate the ships without increasing the size of the evaporator. in a breakthrough, a lone researcher discovered that they could absorb, emit, and weaken the enemy from the enemy's own weapon. by using a plasmic modulator and a modified Xoutory crystal armor, the evaporator can absorb some of the attack and then use the energy to power up a subspace, frequency holo-beam to disturb the opposing ship's shields. while the enemies try to remodulate their shields, the evaporator uses the remaining energy to activate a holodrain device that destroys the enemy ship. There are two transistors for the holodrain device as the evaporator can be attacked by two common weapons. one is by brute force and the other is some type of energy weapon that tries to destroy or modify the enemy ship. in any case, the holodrain device compensates by shifting transistors to forcefully rearrange the energy source to power the holodrain device.
in battle simulations, this ship proved valuable in situations where a lack of other smaller ships was present. thus, being able to attack the larger ships. logically, if a smaller ship tried to attack the evaporator, the evaporator will have a smaller retaliatory force to strike back due to the fact that it can only redirect power.
although the ship has been used to destroy bases, the ship failed because the small arms, these buildings were equipped with, were not enough to scratch the extremely tough armor. so, use against buildings is discouraged.

Attack/life: 1/2
Manpower: 12

Researchtime: 2 d
Buildingtime: 14 h


e-ray-Technology
Needed research:
holo technology

Battle details:
  1. fights
    (battle engine syntax: f)
  2. if this ships LP or AP are increased or decreased it modifies LP by -5000 of 1 ship of any ship-type in the enemy fleet in the same class but some ships and buildings are immune against this effect
    battlemessage: "evaporator destroys ... ships"
    (battle engine syntax: trigger_plus@kill,enemy,1,this,all,evaporator destroys)
  3. if this ship gets destroyed by a 'destroy' effect it modifies LP by -5000 of 1 ship of any ship-type in the enemy fleet in the same class but some ships and buildings are immune against this effect
    battlemessage: "evaporator destroys ... ships"
    (battle engine syntax: trigger_destroy@kill,enemy,1,this,all,evaporator destroys)

  —> Forum Topic about this ship
mdellis: the description sounded a little strabge. i assume it destroys one ship in its own class unless there are none, whereupon it will attack the next class up, as per the usual rules? how much manpower? :)9
JaM: No, it just needs an attack to determine the location of the energy center of the ship it wants to destroy.
Nothing in the description says that it destroys the ship that attacked him.
mackman: I dont understand this ship?If it destroys 1 ship in the same class and it is class 1 it is useless 12mp to kill 1 class 1??Can you fight cyclopses or spectres with this ship?
Space Ghost: Its my lovely deathadder with a name change and one testicle removed. Humm as tazz would say.
spacetrace: dear space ghost i must apologize, but maybe if i tell you my dilemma you may understand my decision:

- yes we removed one testical, but it has still two... like it should be
- we made this surgery and we decided to give it a new , more eray, name

i hope you will not stop making nice and needed ships to scare the lazy fleet constructors :wink:
BladeTech: i'm sorry but can anyone explain this ship to me in human language? lol the description is too high-tech for me
Weylyn: You shoot it ---> it kills you
doomstar: I have no idea what is the attacking method of the ship????

:)9 :)9 :)9 :)9
doomstar: @Weylyn, that mean a Fighter or a Destroyer or a Cruiser will be destroy as soon as the ship attack Evaporator?

What about the Dreadnaught shock wave attack? Will that mean I lose my Dreadnaught?

:)9 :)9 :)9 :)9
steven1982: Yes your dreadnought will be lost, even worse, because your dreadnought shockwave effects 100 ships, most likely is that all evaporators in ennemy fleet will be activated, and all will destroy one ship (so there goes ure class 3) however this effect is quite simple to counter, just have 1 fighter in fleet with your dreads :grin:

Greets
Weylyn: Eerr, no. As far as I know the dreads will still attack 25 class-1 anyway, activating 25 evaporators. The only remedy I know of is to use proper fighter cover to kill the evaporators to kill them before the sw-ships activate.

Not that I mind, I don't use class-3 :grin:
steven1982: Well lol doomstar was talking about the dreadnought shockwave (which does 1 damage to 100 ships) offcourse this only works if dread fights class 1 directly, then the dread kills 126 class one ships :grin:.

However i am not sure about what i say now:

If you have one fighter, the evaporator allready had his turn, so if the dread/cyclops/spectre uses his special ability in another class when class 1 battle allready happend, i believe that the evaporator is not effective.

NOT SURE about above, admin pls tell me.

Greets
Weylyn: I beleive the evaporator had a trigger that killed any ship that midifies it lp. That would mean that any evaporators surviving the class-1 battle would be effective. And hey, this is Ideal for protecting my penguins in a C1vC3 strike.
steven1982: @weylyn

"trigger_destroy it modifies AP and LP by -5000/-5000 of 1 ship of any ship-type in the enemy fleet in the same class "


That would mean it only destroys special ships if they are fighting against his class if i am not wrong.
KEPcH: If anything needs to be changed it's the mp: 12mp and you can wipe out a dreadnought??
Don't even try to make me see the balance in that.
blackmagic: Well, it is a class 1 ship. So, naturally the mp will be low.
LOL I find this very amusing because i have never seen this ship anywhere. Else, i might have posted earlier. :grin: This is a very interesting ship, but i wonder whether it could be abused in its use against higher classes.


BTW I don't understand why the battle syntax repeats twice. Does it attack twice? I think this ship would be more balanced if it maybe seld destructed or something. That way the person with the higher class my have some chance and the person using it has a certain amount of risk involved =)
spacetrace: there are two trigger because it shall be sensitive to cycplops too...
steven1982: I have fought this ship a couple of times as a deathadder, it is a real cool ship and nicely balanced, and basic of it is quite simple if you attack it (dread/cyclops/spectre, or normal shot), it destroys 1 ship in the class it is fighting in, so if you are terribly afraid to lose your dreads, just be sure you have a class 1 available to keep your dread e.g. save. This ship is meant to get the highly used class 3 fleets more vulnurable, and forces people to use class one. So the "easy" class 3 fleet becomes a bit harder to handle, therefor not only the ship is balanced, it also helps balancing the game :grin:.

Metody I The Evil: ah, this ship is the cheapest way to destroy a defensive array :D Nice. Well, since it destroyed me Defarray... guess not so nice ;)
The Flying Ace: An evap took out my array too.... I know it sucks, but the odds are against it happening.

I tried two evap attacks on an empty base with three motherships and an array, and once his research center went first and the next time his shipyard went first :(

Its not a very reliable way of taking out arrays.
Rubens: Mmmm i think u are wrong. The evaporators do NOT attacks buildings...
Metody I The Evil: one battle report is worth a thousand words ;)

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

1 defensive array defends in class 3: 1 ship
1 defensive array defends in class 2: 10 ships
1 defensive array defends in class 1: 50 ships


1 reconstructor reactivates in class 3: 2 ships
1 evaporator destroys 1 ship


losses:
you :
1 defensive array
The Flying Ace: if this ships LP or AP are increased or decreased it modifies LP by -5000 of 1 ship of any ship-type in the enemy fleet in the same class but some ships and buildings are immune against this effect
battlemessage: "evaporator destroys ... ships"
(battle engine syntax: trigger_plus@kill,enemy,1,this,all,evaporator destroys)
trigger_destroy it modifies LP by -5000 of 1 ship of any ship-type in the enemy fleet in the same class but some ships and buildings are immune against this effect
battlemessage: "evaporator destroys ... ships"
(battle engine syntax: trigger_destroy@kill,enemy,1,this,all,evaporator destroys)
The Flying Ace: No, I used plenty of evaps. Believe me, if they could take out a shipyard/research center, I would have.

What happens is, the evaps fight in order. How about this:

Allied fleet one:
20 evaps
100 destroyers
1 mothership

Enemy fleet one:
10 apollos
1 cyclops
9 cruisers
1 mothership

In this fight, the ships will all get into their order and start fighting. The evaps will start fighting against the class three, doing nothing until the cyclops gets its turn.

If: The cyclops goes first, all the class three in the enemy fleet is destroyed. No apollos get a turn, so no destroyers are killed. No cruisers get a turn either, so every evap destroys a ship per the cyclops.
If: The cyclops goes last, All apollos would fire off, destroying the entire allied class two, and all the cruisers would kill and evap before the evaps operate, so only 11 evaps would kill class three ships.

Same goes for buildings. Four evaps against shipyard, research center, array, and twg.

Array goes first, array dies.

Shipyard goes first, all evaps try to kill the shipyard with no success, so no evap will get a shot at the array, even though the array modifies the evaps.

I dont think that evaps are too powerful. If people would pay a bit more attention to their fleets, they would find that evaps would be easy to counter.

I personally am stunned that there are so many "experienced" players out there that load their mp all into a single fleet, and hope for the best. Two fleets is good, but three is even better. Three fleets can almost ALWAYS cut one fleet down to the mothership, evaps or no.

The trick is balance. You need to take advantage of all three of your classes to have a strong fleet setup.
Metody I The Evil: wait a sec, this doesn't make any sense:

You : Say, 20 evaps
Enemy : Defarray, Research Centre, Shipyard, TWG, etc.

Defarray modifies ALL evaps
====> thusly: they should wipe out the entire base. Every evap does
more damage than any building's LP, so, what, you need ONE per building.

The battle-order is of no signifficance in this particular c4 battle - cuz there's nothing to acually destroy your evaps in the c4 combat (unless he has time slippers - duh!) - besides the def-array. The other buildings act as mosquitoes (if "act" is a good way to describe "doing nothing" :lol: ), so the defarray shoots ether first, or, after the first evap does it's what, one damage ;)

So it either should be that 20 evaps will wipe out a base (or just 4 evaps for that matter). If they can not, it's a bug ;)
-or-
The evaps shouldn't kill buildings, especially def-arrays. So since they do, it's a bug again.
The Flying Ace: No, you dont understand.

SOME ships and buildings are immune to the evaporator.

Research center and shipyard happen to be immune. (Not sure on the transwarp gate, Id have to do some experimenting if I really cared to find out.)

All I was pointing out was that the order of the battle is everything. If a shipyard happens to be first in line, every evap will try to kill that first, and they will not move on until it is gone. Just like holo clones against 50 cruisers and a flamingo. If they attack the flamingo first, your holo clones are absolutely useless.

The defense array happens to be vulnerable to evaporators, why is that a bug? It was designed that way.
Spyder: The twg goes too, as do any other nice class 4 that happen to be in base.
But really, I have had stuff in base knocked out by timeslippers, I dont see the problem.
Metody I The Evil: ahh, you meant "went" as in being first in the battle order, not being destroyed ;) I thought you said "went" as in "you've wiped out those buildings" :)6
Besides, I think the evap was intended as an anti-swank, rather than a def-array buster. Anywho, since it is indeed hard to get to the defarray by chance,I guess it should be considered a minor inconvinience ;)
Rubens: OHH conclusion...
RC and SY are inmune to evaporators;)
Metody I The Evil: nah, real conclusion: "One fighter can no longer be considered enough for a reliable c1 base *plug* against one enemy fleet, if you have a defarray... and don't feel lucky"

One q: what are the odds of a fleet which has 176 class1, of which only one is an evaporator, of that evap being in the 50 ships the defarray destroys, and, at the same time, the defarray to be first in the battle order in c4 (e.g., out of four buildings) ;)
Skyfreak: like i said

conclusion about this topic is in my view

24 mp for evaporator

my view that is lol
Spyder: Nah, it's balanced already, heck fighters kill it easy, its not an easy ship to use by any measure, just very effective on occasion.
Mighty: swank killer :P
Spyder: yes, it is a swank killer, but it has to survive a class one or two battle in order to do damage, unless of course its fighing a naked swank, ie

0-0-50-1

so the naked swank is more dangerous, but more imperilled, fair enough.

Smart swankers, of which there are few, only use the naked swank in special circumstances.
Rubens: Question

2 evaps and 1 MSvs 1 crusero and the entire base including a defensive array


The evaps should kill the crusero right? They would be modified my the DA...
spacetrace: the base buildings are evaporator proof
Rubens: "the base buildings are evaporator proof"


How can that answer my question?
Connor McCloud: "Question

2 evaps and 1 MSvs 1 crusero and the entire base including a defensive array


The evaps should kill the crusero right? They would be modified my the DA..."



No, you would lose 1 evap to the cruiser , and the DA would trigger the other evap , But the Evap will shoot into C4 because it is triggerd by a C4 if the Evap attacks the SY or RC it won't kill nothing

Greetz Connor :)6 :)6 :)6
Rubens: Thats why i put 2 evaps.
Well you had experiencie about it? If that is like you said it seems pretty nice to me hehe

So 5 evaps vs 1 crusero the DA and 3 MS. without SY and RY
The crusero would be alive but i will kill the c4?:D
luc45st: Class 1: 5 evaps vs cruiser
cruiser kills evap --> evap special kills cruiser
losses: 1 evap, 1 cruiser

Class 4: MS vs DA, 3 MS
DA special kills all evaps --> evap special kills four Class 4s
losses: 4 evaps, 1 DA, 3 MS

So the cruiser would die AND u would kill the c4 :)
Connor McCloud: sorry you are wrong 1 cruiser would be allive cruisers don't modify the evap so not much will happen to the cruiser :)20 :)20 :)20
Scolar Visari: "

Class 1: 5 evaps vs cruiser
cruiser kills evap --> evap special kills cruiser
losses: 1 evap, 1 cruiser

Class 4: MS vs DA, 3 MS
DA special kills all evaps --> evap special kills four Class 4s
losses: 4 evaps, 1 DA, 3 MS

So the cruiser would die AND u would kill the c4 :)"



no.. not all c4 would be destroyed.. the Shipyard and Research center i think wouldnt be killed.. but DA and MS would die :D
Rubens: To Scolar and our guest is like this

5 Evaps 1MSvs 1 Cruiser 3MS 1 DA (NO SY OR RC)

c1 vs c3
4 evaps left

c4 vs c4
The DA destroy all my evaps but those should destroy 4 enemy's vessels, so i destroy the 3 MS and the DA.

Actually its like this in the universe...
Now reading and reading the syntax i think there is a missing word, i dont know what Spyder(if is here) or Connor could think.
If it says "in the same class" it should attack class by class, i mean the DA modifies the Evap and it should destroy first 4 ships in C3.
Like 2 evpas 1flamingo vs 1 destroyer 1 cyclop. The evap modified should destroy the c2 first.
I think it should change like "in the enemy fleet in the class it was modified" or something like that....I think...just that:P
DavAlan: "no.. not all c4 would be destroyed.. the Shipyard and Research center i think wouldnt be killed.. but DA and MS would die :D"


Actually the SY and RC are immune to the evap 0_destroy retal. And should the evaps target one of these before the other c4 then all the evaps will attempt to kill the SY or RC (and fail). So the killing of any c4 would stop there.

ex. evap hits an ms (kill), the DA (kill) then the SY (fail) and any other c4 will never get hit as the evaps would not "move" to the next c4 until killing the current one.
Connor McCloud: Correct Rubens there is missing something :
if this ships LP or AP are increased or decreased it modifies LP by -5000 of 1 ship of any ship-type in the enemy fleet in the same class where the Evap fights against but some ships and buildings are immune against this effect
Marked the missing part in red ( at least this is how I know it works )
DavAlan: For accurracy change that to: that modified the evaporator
Rubens: Exactly, thanks to Connor and Dav
Lets wait the admin changes it...to make a ST easier and better:)
spacetrace: yeah , i will change it :)12
blackmagic: such a thourghly discussed ship! O.O

I read the description of the ship that I wrote so long ago. Its ok, but now it seems kinda... blah.

Here is a strange sci-fi-ish way to describe the ship! ^^P Extra tat could be added to the description or read just for fun. ENJOY!!


The evaporator is an intergalactic ship with quad ion-emitting engines for thrust. Created on a secluded pre-warp, in top secret move by the Eray Command Nexus , the ship was a retaliatory step against recent strategic moves made by opposing governments. With an increase in flagships dominating the use of more mobile fighters, the battles consisted of sheer power rather than overwhelming the enemy by mass units. To gain back the initiative in mobility and faster production, the evaporator was brought into light. Knowing that the larger ships used stronger armor, a different approach was needed to penetrate the ships without increasing the size of the evaporator. In a breakthrough, a lone researcher discovered that they could absorb, emit, and weaken the enemy from the enemy's own weapon. By using a plasmic modulator and a modified Xoutory crystal armor, the evaporator can absorb some of the attack and then use the energy to power up a subspace, frequency holo-beam to disturb the opposing ship's shields. While the enemy try to remodulate their shields, the evaporator uses the remaining energy to active a holodrain device that destroys the enemy ship. There are two transistors for the holodrain device as the evaporator can be attacked by two common weapons. One is by brute force and the other is a usually some type of energy weapon that tries to destroy or modify the enemy ship. In anycase, the holodrain device with compensate by shifting transistors to forcefully rearrange the energy source to power the holodrain device.
In battle simulations, this ship proved valuable in situations where a lack of other smaller ships was present. Thus, being able to attack the larger ships. Logically, if a smaller ship tried to attack the evaporator, the evaporator will have a smaller retaliatory force in which to attack back due to the fact that it can only redirect power.
Although the ship has been used todestroy bases the ship failed because the small arms that these buildings were equipped with were not enough to scratch the extremely tough armor. So, use against buildings is discouraged.


TechServ Datalinks
-Ship analysis by Blackmagic of Shadowball
spacetrace: love it , i will add it to the ships description :D
blackmagic: WELL..... Isn't tat great?? LOLs i guess it sounded alright! YAY! i just wrote as it came to my head. Guess i must have a knack at this. Shall i write one for other ships as well?
admin: yes, cool description... we added it:
http://manual.spacetrace.org/tec.php?details=1&tec_id=158&techname=evaporator&
admin: "Revised version:

"Evaporator (class 1 ship)
These ships destroy a ship of any class if it gets modified. Therefore it is very effective against swank setups and is often described as a 'swanker's worst nightmare'. Such ships such as the cyclops and apollo cruiser, which modify to destroy other ships, will be eliminated against an evaporator. 20 evaporators vs. 20 cyclops, will result in a loss of 20 cyclops. It is an excellent ship, and also has the ability to completely destroy ships which do not modify on their own."

"

admin: "Evaporator is basically just an expensive fighter that costs a lot and has some special ability.
So you need 2 regular fighters to kill it and you can kill one fighter with one evaporator.
Special powers;however If evaporator attack points(AT) or life points(LP) gets modified then evaporator will destroy that ship that modified his AT or LP.
By modified that doesnt mean that fighter shoot at evap and his LP was modified.If evap will be shoot by fighters or any other normal ship evap will behave like normal ship.
But If something would raise or reduce his LP or AT,some ship like sporator,cyclop,spectre then evporator will kill that ship.If more evporator will be modified they will all shoot to kill enemy ships in that class where did the modifying ship come from.For example If spectre will modify 1000 c1 ships and you have 50 evaporator then those 50 evaps will shoot in his c2 destroying 50 of his c2 ships.
Evaps will kill enemy ships even if they are triggered in another subbattle.For example again If that spectre would fire in class 2 vs class 2 battle and this way triggering those 50 evaps,they would again shoot and destroy 50 enemy c2.
And If owner of spectre would have 50 of his evaps and would trigger them with spectre they would also be fireing into your c2.

Hope this helps"


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

Attack/life: 0/10
Manpower: 45

Researchtime: 2 d
Buildingtime: 12 h


e-ray-Technology
Needed research:
holo technology

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

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

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

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

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

This ship is fantastic at foiling precision strikes.

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

For example, say I am attacking this:

100 10 40 1

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

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

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

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

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

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



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

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

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

they don't have the 'stay' syntax in the modifier, so they vanish at the end of battle

emp-fighter
emp-fighter (class 1 ship)
Capable of jamming one enemy ship.

Attack/life: 0/1
Manpower: 1

Researchtime: 3 h
Buildingtime: 10 h


kazuuula-Technology
Needed research:
emp technology

Battle details:
  1. fights
    (battle engine syntax: f)
  2. jams 1 ship in the enemy fleet in the class it fights with and you get back the initiative
    battlemessage: "EMP-fighter jams ... ships"
    (battle engine syntax: jam,enemy,1,this,EMP-fighter)

  —> Forum Topic about this ship
mackman: Jamming ships are to use with other ships.Example:50 multi emps 400 eagles.Like that!

mine-deployer
mine-deployer (class 1 ship)
This ship deploys a mine (0/1) between the enemy ships of class 2 that deals 10 damage to an enemy ship.

Attack/life: 0/1
Manpower: 4

Researchtime: 1 d
Buildingtime: 10 h


mycilloid-Technology
Needed research:
improved targeting

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

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


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


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


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

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

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.

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.

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.

holo-generator (class 1 ship)
This ships creates 10 holo cruisers (0/1) in the enemy class 3 and 1 holo mothership (0/1) in the enemy class 4

Attack/life: 0/2
Manpower: 25

Researchtime: 1 d
Buildingtime: 12 h


e-ray-Technology
Needed research:
science recycle methods

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

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

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

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

this came up after a discussion about a new holo-generator:
/forum/viewtopic.php?t=7331

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

penguin
penguin (class 1 ship)
A stronger fighter, that recycles itself at the end of any fleet confrontations (caution! recycle!) recycles only if a class 4 battle happens

Attack/life: 4/1
Manpower: 1

Researchtime: 2 d
Buildingtime: 12 h


mycilloid-Technology
Needed research:
science recycle methods

Battle details:
  1. fights
    (battle engine syntax: f)
  2. 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_once,4,recycle,self,all,1,penguin)

  —> Forum Topic about this ship
admin: your pengs only recycles if your own class 4 fights. so this can be used as a good defense, but can be countered by someone with
holo-generators

see /man/tec.php?search=holo-generator
Senor: I think I lost BE from penguins recycling. This looks like a bug?

.......................................................................................
your class 1 vs enemy class 2: V ^
you:
300 fighters
400 interceptors
100 penguins
1 hammer
enemy:
4 infantry transports
4 tank transports

8 fighters vs 1 tank transport
6 fighters vs 1 tank transport
6 fighters vs 1 infantry transport
5 fighters vs 1 tank transport
3 fighters vs 1 tank transport
6 fighters vs 2 infantry transports
4 penguins vs 2 tank transports
6 penguins vs 3 infantry transports
2 fighters vs 1 infantry transport
2 penguins vs 2 tank transports
1 penguin vs 1 infantry transport


losses:
you :
-
enemy :
4 infantry transports
4 tank transports
battle experience in this subbattle:
+32

your class 2 vs enemy class 4: V ^
you:
101 destroyers
enemy:
1 shipyard
1 research center
1 transwarp-network

101 destroyers vs 1 shipyard


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

your class 3 vs enemy class 4: V ^
you:
1 cruiser
enemy:
1 shipyard
1 research center
1 transwarp-network

1 cruiser vs 1 shipyard


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

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

battle experience in this subbattle:
0
summary:
your losses:
class 1:
100 penguins

enemy losses:
class 2:
4 tank transports
4 infantry transports

battle experience: -68

you are in ruthless mode the enemy got 68 battle experience
Your battle experience: 0
Alliance battle experience: -912

lucy device (class 1 ship)
This mighty EMP-device, that can jam three enemy vessels, is carried by two fighters. It can only be used once. After the battle only two fighters remain

Attack/life: 0/1
Manpower: 2

Researchtime: 2 d
Buildingtime: 12 h


kazuuula-Technology
Needed research:
science recycle methods

Battle details:
  1. jams 3 ships in the enemy fleet in the class it fights with and you get back the initiative
    battlemessage: "lucy device jams ... ships"
    (battle engine syntax: jam,enemy,3,this,lucy device )
  2. at the end of battle it evolves into 2 fighters (1/1)
    (battle engine syntax: evolve,fighter,1,1,2,)

  —> Forum Topic about this ship
admin: what was about this ship?

i cannot find the old posts
T2: Description says 2 fighters are req'd to carry it but the syntax says it evos into 2 fighters.
Can these ships travel in a fleet without the aid of fighters or do you need 2 fighters / Lucy to "carry" it to battle?
Rubens: "Description says 2 fighters are req'd to carry it but the syntax says it evos into 2 fighters.
Can these ships travel in a fleet without the aid of fighters or do you need 2 fighters / Lucy to "carry" it to battle?"



I think its like this...
Its a normal ship (and quite old) that you have in your fleet on c1 with or without fighter, then after the first battle it disappears and becomes in 2 fighters. Its really hard to use...you need a battle situation of 2 consecutive battles or use it vs many c1...is good vs interceptors nanobombers for example...if they are many...but it will just work 1 battle, the next you will only have fighters
T2: Ok...got it....sounds like it would be good against intercepters...or at least not bad...and you get a fleet of fighters after battle to run away with before BP runs out :).
Actually, I guess it's not too bad a ship...not too sure if I would use it but at least for your 2 mp you get 2 fighters in the end...sounds fair....
Rubens: i would ask for some on prewarp planets etc... but this is a normal ship right? because years ago it was directly into the game...

And yeah give us some on planets because people of another raze should experiment with it
T2: Admin...I have played with this ship a little bit and I love it !
Any chance it will be incorporated back into the game at some point rather than be delegated to the pre-warps only?

class 2 ships
destroyer
destroyer (class 2 ship)
A medium sized battle ship. A destroyer is always a good standard attack ship

Attack/life: 10/10
Manpower: 8

Researchtime: 1 h
Buildingtime: 10 h


Needed research:
shipyard

Battle details:
fights
(battle engine syntax: f)
 
  —> Forum Topic about this ship
nakito: Which is the different between The Destroyer and The Frigate???? The have the same A/D points, but The Frigate use more MP
Metody I The Evil: The frigate destroys 2 class1 ships with it's extra laser guns :smile:
BladeTech: which would u say is better?
BladeTech =)
Metody I The Evil: It depends...
The Frigate is usefull when the enemy had more fighters than you for example, but in class2 you can compensate that :wink:
Manyac: I use both, the best thing is a mixture
Metody I The Evil: You're right, mixture allways is better...
Mixture -> Flexibility -> Possibility -> Versatillity -> Usability -> Reliability -> Victory :grin: :grin: :grin:

Manyac: I like your Chain of Words, especially the last one!
BladeTech: true. it is an awaesome word chain. lol. =)
BladeTech
Metody I The Evil: 10x... BTW I also like the last word of the chain :grin:
BladeTech: lol. =)
BladeTech

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

mobile repair bot
mobile repair bot (class 2 ship)
Repairs one class 2 ship. The ship that is under fire gets back its full lifepoints

Attack/life: 1/10
Manpower: 5

Researchtime: 1 d
Buildingtime: 12 h


nanite-Technology
Needed research:
improved computer technology

Battle details:
  1. fights
    (battle engine syntax: f)
  2. repairs the actual target ship of any ship-type in your fleet
    battlemessage: "unit repaired"
    (battle engine syntax: repair,self,all,unit repaired,n)

  —> Forum Topic about this ship
Iain: Sounds like a good idea.....

:grin:
Metody I The Evil: Hmmm.... I have my doubts about the new repair-abilities of this ship, e.g. it no longer repairs ships with 0 points. Now a bot/destroyer fleet suffers from destroyer-only one...

_________________
_____________________________________________
"Unity creates power"
Khan Kubrat to his 5 sons

kamekaze6: it s not as good as it used to be. now there isn t a good class 2 reconstuctor either we make a class 2 reconstructor a good one not like the minor reconstructor. so either do that or make the mrb fix 0lp ships. either way that gap in the game must be filled
fleetleader: What now it dosn't heal ships!
fleetleader: would it heal ships after a dreadnots shocwave hit? Adimn plese answer
5th special forces: I'm for it. let it in.
spacetrace: *
the name of this forum is:
All existing Technologies

*
it is a clss 2 ship, it can only repair class 2 ships


fleetleader: I mean do it now not heal ships with 0 lp?
Cloudgatherer: Could someone give me an example of how this ship works & what it does?

I found this but it is really dated and I am not sure if anything has changed since it was created:
/forum/viewtopic.php?t=2151&highlight=mobile+repair+bot
admin: if you use the manual search, you find the actual details of this ship:
/man/mansearch.php
you find:
/man/tec.php?techname=mobile+repair+bot&search=mobile+repair+bot&tec_id=125

so it is still the same"battle details:

fights
(battle engine syntax: f)
repairs the actual target ship of any ship-type in your fleet
battlemessage: "unit repaired"
(battle engine syntax: repair,self,all,unit repaired,n)
"


the repair syntax is explained in the Wiki on the page Special ship abilities

http://wiki.spacetrace.org/index.php?title=Special_ship_abilities
Cloudgatherer: So... Sorry to noob it up here but it was asked before and never answered: will it or will it not repair a ship @ 0 LP? I am still not very clear on how this ship works besides "repairs the actual target ship of any ship-type in your fleet"... Maybe something is being lost in translation but that still leaves me wondering the details of the functionality of this ship. Maybe I am just slow. Will a MRB repair another MRB? Will it repair a Destroyer that was fired on by another Destroyer?
ncaries: "reconstruction

a reconstructor-ship reanimates disabled ships (ships with 0 lifepoints). ships with less lifepoints than 0 are completely destroyed and cannot be reconstruted. examples: - a destroyer that was hit by a destroyer has 0 LP and can be reconstructed - a fighter hit by an eagle (2/10) cannot be reconstructed because it has -1 lifepoint"

(http://wiki.spacetrace.org/index.php?title=Special_ship_abilities#reconstruction)


so it does what you ask, it repairs a destroyed thats hit by a destroyer!
Senor: It doesn't use the reconstruction syntax, but the repair syntax.

from the wiki:
repairs your ship that is the actual target of your enemy in your fleet back to full lifepoints (AP stay like they are).

I think it also works on ships with 0 lp, but maybe an admin can confirm this.
spacetrace: it is not supposed to repair a ship with 0 lp
Cloudgatherer: If it doesnt then how is this ship suppost to be useful? It seems it would only be worth a damn against an Eagle fleet and even then it seems like a really crappy alternative to the SG.
spacetrace: it's pretty balanced and it's doing great in several fleet setups...

if you wanna rant about something , try this one: /forum/viewtopic.php?t=1018 ;)

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)

eagle
eagle (class 2 ship)
Modified destroyer with a smaller cannon

Attack/life: 2/10
Manpower: 4

Researchtime: 2 h
Buildingtime: 11 h


kazuuula-Technology
Needed research:
advanced tactics

Battle details:
fights
(battle engine syntax: f)
 
  —> Forum Topic about this ship
Rubens: modified the cannon of the destroyer, how? this only is a lie :)27
darklim: One little destroyer...
One of the ship of the mortal combo...
The Wasp and Eagle is one of the Best combination...
But is weak to fight my Fleet...
And the combination is... A SECRET
Rubens: i not are a loooooooooool how you i only read bad, but the eagle fleet is best if add a shield generator spectres multi emp vessel and plasma emitter and minor reconstrcutor if you re kazzula, and campaign ship if u re e-rays, if u re mycioloyd you get out the shield and the spectres and add missile luncher and 1 or 5 sporators. the sporator sometimes if bad if u have 5 if you have 4 is good but useless but oly with 1 the apollo cruseros and the destroyers are nothing,but only the dreghnauts can destroy u but if you send u flrrt to a the black hole if the dreaghnauts havent a class 2 then the yours destroy he and with manyyy points. Only the dooms can destroy you
darklim: You wrong
Many fleets can destroy an Eagle, Wasp, Shield Generator fleet.
JaM: Destroyer fleet for example. This way the Shield Generators are useless.
Rubens: yes u are right but i say sporators, and the troika with a hammers, the vessels,kamis, penguins the apollo cruseros, the dreaghnauts, the doomstar and the same fleet but with minors can destroy this fleet. but the troikas fleet many player should use but they never think in this,the apollos only same players use this and the very preocupation is the dreaghs but if u re micyoloid and you build penguins sporator hammers, troikas eagles wasp, minnors cyclops apollo and major wow is good

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

fairchild (class 2 ship)
Standard class two attack craft, counterpart of the eagle, this ship has a large cannon, but due to weight of it, has less armour. Counterpart to the Eagle, This standard class two attack ship has a much bigger cannon, but smaller shields.

invented by morrowind 2006-06-16 14:24:29

Attack/life: 20/5
Manpower: 12

Researchtime: 2 d
Buildingtime: 12 h


kazuuula-Technology
Needed research:
advanced tactics

Battle details:
fights
(battle engine syntax: f)
 
  —> Forum Topic about this ship
Rubens: Still i wouldn add it...it just work with an sporator so if you are e-ray ypu cant use it and vs c3...
DavAlan: Seems like good potential to me...it can kill a cc module or graze reactor but, as a trade off, will generally not be reconstructable ;) while most c2 it kills are also not reconstructable. Add some wasps and, lol look out c3 spammers :P
Not mine but, congrads to the inventor whoever that is ;)

IMHO the more simplistic inventions have the greatest effect on future strategies. ;)
TogiraIkonoka: Lol, Double description was a fualt on my part making the thing. Only bottom one should be there..anyway..Made this as a standard class 2 ship to fight c3 if you use it right, and 9/10 times you cant reconstruct it, so gotta use it carefully :)

protector (class 2 ship)
This vessel is needed to escort class2 convois. It is immune against distance fire.

Attack/life: 10/10
Manpower: 10

Researchtime: 1 d
Buildingtime: 12 h


e-ray-Technology
Needed research:
improved field theories

Battle details:
  1. fights
    (battle engine syntax: f)
  2. is immune against the destruction effect
    (battle engine syntax: trigger_0_destroy)
  3. is immune against the kill effect
    (battle engine syntax: trigger_0_kill)
  4. cannot be modified by + or -
    (battle engine syntax: trigger_0_plus)
  5. cannot be modified by any factor
    (battle engine syntax: trigger_0_multiply)

  —> Forum Topic about this ship
Inatic: i don't understand this ship,
what is distance fire?
ilofuyci: Basically anything that isn't a fight command.

Look at the syntax of the ship, it sets to 0 anything that tries to hurt it with something other than just a straight fight.

So for ships that target c2 from a different class, most notibly the Apollo cruiser, which sits in class 3 and kills class 2 ships, this one will still be standing when the dust clears.
Jack09: Well than is this the problem solver to the apollo cruiser?
ilofuyci: Perhaps not 'problem solver', but having some of these in your fleet against an Apollo may even things up. Apollo might just kill everything else, but at least you'd still have c2 cover, in the event of a follow up fleet.
spacetrace: maybe it would need some drawback against normal ship. Like AP/LP : 10/8
ilofuyci: I can't figure out if these can be reconstructed, or not. If the reconstruct does not work on this ship, than I'd say it's fine, as a destroyer will take it out, and it's gone. And it's 2 MP more than a regular destroyer.
<BR/>
If it will be reconstructed, then yes, make it 10/8, so it'll be gone for good, if shot by a destroyer.
<BR/>
Perhaps also lower AP. This isn't so much a combat ship, as it is a strategic ship. It's not there to shoot the enemy. It's there to survive the enemy attack. So probably doesn't need that big of a weapon.
Inatic: ow okay,
sounds good
colinthecorgi: Make it
5/10
10MP

It will be somewhat like a blockade runner.
I wonder if it is immune to sabotage fighters, mines, shock-wave cruisers etc? The MP needs to be considered carefully. If it is immune to the above+apollos, then 5/10 definately, not 10/10. Also, 10MP? 11MP? 12MP?

Needs to be discussed, then we bring it in.
Next is a c2 evap, 10/10?
Failtrip1: This ship was all ready on prewarp.As for immnune thing goes its immune to everything but fire power.Everything means DA,doomstar,everything...
Failtrip1: "Apollo might just kill everything else, but at least you'd still have c2 cover, in the event of a follow up fleet."


Im just going to hit a swank fleet with this protectors and here is how I see it should work.
In theory if let say 30 Apollo's would hit your 30 protectors and 100 destroyers and first hit from those Apollo's would be your protector then all 30 Apollo's would hit that first protector.You wouldnt lose even one destroyer in the fight.
But ST proved to be tricky so Ill just hit that swank and see what happens.

Edit:

I was wrong about number of ships that Apollo destroys.Right goes like this:
If first what Apollo hits are your 10 protectors then nothing will be destroyed.But since in ST ships are very well shuffled you BR will look like this:

your class 2 vs enemy class 3:
you:
78 eagles
73 multi-emp-vessels
7 holo-clone-ships
24 shield generators
41 wasps
29 escort
40 protector
1 fairchild
enemy:
16 cruisers
2 cyclopses
5 apollo cruiser

1 apollo cruiser destroys 6 ships
1 apollo cruiser destroys 3 ships
8 cruisers vs 8 protector

If BR is to much just delete it admin.

shield generator
shield generator (class 2 ship)
A defense system that detects impacts on your ships. If a ship is not destroyed,
It immediately generates a shield around it. If the first hit destroys the ship,
The shield comes too late to save it. If a ships is protected this way, it is dimensionally displaced and keeps alive
A sub-space carrier wave to the remaining ships nearby (in the same class). If all other ships in that class are destroyed, it looses the carrier wave, thus it
Cannot return to normal space directly. In that case it will return at the end of battle.

this ship is a bit complicated but it is a useful ship, that allows some nice combinations.
here are some some examples:
  • the enemy has only destroyers (10/10) and you have some destroyers and shield generators, the enemy would kill any ship with a single shot. that means the shield generators would have no effect.
  • the enemy has eagles (2/10) and you have some destroyers and some sg. in this case the eagles would not kill your destroyers with one shot, that means that your shield generators will detect the impacts and would save some of your destroyers (they are really invincible for that battle after the shield started)
    the same would happen if the enemy had fighters (1/1)
  • the enemy has 1000 fighters (1/1) and you have 2 shield generators and 2 destroyers ( but no class one).
    that means that his fighters will directly attack your class 2. the fighters will cause impacts on your destroyers and the
    two shield generators will save 2 ships of your class 2, but all other ships are lost. the shielded ships are put out of the 'einstein-space-continuum' and cannot return to it during this battle.
    if the enemy would have some destroyers in that fleet too, they would be able to attack directly your class 3 as class
    2 is empty.
    after the whole battle the 'lost' ships will return.


Attack/life: 0/2
Manpower: 4

Researchtime: 1 d
Buildingtime: 10 h


e-ray-Technology
Needed research:
improved field theories

Battle details:
tries to generate a shield around one ship in your fleet in the same class it is fighting
battlemessage: "shield generated"
(battle engine syntax: shield,1,shield generated)
 
Following researches:
e-ray-Technology flamingo - 24 h

  —> Forum Topic about this ship
spacetrace: often we recieve questions about the shield generator.

the manual says:
"shield generator (0/2) 4 improved field theories

a defense system that detects impacts on your ships. if a ship is not destroyed, it immediately generates a shield around it. if the first hit destroyes the ship, the shield comes too late to save it. if a ships is protected this way, it is dimensionally displaced and keeps alive a sub-space carrier wave to the remaining ships nearby (in the same class). if all other ships in that class are destroyed, it looses the carrier wave, thus it cannot return to normal space directly. in that case it will return at the end of battle"



we must admit that it is confusing, but it is a cool ship, that allows some nice combinations so we did not removed it from the game.

i try to show its function on some examples:

->
the enemy has only destroyers (10/10) and you have some destroyers and shield generators, the enemy would kill any ship with a single shot. that means the sg would have no effect.

-> the enemy has eagles (2/10) and you have some destroyers and some sg. in this case the eagles would not kill your destroyers with one shot, that means that your sg will detect the impacts and would save some of your destroyers ( they are really invincible after the shield appears; for that battle)
the same would happen if the enemy has fighters (1/1)

->
the enemy has 1000 fighters (1/1) and you have 2 sg and 2 destroyers ( but no class one).
that means that his fighters will directly attack your class 2. the fighters will cause impacts on your destroyers and the two sg will save 2 ships of your class 2, but all other ships are lost. the shielded ships are out of the 'einstein-space' and cannot return to it during this battle.
if the enemy would have some destroyers in that fleet too , they would be able to attack directly your class 3 as class 2 is empty.

after the whole battle the 'lost' ships will return.
...............................

this ships is a bit special, but it is not a MUST for a fleet.
if you think it is too complicated just leave it :smile:

RJSm1th: Can a shield generator protect another Shield generator?

What if It is protecting another ship already could it be protected then?

admin: no:
one shield generator protects only one ship, if you are lucky, cause only ships can be protected, that were shot at (that lost min. 1 LP) and didnt die.
sure any kind of ship can be protected so they protect other shield generators too (maybe even themself? i'll ask the other admin)
Anonymous: it is like this:

the enemy shoots at a ship ( randomly ) (i call it XXX)
if this ship isn't destroyed and on your side a shield-generator takes its turn, ship XXX will be shielded.
Frederik: So if your fleet only has one shield generator it can survive a fighter attack? (and it will skip the class2 battle).


RJSm1th: No, no. You missunderstood my question.

fleet A = Attacker.
fleet B = Defender.

Fleet A attacks with fighters. Fleet B has no class 1: but 2 Shield Generator Ships.

Fighters beguin thier attack and ships start dissappearing as they take the first hit from a given fighter. (SG1 is protecting them) then SG1 takes damage and is in turn protected by SG2. does this disable the protection of the ships protected by SG1 as it is now in another demencion or some such?

Also it would take 10 fighters to destroy 1 DD, but if an SG ship keeps poken em into a safe pocket do the fighters # 2-9 get to move on or are they commeted to thier target ship which just slipped out of thier grasp?
spacetrace: "
No, no. You missunderstood my question.
"



oh, sorry...

"
fleet A = Attacker.
fleet B = Defender.

Fleet A attacks with fighters. Fleet B has no class 1: but 2 Shield Generator Ships.

Fighters beguin thier attack and ships start dissappearing as they take the first hit from a given fighter. (SG1 is protecting them) then SG1 takes damage and is in turn protected by SG2. does this disable the protection of the ships protected by SG1 as it is now in another demencion or some such?
"



it is more like this:
fighter (A) shoots at sg1 (B)
sg1 (B) protects itself
next fighter (A) shoots at sg2 (B)
sg2 (B) protects itself....

"
Also it would take 10 fighters to destroy 1 DD, but if an SG ship keeps poken em into a safe pocket do the fighters # 2-9 get to move on or are they commeted to thier target ship which just slipped out of thier grasp?
"


fighter 2-9 will shoot on another target (if there is one left.
RJSm1th: Oops,
I should have said fleet B had a dozen DD's and 2 SG's. At the opening of battle 3 of the DD's are hit by fighters. Then SG1 gets hit, another 2 DD's then SG2 is hit. Would DD's 1-3 loose thier protection as both SG's are now no longer in normal space? Can teh remaining 7 DD's be shield now that both SG's are under protection?

However I think I see what would happen now.
the First 5 DD's and the 2 SG's are safe till later, the last 7 DD's are dead.
Metody I The Evil: I didn't quite get that... The manual says

"a defense system that detects impacts on your ships. if a ship is not destroyed, it immediately generates a shield around it. "


does the ship automatically shield the damaged ships, or does it have to take it's
turn? I hope it's the first, but I think it's the second / :sad: / ...

"The thoughts are very often opposite to the hopes"


_________________
_____________________________________________
"Unity creates power"
Khan Kubrat to his 5 sons

Cloudgatherer: "does the ship automatically shield the damaged ships, or does it have to take it's turn?"


I, too, would like to know this.

HQ invader
HQ invader (class 2 ship)
This ship carries 120 capture the flag troopers

Attack/life: 0/10
Manpower: 150

Researchtime: 1 d
Buildingtime: 12 h


Needed research:
transwarp-network

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

  —> Forum Topic about this ship
admin: for explanation see the wiki:
http://wiki.spacetrace.org/index.php/Capture_the_flag

defense transport
defense transport (class 2 ship)
Carries one defense structure units to defend the colony. This will only defend the colony, thery cannot attack enemy colonies

Attack/life: 0/10
Manpower: 4

Researchtime: 2 m
Buildingtime: 10 h


Needed research:
the genesis project

Battle details:
fights
(battle engine syntax: f)
 
Related technologies:
  colony star

  —> Forum Topic about this ship
admin: which kind of reinforcements are good against which?
- defense units are good against tanks, not so good against infantry units.
- defense units cannot attack!
- tank units are good against infantry units.

see
/forum/viewtopic.php?p=85762
and
http://wiki.spacetrace.org/index.php/Colonies

infantry transport
infantry transport (class 2 ship)
Carries one infantry unit for colony battles

Attack/life: 0/10
Manpower: 4

Researchtime: 1 m
Buildingtime: 10 h


Needed research:
the genesis project

Battle details:
fights
(battle engine syntax: f)
 
Related technologies:
  colony star

  —> Forum Topic about this ship
admin: which kind of reinforcements are good against which?
- defense units are good against tanks, not so good against infantry units.
- defense units cannot attack!
- tank units are good against infantry units.

see
/forum/viewtopic.php?p=85762
DarkCloud: Could it be like a rock paper scissors thing? infantry beats defense, defense beats tanks, tanks beats infantry? seems a little to simple for a game of this caliber :p or maby they could just make it like a tank, only cheaper. still seems unneeded unless given a better purpose. Besides it seems almost pointless to do anything with colonies at this point since it still takes away from the same manpower you use for ships. you dont even get points for colonies, just that "most tactical alliance" But even if you did get points for colonies you could just get even more points in a more cost effective way by using ships to get the black hole or by blowing up a planet
spacetrace: @DarkCloud
... we are playing this for weeks now... and it is really fun.
it is simple and straightforward but it has the potential to draw more players to the game (as it is the most valuable resource for the empire )

anyway ... simple rules means not that the game is easy to win (look at games like go)... so this is really about strategy and esp. organization...

further discussion:
see
/forum/viewtopic.php?p=85762
and
http://wiki.spacetrace.org/index.php/Colonies

tank transport
tank transport (class 2 ship)
Carries one combat vehicle unit for colony battles

Attack/life: 0/10
Manpower: 4

Researchtime: 1 m
Buildingtime: 10 h


Needed research:
the genesis project

Battle details:
fights
(battle engine syntax: f)
 
Related technologies:
  colony star

  —> Forum Topic about this ship
DavAlan: IMHO something needs to be done about the absolute defenseless nature of this and the rest of the colonization mini-game as these new fleets are poor hapless clay pidgeons in the war game. :)3 Maybe start "charging it up" with some substantial space bound ap??? :)4
spacetrace: we are testing the gameplay and it is right like it is. It leads naturally to the bipolar situation : you cannot play both gamestyles at one time, because you would need to split your fleets, which would be ineffective for both needs. But that is totally wanted: be a pirate or be with the empirial forces.

greets

p.s.
this is evolving and is really no minigame (seems to be right now)- it will be included accordingly
Senor: i guess successful alliances will have to either have pirate members who protect their colony assets or even better have a system that would enable a colony alliance to hire mercs who hunt down those who prey on the colonising fleets. sort of like an economy.

basically, what i wanted to say is that its no problem that colonising players have a battle "handicap". it will encourage team play.

cheers!
senor.
admin: which kind of reinforcements are good against which?
- defense units are good against tanks, not so good against infantry units.
- defense units cannot attack!
- tank units are good against infantry units.

see:
http://wiki.spacetrace.org/index.php/Colonies
spacetrace: inf. units are good against def. units :)
admin: "defense units cannot attack!"
does this mean, that if you deploy troops on an enemy colony, you should NEVER deploy any defense units? cause they are just destroyed?
or how does it work?

commando carrier (class 2 ship)
Releases 3 commando fighters into your fleet for the next battle

Attack/life: 5/10
Manpower: 46

Researchtime: 1 d
Buildingtime: 12 h


human-Technology
Needed research:
leadership

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

  —> Forum Topic about this ship
blackmagic: HeHe no good. If you look you can only have one commando fighter at a time. If you have more than one it selfdestructs. I think. I got to cheak =)
MasterNeil: so thats awesome, it produces 3 ships, 2 of which are destroyed, whats wrong with that?

pirate ship
pirate ship (class 2 ship)
Steals the actual enemy ship, but only for the actual battle

Attack/life: 0/5
Manpower: 15

Researchtime: 3 h
Buildingtime: 13 h


human-Technology
Needed research:
leadership

Battle details:
steals the enemy ship that is the actual target
battlemessage: "pirate-ship boards"
(battle engine syntax: steal,pirate-ship boards,n)
 
  —> Forum Topic about this ship
Venom: Now how does this work. The manual says that it steals the ship for the actual battle. Does that mean that if the pirate ship is attacked/activated, it steals the attacking ship? Is it limited to a class 2 ship? Like say a Dreadnaught fired on a Pirate ship, could the Pirate ship take the Dread?
Venom: Anyone?
Bodeye: Got this from the (actual) manual:

pirate-ship (class 2 ship)
steals the actual enemy ship, but only for the actual battle

battle details:
steals the enemy ship that is the actual target
battlemessage: "pirate-ship boards ... ships"
(battle engine syntax: steal,pirate-ship boards)

Captain Starlight: The ship boarded on by the pirate is used against the enemy, so if the pirate steals a cruiser that cruiser shoots at an enemy cruiser.
God: What kinda ships does it steel?!
class 1,2 ?!!

peace of love: the ship it actually fights against (whatever its class mighth be...)
Venom: I can't find anywhere in the manual where it tells or give syntax codes for initiating the ability of the pirate ship. I don't know what to type with reference to any codes, and i can't find an indepth explanation.

God: Thanx piece of love, who are u in mirc?! (if u come online)
admin: @venom: i guess you find all the information for this hier:
http://forum.spacetrace.org/viewtopic.php?topic=425&forum=12
( the pirate ship uses the "steal"-function, it has no further properties)
Rimtech: They take over other ship yea
blackmagic: The pirate ship get to use the abilities of the enemy ships too???

Well, anyways has anyone thought of building a entire fleet out of pirate ships?? :)20 :)20 :)20 :)20

If they can use the enemy's abilites, imagine you went against 300 destroyers and you have 150 pirate ships. you lose maybe 1 and thehy lose 150 destoyers. or if they had a large class1 and bunch of cyclops and you had knocked out their class 2 ships! You can steal all their cyclops and kill all his fighters with no loss to you.....
Something to think about :)7
Spyder: The major fault of the pirate ship, as I understand is that it can only fire the stolen ships gun, if that ship has not already fired, for this reason I prefer holo clone ships.
blackmagic: oh darn.... so much for that idea :)6
Rubens: "The major fault of the pirate ship, as I understand is that it can only fire the stolen ships gun, if that ship has not already fired, for this reason I prefer holo clone ships."


/forum/viewtopic.php?topic=425&forum=12%3Cbr

Which, as i understand, is false. From the syntax i can get some thoughts but i don't really remember my battles using the pirate.

1- The pirate ship steals the actual enemy target
2- So the enemy target has used his turn only if it wasn't destroyed by another of your ships before. So commonly you attack with the stolen ship.
3- Even so, i THINK that if you steal a ship that has already attacked you, it dosn't matter, because it got the turn on the enemy's fleet not in yours so it can attack again in your name.

a) The pirate ship stoles the target, and yes, you can use the abilities of the target stolen.
b) Thats an incorrect battle situation BM...the BR will go like this

Destroyer 1 vs(destroy) Pirate ship 1
Pirate ship 1 stoles the destroyer 1
Destroyer 2 vs(destroy) Pirate ship 2
Destroyer 1 vs(destroy) destroyer 2

And so on....so it will depend on your luck...but for sure many of your pirate ships would be destroyed so it isn't a easy battle.

It would be different if automatically after you stole the enemy's ship, it attacks, like having a double turn...but is really confusing a BR like that.
Pirate ship has major advantage in a determinate situation.

c) Again BM...you can success at that BR but taking in account those reminders.
1- You cant fight the whole c1 of the enemy's fleet, remember you can lose points too.
2- Send cyclops -1 of pirate ships, because if you steal them all at his turn the sub-battle will end and maybe all your "new cyclops" couldn't attack.
Cloudgatherer: Hmm, after all these years I still have questions about this thing.. Never have used it successfully, and the thread hasn't really given a perfectly clear answer, and I don't have access to the Battle Sim right now.

1.) Does it use the syntax of the stolen ship on the turn that it actually steals it? Or does it use the stolen ship separately on the stack?

2.) When it steals a ship, what becomes of the Pirate Ship? Is that PS targetable after it steals, or does it essentially BECOME the stolen ship?

3.) When an enemy ship becomes stolen, will the enemy target it's own stolen ship?

4.) If the ship is destroyed after it has been stolen, what gets destroyed, the 'stolen' ship, or the PS or both? Who loses points from the stolen ship, in that case?

5.) If a PS steals a ship, and the battle concludes without it dying, does that stolen ship simply return to it's owners fleet?

6.) Can it steal buildings, defense arrays, mtwg, etc.?
DavAlan: RESULT IN BATTLE REPORT RESULTS .... EXAMPLE ... PIRATE SHIP STEALS PLASMA GUNSHIP ... "PLASMA GUNSHIP" LOCKS ON TARGET C3 AND KILLS IT...AND (NOT IN SYNTAX BR REPORT) THE PIRATE SHIP "RETURNS TO FLEET"

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)

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.

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.

scout
scout (class 2 ship)
Can provide a warp-field that cannot be used by other ships

Attack/life: 10/10
Manpower: 50

Speed: warp 9
(Can only establish a warpfield for itself)

Researchtime: 1 d
Buildingtime: 12 h


human-Technology
Needed research:
gravity

Battle details:
fights
(battle engine syntax: f)
 
  —> Forum Topic about this ship
BladeTech: how do y ou use this stupid ship? do you put it in a fleet by itself and give it coords 'cause that didn't work for me!!
JaM: You can only enter coords for a fleet:
IF all ships have a warp (doesn't matter if it's only for itself)
OR IF one or more ships can provide a warp field for the whole fleet.
Atleast this is what I experienced.

And this ship can be useful to check pre-warp worlds for ancient techs. But don't make the mistake to put the ships in the same fleet as your scout. (I did)
Achilles: This is one of my favorite ships in the game :smile:

It is the perfect addition to any attack :)23
darklim: From Doomstars?
Achilles: If they have any class two or three ships the scout would be destroyed before the doomstar activated, so it is no good against doomstars. :sad:
darklim: You wrong!
Well, is no good to fight 1 1 1 2
But is excellent to fight 0 0 0 2
LOL
Achilles: How does that make me wrong?

I said "If they have any class two or three ships". That implies at least a 0 1 1 2.
darklim: Ok you right but is excellent to fight 0 0 0 2
You known why :)20
Achilles: But the scout is not limited to such a meager task. There is plenty more that a scout is useful for.
darklim: Scout for New tecnologies
I need to research some
I can fell that soon exist new ships that i need to test :)23
Rubens: only is good with 0 0 0 2 u are right darklim, but in this day i will witout internet :)15 and i need go to a cyber, but i think this, if u have a fleet with class 1 or class 2 and u send ur fleet to the black hole u think u mothership always is destroyed but if u send a scout to 501 500 50, and after the battles u stil with the mother u send the scout and pass the mother to fleet 2 so the mother never is destroyed
admin: the original idea of the scout is this:
you can send it to a place where you are about to attack and find out the exact fleet setup.
then you decide how you set up your fleets for the real attack.

this ship is like a deep-scan-probe that costs 50 MP
BladeTech: yup except it gives you exact ships not just number of ships in each class.
blackmagic: How bout this proposition. When the scout is in its own fleet, why not give the option of which enemy fleet it will scout first? Thats wat scouts are used for right? They have an objective enemy fleet to observe first so naturally they should scout that fleet first. Or, i guess it makes sense that another enemy fleet "spots" the scout and kills it first "/ but then the usefulness of the scout decreases. I mean come on.... according to the ship stats there are ZERO! scouts in use :)6 For 50 men powering this ship it should be able to do something more :)3

LOL I'm just complaining because I'm selfish and wish to use this particular ability ^____^ 3 probes just doesn't seem to cut it sometimes :)7

holo-clone-ship
holo-clone-ship (class 2 ship)
Makes a holographic clone of the actual enemy ship.

For example:

Your clone ship fights against a cruiser.
1.Your ship clones the cruiser
2.your cloned ship , in this case the cruiser will do all a cruiser does: it intercepts a torpedo and shoots 100 damage points at the actual enemy ship
3. after this the clone effect ends and it will turn the cruiser back into a 0/5 holo clone ship

Attack/life: 0/5
Manpower: 12

Researchtime: 2 h
Buildingtime: 13 h


e-ray-Technology
Needed research:
holo technology

Battle details:
clones the enemy ship that is the actual target
battlemessage: "clone-ship clones ... ships"
(battle engine syntax: clone,clone-ship clones)
 
  —> Forum Topic about this ship
Lord Philemon: "holo-clone-ship
makes a holographic clone of the actual enemy ship."



Do the clones already act in the battle or/and do the ships stay cloned? Do they also clone ap and lp and special abilities?
Frederik: I think the clone ship becomes identical to the ship it is cloning, but only for the actual battle.
littleraven: i think it clones to look like the enemy and then does not fight
admin: @littleraven: that wrong.


the clone is exactly the same like the ship that was cloned and is does fight.
God: I don't get it!!!
so a fleet with clone ship will fight like normal fleets so what is diffrent between having clone ship and not having it?!

_________________
The best of Gods, The most of power.
His Friends shall leave under his cover
His Enemys shall be slave of his mother

Lord Philemon: For example:

Your clone ship fights against a cruiser.
1.Your ship clones the cruiser
2.The enemy cruiser destroyes your clone ship
3.You still have the cruiser (only for this battle) that you have cloned, it will destroy the enemy cruiser

Captain Starlight: That's it in a nutshell
Lord Philemon: Umm... will you keep the holo-clone ships after a battle? Or are they lost?
limsky: Who choose what to clone :smile:5
admin: the cloneship does not selfdestruct, so if it is not shot, you will keep it.

and you cannot control wich ship wil be cloned. it is always the next ship in the battle order.
this should be part of the tactical plans
limsky: By the way what is the battle order? From most attacking power, most shield or most manpower? What happen if it clone another holo-clone-ship :smile:5
Captain Starlight: @admin I dont think you are correct, I have used cloneships, and I have never kept a cloned ship, regardless of the battle.
Lord Philemon: @Captain: You don't keep the cloned ship but the holo-clone ship (keeping the cloned ship would be a too cheap way to get ships...).

@limsky: How battles work (I think including the battle order) is shown in the manual under "Battles".
Iain: say the cloned ship does not get destroyed in battle....

but dissapears at the end of the battle, do you lose any points?
lufect: if the clone ships get destroyed do you lose the points
al12: The clone ship can't get destroid because it is a holographic clone, you will only loose points if youre actuel holo-clone-ship that makes the clone gets destroid.
Cloudgatherer: I've seen this question from one of Senor's old posts but never seen it answered:

Can a Holo-Clone-Ship clone a DA? :)23
Cloudgatherer: "Can a Holo-Clone-Ship clone a DA? "


Upon further testing, I found Holo-Clones CAN clone a DA, but only if they target the DA first, otherwise they get stuck behind the other buildings.

"your class 2 vs enemy class 4: V ^
you:
50 holo-clone-ships
enemy:
2 shipyards
1 research center
1 transwarp-network
1 defensive array



44 clone-ships clone shipyards






1 defensive array defends in class 2: 10 ships




losses:
you :
10 holo-clone-ships
enemy :
-
score in this subbattle:
-120"



"your class 2 vs enemy class 4: V
enemy:
2 shipyards
1 research center
1 transwarp-network
1 defensive array
you:
50 holo-clone-ships



41 clone-ships clone defensives arrays
34 defensives arrays defendss ins classs 1:s 1700 ships
1 defensive array defends in class 1: 15 ships






1 defensive array defends in class 2: 10 ships




losses:
enemy :
1715 bulk fighters
you :
10 holo-clone-ships
score in this subbattle:
+5025"



Nifty trick but hard to apply in actual battle.
vyor: nice!

combat reconstructor
combat reconstructor (class 2 ship)
Reconstructs two class 1 ships

Attack/life: 2/10
Manpower: 6

Researchtime: 2 d
Buildingtime: 12 h


mycilloid-Technology
Needed research:
gravobionics

Battle details:
  1. fights
    (battle engine syntax: f)
  2. reconstructs 2 ships of any ship-type in your fleet in class 1 (technical LP +1 to ships that have less than 1 LP)
    battlemessage: "reconstruction success: ... ships"
    (battle engine syntax: reconst,self,2,1,all,1,reconstruction success:)
  3. shuffles all ships in your class 1 that still did not fight
    (battle engine syntax: shuffle,self,1)

  —> Forum Topic about this ship
Rubens: Can i suggest that those ships shouldnt be reconstructed by a minor reconstructor?
I was thinking and thinking and i think is fair enough because a major cant reconstruct a minor.
What about changing this ship also?
3/8 and gives+1 LP to 3 ships in class 1
5-8 mp?
WilliamWallace: "Can i suggest that those ships shouldnt be reconstructed by a minor reconstructor?
I was thinking and thinking and i think is fair enough because a major cant reconstruct a minor.
What about changing this ship also?
3/8 and gives+1 LP to 3 ships in class 1
5-8 mp?"



3/8 ? As far as I am concerned all c2 ships have 10 lp, if not almost all. This would make it a very easy eagle target, not that fair :)3. Eagles are strong enough :)7
Rubens: well, if it is weaker it costs less.
The main pourpouse is to dennie the posibilitie of a minor reconstruct a combat.
The other pourpouse is that the combat could reconstruct more class 1. Is the only usefull thing for this ship;)

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

multi-emp-vessel
multi-emp-vessel (class 2 ship)
Can jam 3 enemy ships

Attack/life: 0/10
Manpower: 14

Researchtime: 2 d
Buildingtime: 12 h


kazuuula-Technology
Needed research:
emp technology

Battle details:
  1. fights
    (battle engine syntax: f)
  2. jams 3 ships in the enemy fleet in the class it fights with and you get back the initiative
    battlemessage: "multi-emp-vessel jams ... ships"
    (battle engine syntax: jam,enemy,3,this,multi-emp-vessel)

  —> Forum Topic about this ship
irishguywi: I want to have 2 fleets attack.
The first fleet has these EMP fighters, and the second fleet has attack ships (fighters/eagles/etc...)

Will the ships that my EMP disables still be disabled when the 2nd fleet comes in? Or will do I need to have the EMPs and attack ships in the same fleet?

Thanks.
Whityz0r: "
On 2003-06-20 15:23, irishguywi wrote:

Will the ships that my EMP disables still be disabled when the 2nd fleet comes in?

"



Negative

"
On 2003-06-20 15:23, irishguywi wrote:

Or will do I need to have the EMPs and attack ships in the same fleet?

"



Affirmative
streacer: Is it for the actual whole battle or just that class sub-battle.

Example: Enemy has one of those 0/0/50/1 fleets. Can I send 150 EMP-fighters and 50 cruisers, or would my EMP fighters only jam him for the class 1 battle and then his c3 fights my c3.
Achilles: Just for that sub battle. If you want to use cruisers on him, you would have to jam with doms.

roach (class 2 ship)
This ship jams 4 enemy class 3 ships when it gets modified.

Attack/life: 10/10
Manpower: 10

Researchtime: 1 d
Buildingtime: 12 h


kazuuula-Technology
Needed research:
emp technology

Battle details:
  1. fights
    (battle engine syntax: f)
  2. if this ships LP or AP are increased or decreased it jams 4 ships in the enemy fleet in class 3 and you get back the initiative
    battlemessage: "cucaracha jams jams ... ships"
    (battle engine syntax: trigger_plus@jam,enemy,4,3,cucaracha jams)
  3. if this ships LP or AP get multiplied it jams 4 ships in the enemy fleet in class 3 and you get back the initiative
    battlemessage: "cucaracha jams jams ... ships"
    (battle engine syntax: trigger_multiply@jam,enemy,4,3,cucaracha jams)

  —> Forum Topic about this ship
Senor: does the roach always jam 4 c3 ships when it gets its turn? because in the syntax, shouldn't there be a trigger for modify and destroy?
spacetrace: i check that ...
spacetrace: anyway i thought about this ship... it is a bit boring and quite ineffective...

how about exchanging it with the chronoton inverter ???

which is really fun and could be used for the same purposes?

what do you think ?
Senor: chronoton inverter is a cool ship. i agree.
Cloudgatherer: "anyway i thought about this ship... it is a bit boring and quite ineffective...

how about exchanging it with the chronoton inverter ???

which is really fun and could be used for the same purposes?

what do you think ?"



Well I must admit, I am the negative poller. I just dread Roaches.. Being as I cant use them, I am not sure how well they can be used in battle but thinking about it its very devestating. I considered it overpowered really because its hitting FOUR c4 and making them defenseless.. I keep picturing in my mind combining this with a hammer and racking up huge points against a good sized c3 just because they arent able to hit back. Roaches dont cost much for that kind of ability. If I could use them I would prolly consider them as replacements for standard destroyers even at +2 MP a pop. Not to mention they are the bane of Apollos which sucks for me. :)20 I already stated I'm all for introducing the c-inverter but I will be conflicted if it would go to the Kazuuulan, naturally. ;)
spacetrace: sure ... the chronots would be for kazuuula, but i think every race should get another ship into the "science recycle methods"- tree

holo generator etc.
Failtrip1: When I first saw this i thought it was class 3 but for class 2 it is not balanced.It is ship that cripples any c3 based fleet for only 399 mp.
This needs more drawback ,as it is now there is nothing balancing it iust only 2 mp more than normal destroyer.
At least make it 2-10 or something or even better no AP.

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.

troika
troika (class 2 ship)
Splits itself into 3 troika modules

Attack/life: 0/10
Manpower: 16

Researchtime: 2 h
Buildingtime: 12 h


nanite-Technology
Needed research:
nano technology

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

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

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

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

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

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

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

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

Looooooooooooooooooooooooooooooool :lol:
darklim: Is the new popular ships create by me.
The named Nano Bot have some news ideas that the admin like, the treshold is one.

raptor (class 2 ship)
This ship has one gamma ray laser and kills 1 c2 in the enemy fleet. Originally developed as a scale model of and from a stolen kazuuula plasma gunship.

invented by dbx27 2006-06-16 14:53:46

Attack/life: 0/10
Manpower: 14

Researchtime: 2 d
Buildingtime: 12 h


human-Technology
Needed research:
improved targeting

Battle details:
  1. fights
    (battle engine syntax: f)
  2. modifies LP by -5000 of 1 ship of any ship-type in the enemy fleet in class 2 but some ships and buildings are immune against this effect
    battlemessage: "gamma ray laser locks onto target and destroys ... ships"
    (battle engine syntax: kill,enemy,1,2,all,gamma ray laser locks onto target and destroys)

  —> Forum Topic about this ship
DavAlan: My 1st invention attempt. Simplistic and single focused this ship, combined with a spectre and missile lauchers enables a "class 2 swank fleet" :)6
lilkrnboi1018: kinda makes the class 2 a bit powerful i'd say... wat would be the anti counter? hm... ah i know! blockade runners! wait isn't that already the counter?
DavAlan: Well since this thing has only 10 lp then destroyers will beat them as long as the raptors do not get any indirect attacks on them (similar to the plasma gunship vs cruiser). Also all c1 and c3 capable of killing a destroyer can kill this one.
Should these things get a "bounce" off c1 or c3 then it would be devastating to the target c2.
The Butcher: "
Should these things get a "bounce" off c1 or c3 then it would be devastating to the target c2."



How would you get a bounce off of class three with class two? That would imply that there is no class two left, leaving this ship useless.

The only thing I can think of is to use the strange properties of shield gens, (like how they can strangely be bypassed by apollos) but I dont have the slightest clue about how the "mysterious sheld gens" work anyhow.

The only good bounce would be off of class one, and a spectre could ruin it. Ideally, you would bounce them off of one fighter, but I have seen placeholders less and less lately, and people have been fighting with more "pure" fleets of single large classes. (of course, you could surgically strike your enemy first, and leave a managable class one to bounce off of, if they have a large balanced fleet.)
Renee Davis: Butcher is correct on that, the raptor could never bounce hits off upper classes but, I have been in a situation about 50 of these would have completely reversed the losses.
I once hit 700 fighters, 200 mosguitos, 100 destroyers and 1 cruiser (ms) with a spectre, 20 sheild gens, 50 destroyers. 1 cruiser (ms) I killed the fighters, 50 or so mosquitos, some c2 and the cruiser at the cost of almost all of my c2 (including the spectre) and cruiser. 50 or so raptors into my fleet along with the other c2 would have taken all the target c2 out and left me with possibly my spectre and 1/2 or so of my other c2. Or just simply 100 raptors would have taken the target c2 out with no losses to my c2.
I also frequently hit c1 spams with a count over or under 1000s count increments with a spectre and etc. leaving some left over.
The Butcher: This all does apply, of course. There are plenty of situations where the Raptor would come in handy. Im just not convinced that it would be handy enough to bother with carrying them around, since they have such a specific application. Dont forget: zero class one = useless raptor. It would be especially risky to try to use them in a multiple-fleet attack where the fleets there havent logged on and fought yet.

I think the best possibility for a "class two swank" would have to start with a class two flamingo or mosquito, and build off of that. I dont want to hear about troikas either, I mean a class two ship with 0/50 or something, that can provide some good cover for class two specialized ships. Even the Raptor would be useful with a bunch of 0/50 ships to help cover them. A class two flamingo would also help protect your spectres, work extremely well with mobile repair bots (even just a scattered few), allow campaign ships to be more effective against class one and two, etc. After a ship like this is added (and immune to bountys), you would start to see elite class two fleets emerge, instead of the huge "destroyer swarm", "spectre and gens", or the "eagle-wasp" fleet you primarily see. (Yes, Blackmagic, I left out your troika fleet on purpose.)

Oh, and missile launchers are only good for class three self-destructing placeholders, and only one is needed at that.
T2: I smell lots of Low Rider fleets in the making. The mycelloid race and maybe kazulla will need some sort of fast ship that can fight and get around quicker. The fleet tender can't compete against those types of combo's due to it's destructive instability.
That's my initial thought but there is probably ways to counter the rapid mothers I just havn't thought about
Noxus: Not sure if this is so good.. yeah a class 2 swank would be alright... but the fact that you can get a lot of class 2 ships is the not so great part...

what im getting at is where you could have a normal swank fleet of 35 ships, for the same amount mp you could have a possible of 145 ships in a c2 swank fleet.

so what im saying is this idea of a class 2 swank fleet maybe too powerful
T2: Naw.... a nice c3 swank could give some grief as could a sabo fighter. Even bulk fighters, penguins or blockade runners with a commando ship could give some grief along with a good supporting c2 fleet to cut out the spectre threat.
As yet..it don't scare me with large chioces of other available c1 and c2 ships.
lilkrnboi1018: Noxus, 145 cl2 isn't that much, i've seen spams with bout 300 before
Noxus: but the 145 ships are used to take out a wide range of enemy classes.. 145 ships takes out c1, c2, and c3..
A spam fleet in c2 only take out the c2 of an enemy fleet.. unless you planned it out well and then you could possibly take out c1 and c2... maybe c3.. not at the same time though.

i dont know.. it could be alright.. actually now that i think of it more i can see the more possible uses for this ship... the benefits could be worth it..

i agree.. this is an alright ship, nice first ship DavAlan
ycyr: its a name of a real fighhter

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.

missile-launcher
missile-launcher (class 2 ship)
A destroyer with a missile-launcher that shoots a missile (17/1) into class 3

Attack/life: 0/10
Manpower: 10

Researchtime: 1 d
Buildingtime: 14 h


nanite-Technology
Needed research:
improved targeting

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

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

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

alliance-invader
alliance-invader (class 2 ship)
This ship carries 10 spy-troopers that will use their own landing vessels to reach the surface

Attack/life: 0/10
Manpower: 6

Researchtime: 1 d
Buildingtime: 12 h


e-ray-Technology
Needed research:
dark tactics

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

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

fleets-invader
fleets-invader (class 2 ship)
This ship carries 10 comando-troopers that will use their own landing vessels to reach the surface

Attack/life: 0/10
Manpower: 6

Researchtime: 1 d
Buildingtime: 12 h


mycilloid-Technology
Needed research:
dark tactics

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

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

grazia tanto

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

grazia tanto

base"



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




But of course it wont be usefull you are attacking a fleet, when yu need to attack the base...

com-invader
com-invader (class 2 ship)
This ship carries 10 com-troopers that will use their own landing vessels to reach the surface

Attack/life: 0/10
Manpower: 6

Researchtime: 1 d
Buildingtime: 12 h


human-Technology
Needed research:
dark tactics

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

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

"this ship carries 10 com-troopers"


so it doesent carry 50 anymore

see also in the wiki:
http://wiki.spacetrace.org/index.php/Troopers
and
/forum/viewtopic.php?t=7114

probe-invader
probe-invader (class 2 ship)
This ship carries 10 probe-troopers that will use their own landing vessels to reach the surface

Attack/life: 0/10
Manpower: 6

Researchtime: 1 d
Buildingtime: 12 h


kazuuula-Technology
Needed research:
dark tactics

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

  —> Forum Topic about this ship

production-invader
production-invader (class 2 ship)
This ship carries 10 production-troopers that will use their own landing vessels to reach the surface

Attack/life: 0/10
Manpower: 6

Researchtime: 1 d
Buildingtime: 12 h


nanite-Technology
Needed research:
dark tactics

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

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

campaign ship
campaign ship (class 2 ship)
A commando ship that will force your class 2 to attack again but it will destroy all campaign ships in your fleet, so only one can be active. caution! self destructs!

Attack/life: 0/10
Manpower: 45

Researchtime: 3 d
Buildingtime: 11 h


human-Technology
Needed research:
fanatic warfare

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

    (battle engine syntax: restart,self,campaign ship distracts the fleet.
    all remaining ships reassemble for another strike after)
  4. battle engine syntax: rogue,126

  —> Forum Topic about this ship
T2: I'm missing something on the use of this ship. When the C2 fleet re-assembles itself after the campaign ship fires, does your remaining c2 ships attack enemy c3 or reattack the remaining enemy c2's ? Can someone explain how this ship is used ?
Rubens: the c2 again of course...even if you destroy all the c2 you fight vs 0 enemy's c2 which means the battle is over, but if you confront directly to the enemy's c3 then you can attack twice.

After ALLLLL the ships have fired, IF this ship have not been destroyed then ALLL your remaining ships get another turn WITHOUT giving another turn to the enemy. Is extremly a good ship by himself...but as you can see, nobody use it properly.

An example that could open your eyes

multi emp vesels + 50 destroyers+ CS vs 100 destroyers. By example...

You will, for sure, destroy all the destroyers if your campaing ship is not destroyed. Greetings
T2: Ok...I get it...this has to be used with MRB's ( not available in e-ray) or Shield Gens or Multi Emp Ships, as you say Rubens, for the Campaign ship to be effective. 99 destroyers and 1 campaign ship would not be a good combo or points effective against 100 enemy destroyers.
Thanx.
Rubens: i was thinking...you are a player with knowledge but the noob with a minimium of knowledge(KoT +) that try to learn deserve an even more better example


400 eagles-1 campaing ship vs 100 destroyers

Yours 400 eagles destroy 80 destroyers.
He destroys 100 of your eagles...if he dosnt destroy the campaing ship, and it gets its turn, then all your ships will fire again, which means
300 eagles vs 20 destroyers
you destory all the 20 destroyers, but he dosnt even destroy you a eagle because his destoyers already fought
T2: I guess if you got lucky in fighting order, having this ship is cheaper than having 2 spectre's in 1 fleet but you should be able to get 2000 dead fighters with 1 spectre under the right conditions :)
Think I'll have a look and see what else would do a good job getting a "second poke" at the opponent by using this ship
DavAlan: Holo clones, multi emps, missile launchers, etc :P
admin: the content of this forum area is directly visible inside the spacetrace manual as comments to the ships-explanations.

so please keep to 3 roles here:
1.
post only if you have something to say that concerns the ship (no spamming here)
2.
DON`T use the "quote"-button, unless you quote something that was far up the topic
3.
DONT attach your signatures here

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.

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

sporogenator (class 2 ship)
Releases 3 sporators for the next battle

Attack/life: 4/5
Manpower: 25

Researchtime: 3 d
Buildingtime: 12 h


mycilloid-Technology
Needed research:
science recycle methods

Battle details:
  1. fights
    (battle engine syntax: f)
  2. creates 3 sporators in your own fleet in the class they belong and the created ships will stay in that fleet after battle.
    battlemessage: "sporogenator releases sporators ... ships"
    (battle engine syntax: create,self,3,stay,sporator,sporogenator releases sporators)

  —> Forum Topic about this ship

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)

flying saucer
flying saucer (class 2 ship)
Can provide a warp-field that cannot be used by other ships

Attack/life: 10/5
Manpower: 16

Speed: warp 5
(Can only establish a warpfield for itself)

Researchtime: 1 d
Buildingtime: 12 h


kazuuula-Technology
Needed research:
science recycle methods

Battle details:
fights
(battle engine syntax: f)
 
  —> Forum Topic about this ship
darklim: The picture like the ship of I.D.4: The independence day.
SirTaz: Nice little Ship :smile: great for getting a battle report on the enemy's base/fleet or for flying around from perwarp world to perwarp-world to see whats there some time Nothing at All sometimes ship's maybe a new tech and even sometimes a ship yard :razz: oh and some times a moblie base to hold ships as you use your other fleets to attack "Grins"


Oh yeah and it was made up by one of the players of the Game too ";)" way to go battle Bro :smile:

darklim: Ahh, this is Kazuula
Is bad.
I'm a Nanite :)23
SirTaz: well the "scot ships" is like the flying saucer but is cost a little more in Mp but is a good ship to do, Will do the same thing as the flying saucer does :smile:

Oh yeah but it has warp 9 i beleave :razz:

darklim: Warp 9?
From where place you get that idea?

_________________
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!!!!.

SirTaz: scout ship class 2
(10/10) 50Mp warp 9 research gravity

can provide a warp-field that cannot be used by other ships

darklim: Ahh, SCOUT Ship and Not SCOT SHIP
LOL

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.

chronoton-inverter (class 2 ship)
Creates a space-time-anomaly: one ship on each side and 10 own class 1 ships are creating a reverse time-effect that causes the ships never to have been built at all. The crew of the ships doesn't know that the ships have ever existed.


invented by marlito1 2009-02-24 19:37:13

Attack/life: 0/2
Manpower: 8

Researchtime: 3 d
Buildingtime: 11 h


nanite-Technology
Needed research:
science recycle methods

Battle details:
  1. fights
    (battle engine syntax: f)
  2. recycles 1 ship of any ship-type in the enemy fleet in the same class, the targets are removed from the fight, but no points are won or lost.
    battlemessage: "chronoton-inverter recycles ... ships"
    (battle engine syntax: recycle,enemy,1,this,all,chronoton-inverter recycles )
  3. recycles 1 ship of any ship-type in your own fleet in the same class, the targets are removed from the fight, but no points are won or lost.
    battlemessage: "chronoton-inverter recycles ... ships"
    (battle engine syntax: recycle,self,1,this,all,chronoton-inverter recycles)
  4. recycles 10 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: "chronoton-inverter recycles ... ships"
    (battle engine syntax: recycle,self,10,1,all,chronoton-inverter recycles)

  —> Forum Topic about this ship
dumenop: i think 8mp is too little for any c3 ship. you could disable a fairly large c3 fleet with very little mp. this would let someone fly this fleet in with c1 and c2 cover, take out the c3 of the enemy, then send in a second fleet with c1 and c2 cover and take out the base with other c3's. all with very little losses (less than 500 mp of these guys could recycle 1200 mp cruisers guaranteed, and with under 100mp in losses). the c1 and c2 would be stranded without reinforcements and could be taken out for large gains. it think this is a good idea, but some more mp would be good.
al12: It's a class 1 ship. 8 mp for a class 1 ship is expensive.
Jack09: Evaporator takes 12mp and its c1
colinthecorgi: I'm not at all sure about this ship.

Let's say I have 20 of these. That just about does it for any normal enemy c3, so I can choose not to bring any c3 myself to the battle. The price is lower than for bringing 3 cruisers. If I have a bunch of these spread over my fleets I can disregard c3 completely unless the enemy has retreat fighters or similar.

So, assuming I can make them go off, these will save me the trouble of having any c3 at all. And I don't have to worry about apollos, cyclopses, dreadnaughts etc. With some of these in c1 it will be a wonderful thing for expensive c2 fleets.

Another interesting question arises about which c3 are chosen. What if the fleets have missile lauchers? Will the missiles be equally likely to be selected? What about holos? And what if all these go off first and completely eradicate the c3 battle with overkill. Will holo cruisers and missiles still be possible to create later in the battle?
Failtrip1: Agreed it needs to have some bigger setbacks other then recycling your c3.As for missiles they wouldnt be affected because missiles appears in c3 battle and if there is any chance of your c1 fighting his c3 after you fought his c2 then missiles count as c3.
How about if you run out of c3 it sends shock wave eliminating your c1 or c2.Dunno just a thought thou.

Edit
Or it recycles as long as you both have c3 once one would run out it would lose its affect.
colinthecorgi: The description says it creates an anomaly in the c3 battle. So I figured the difficult part would be deciding during the c1 battle which ships would disappear later in the c3 battle?
dumenop: i misread the original post so i thought it was a c3 ship. since this is c1, it needs some kind of draw back, because you could fly a couple of these guys in, take out the enemy c3 way too easily, then use your c3 to take out the base. you use as many of these as the enemy has c3, with 1 c2 for cover, and enough c3 to take him out. it makes bases way to vulnerable.

a way to balance it would be to make a limit of how many you could have in a fleet. this would add a new base-defense strategy to the game without making base defense impossible. and i still think its too little mp. it doesn't score, but it eliminates a lot of mp from the battle.
ilofuyci: Have it SD all others in fleet, like the sporator, or hammer.

So, increase the effect. Recycle 5 c3 from each class.

Eh?
dumenop: so what are the final specs for this ship?
Jack09: THere right up there, see em ^^
Thromen: Can someone tell me how to use the chronoton-inverter? I have just used them in battle but I fail to see what they did.

From my BR:
your class 1 vs enemy class 1: V ^
you:
30 chronoton-inverters
enemy:
2 fighters
28 mosquitoes


2 fighters vs 1 chronoton-inverter

losses:
you :
-
enemy :
-
score in this subbattle:
-8


Then my C3 Battle

you:
20 cruisers
enemy:
7 cruisers

7 cruisers vs 7 cruisers

6 cruisers vs 6 cruisers

losses:
you :
6 cruisers
enemy :
7 cruisers
score in this subbattle:
+60



Why didn't my inverter do anything?
spacetrace: looks not right.. i will test that ! all your ci's should have recycled both of your class 3.
spacetrace: it was buggy . it is fixed now!
Thromen: Thank you! Do I get points for killing the enemy with this ship? If not what exactly does recycling do?
spacetrace: recycling means : destroying without getting points.

http://wiki.spacetrace.org/index.php/Special_ship_abilities#recycle

anyway... this is a powerful ship
Thromen: Thanks you have been vary helpful.

class 3 ships
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.

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.

cyclops
cyclops (class 3 ship)
This ship send out a deadly wave, which destroys 100 class one ships of any kind. The cyclops is commonly used in swank fleets, and has the power to launch mass destruction on class 1 based fleet setups.

Attack/life: 0/100
Manpower: 120

Researchtime: 2 d
Buildingtime: 13 h


mycilloid-Technology
Needed research:
improved field theories

Battle details:
  1. fights
    (battle engine syntax: f)
  2. reduces LP to 0 of 100 ships of any ship-type in the enemy fleet in class 1 but some ships are immune against destruction
    battlemessage: "cyclops destroys ... ships"
    (battle engine syntax: destroy,enemy,100,1,all,cyclops destroys)

  —> Forum Topic about this ship

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

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)

explorer
explorer (class 3 ship)
This vessel can transport an engineer team to a pre-warp planet. The team will install a wormhole portal on that planet which is linked to all other wormhole portals. It needs 50 credits to be build.

Attack/life: 0/40
Manpower: 55

Researchtime: 2 h
Buildingtime: 12 h


Needed research:
gravity

Battle details:
fights
(battle engine syntax: f)
 
  —> Forum Topic about this ship
admin: more information here :

wormhole portal
kamekaze6: credits are so difficult to get :)16 why not make it cost points?
WilliamWallace: They aren't difficult.

Assuming most people aren't newbie helpers, they can gain 10 credits for a huntscore and otherwise just donate 1 dollar to ST.

And maybe give 1 credit each day for holding a soreplanet.

And adding a little picture allready doubles your starting credits.
admin: in "New Game Updates you find a complete list how to get credits here:
/forum/viewtopic.php?t=4047

i think the best way to get the credits is to invite some friends to play ST. that`s good for everyone

clone cruiser (class 3 ship)
This ship make a clone of the enemy ship.

Attack/life: 0/100
Manpower: 90

Researchtime: 1 d
Buildingtime: 12 h


e-ray-Technology
Needed research:
holo technology

Battle details:
clones the enemy ship that is the actual target
battlemessage: "clone cruiser clones ... ships"
(battle engine syntax: clone,clone cruiser clones)
 
  —> Forum Topic about this ship
darklim: Someone explain me: the cloned ships will be you ship or the enemy ship?? (In this syntax)
JaM: It is your ship.
masterp: is it cloned only for the actual battle?
Dragonspawn: isnt there already a ship like this?
JaM: Yes it is only for the actual SUBbattle, and yes there is a ship like this in class 2 for the e-rays: holo-clone-ship

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

unstable reconstructor (class 3 ship)
A class 3 ship which reconstructs 50 class 2 ships but if it is destroyed it takes 75 of your own class 2 down with it

Attack/life: 0/110
Manpower: 110

Researchtime: 2 d
Buildingtime: 12 h


mycilloid-Technology
Needed research:
gravobionics

Battle details:
  1. fights
    (battle engine syntax: f)
  2. reconstructs 50 ships of any ship-type in your fleet in class 2 (technical LP +1 to ships that have less than 1 LP)
    battlemessage: "reconstructed ... ships"
    (battle engine syntax: reconst,self,50,2,all,1,reconstructed)
  3. if this ship gets destroyed by direct firepower it reduces LP to 0 of 75 ships of any ship-type in your own fleet in class 2 but some ships are immune against destruction
    battlemessage: "unstable reconstructor destroyed explosion destroys ... ships"
    (battle engine syntax: trigger_destruction@destroy,self,75,2,all,unstable reconstructor destroyed explosion destroys )

  —> Forum Topic about this ship
admin: kamekaze6 : i really wish there was a half decent class 2 reconstructor so i invented this

http://manual.spacetrace.org/tec.php?details=1&tec_id=1750&techname=unstable%20reconstructor&lang=en

was in a bit of a hurry though and made a mistake, it s supposed to be class 3 i dunno how to discuss it in the forum it s been so long since i invented anything plz take a look and tell me what u think
Fallen Warrior: it is okay but i think it would be better if it was cheaper and class two so it could replace the moblie repair bot wich csn no longer reconstrcut

Nemesis : no it wouldn't.

looks pretty good kame
Anonymous: the mobile repair bot only effects one ship at a time, if u put this in class 2 u d have to pray that it fought after most of ur own.
Anonymous: I like it... It's pretty good!
promethius2: I really like this idea.

I say add it!

kandos -: nice, i like it...

it works!!

WilliamWallace : it is a class3 ship. It saves c2 ships for your next battles. And it is good in costs and manpower.

It is way better then the mrb, cause I think that one leaves a gap in the game. It isnt good enough, just like the minor recon. If we add this, we have a decent c2 recon that isnt too powerfull but just nice.

Greetz

Anonymous : Ya I like it. But how do you invent ships? I have a few ideas that could be put to practical use, and improve the gameplay of Spacetrace.

Anonymous : this ship may upset the delicate balance between classes. fleets would start having larger and larger class two. along with shielding, fleets would start being rather monotary.

Anonymous : fleets already focs on one class most of the time, and just because this ship reconstructs 50 class 2 doesn t mean all mycelloids will build this ship, i have been playing this game for a while now and i have already expressed my feeling s about the fact that there are no class 2 reconstructors and think this is the solution. i beleive this ship has potential, maybe the mp and area of effect needs to be changed but the idea is still there: a ship which reconstructs class alot of class 2 but which could be vulnerable to class 3 attack

WilliamWallace : Yeah, changes are always possible. But Kame, I fully support this idea.

Admin, plz post in the topic and give notice of what u think of it. And plz think it is good. Cause it is.

Spyder : i have been playing this game for a while now and i have already expressed my feeling s about the fact that there are no class 2 reconstructors and think this is the solution . i beleive this ship has potential, maybe the mp and area of effect needs to be changed but the idea is still there: a ship which reconstructs class alot of class 2 but which could be vulnerable to class 3 attack`

Well the combat reconstructor is a class two reconstructor, the minor reconstructor does class 2 ships, ten. I guess you really want to improve it.

Anonymous : the combat reconstructor is in class 2 but it reconstructs class 1 so it s a class 1 reconstructor, the minor rec only reconstructs 10 class 2 that is not enough!

WilliamWallace : Yeah and it is expensive. But that's because it isnt ment to be a mass c2 recon. But we DO need such a ship. guess what, Kame got this good idea that can fill in the gap.
SO PLZ ADD THIS WONDERFUL SHIP

Tweety : The use of the Minor Reconstructor is to protect your higher classes by reconstructing a few ships of lower classes.
Is there a huge class 1 reconstructor??? No.

I havent seen the hint that only one Unstable Reconstructor can be used yet. That means you are able to reconstruct your whole c2! Its unbalanced because if you HAVE to reconstruct your class 2 and the ship is destroyed in the class 3 battle, you wont loose ships, you just cannot reconstruct them.

The reconstructers are very powerful and their only use is to support you by reconstructing a few ships, but not to make your fleets live much longer. The only reason to invent a new and powerful reconstructor is that you want to have less building an flying time --> more possible battles, more possible points. Also, if everyone uses it, its getting unbalanced.

I vote no, but if I must agree on that ship, I would say: Only one can be active and only a few should be placed on a planet.
Anonymous: yes like the major reconstructor, only one of these can be active, u can build more than one but the first one that activates kills the others.as for your comment on class 1 reconstructors not existing, what about combat reconstructor, it s not the first time that i ve flown around with over 100 of these!
admin: nice ships, it is positioned on a planet

we chdnaged the class error though

it IS class 3 now!
Rubens: Is someone agree with me? Lets add it as a permanent research, why not?
DavAlan: I am beginning to like it as a prewarp ship as obtaining it is easier and fasterr than with research and etc. Plus there is hardly time in any evo to research all the really gond ships anymore :|
Rubens: But for some of us prewarps are really far and we will like to have it in mind at the time of reseatch.it should be researched vry fast

flamingo
flamingo (class 3 ship)
This sleek beautiful cruiser has no firepower, but excellent eray shielding




Attack/life: 0/500
Manpower: 100

Researchtime: 1 d
Buildingtime: 14 h


e-ray-Technology
Needed research:
shield generator

Battle details:
fights
(battle engine syntax: f)
 
  —> Forum Topic about this ship
limsky: What is the function of the ship in a battle?
Metody I The Evil: Like a mosquito in class3... Hope somebody makes a similar ship for class2 :wink:
man_mod: The flamingo is a very useful defensive ship.
Although it has no fire power, it has great defence.
The main function of the ship is to draw away the fire power from the rest of your class 3.

for example :

your class 3 vs enemy class 3:

you:
20 cruisers (100/100, 60 MP)
4 Flamingos (0/500, 100 MP)

enemy:
20 Cruisers (100/100, 60 MP)

From this class battle example, you could score anywhere between 0-800 points.
Remember that the battle order, and order that the ships fire in is completly randomized.

Best case scenario : all 20 of the enemy cruisers fire upon only your flamingos. in which case you would lose all 4 flamingos (-400 points)
But as the Flamingos have taken all the hits, your cruisers would have then in turn shot down all 20 of the enemy cruisers (+1200 points)
resulting in a +800 for you.

Worst case scenario : All 20 of the enemy cruisers fire upon your 20 cruisers, and in turn yours fire back.
this would result in a score of -60.

Of course normally the result will be somewhere inbetween these 2 scenarios.

keep in mind, that this is just an example and that there are many other class 3 ships and ships of other classes that could change the course of such a battle.


the Flamingo is best countered by such ships as the Plasma gun ship or by a superior amount of other high fire power ships.
MicroJak: So, a flamingo is like a c3 mosquito.


But is there any type of c2 flamingo/mosquito?
guest: "So, a flamingo is like a c3 mosquito.


But is there any type of c2 flamingo/mosquito?"



not realy.

You can mix in some Eagels which take fire for low MP or/and modifie your ships with sporators or maybe holo ships

but not the same like flamingo/mosquito
linux666: ""So, a flamingo is like a c3 mosquito.


But is there any type of c2 flamingo/mosquito?"



not realy.

You can mix in some Eagels which take fire for low MP or/and modifie your ships with sporators or maybe holo ships

but not the same like flamingo/mosquito"



well...actually, there is!...not in production, but in the special planets, THE BLOB :)8 ...it takes 3 destroyers to kill it...one of my favourite ships, that i think it should be made available for production...
al12: There is a real class 2 'flamingo', it's eray and been on pre warp planets. No attack, only higher defence like the flamingo. Can take more shots then a blob I think then a blob.
linux666: al, dunno wich ship you mean...but if you try this one, i'm sure you'll like...it's specially efective against eagles, every time it's hit, it's lp increases 1point...eagles have 2 ap's...i really do like this ship...ADMIN!!!! hey, ADMIN...are you there? can you say something about putting this ship into production? the era is almost over...it would be a great time to do it!!! scrap the prophet!!

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. T

attack/life: 1/20
manpower: 20
mackman: The blob is too powerful I say it needs to be toned down a bit if it was to be put in the game but I do like the idea of the ship and should be implemented into the game.
linux666: allow me to disagree...it's not too powerfull, sabotage fighters, apollos...will destroy it, easy...it won't increase lp when attacked by ships other than class 2, so 20 fighters will destroy it ( if you consider that it has 20 mp, it's fair..)
if we think of the flamingo, do you say it's too powerfull? it takes 5 cruisers to destroy it, and costs 100 mp...just think that this ship could be used in some set ups with some success, but if you go against flts that don't suit your's you'll loose big...it's the way of ST ;)
al12: Right, appolo's. I'm going be looking real real hard over as many pre warps as I can to find the ship I am talking about as appolo's aren't it's weakness. I'm just not sure it is on a pre warp anymore, but it's going to take long to find out. If I find it, I will stay talking this way that you don't know what ship I mean :P If I don't find it you will all get to hear about i and hopefully some could make it to a pre warp, unless they are to strong.
Senor: you don't have to scan prewarps for it. just check old topics under all existing technologies. all accepted inventions are stuffed there. it's a good read for anyone.

wings of terror
wings of terror (class 3 ship)
This strategical bomber can attack colony ground units from orbit. It will reduce the defensive capabilities of the ground units (organization)

invented by change of seasons

Attack/life: 0/100
Manpower: 200

Researchtime: 1 d
Buildingtime: 4 h


Needed research:
colony star

Battle details:
fights
(battle engine syntax: f)
 
  —> Forum Topic about this ship

dominator
dominator (class 3 ship)
Jams two enemy vessels but its emp-generator causes a time anomaly that moves 10 enemy class 2 ships a few minutes backwards through time. Already destroyed ships will reappear.

Attack/life: 0/100
Manpower: 70

Researchtime: 12 h
Buildingtime: 12 h


kazuuula-Technology
Needed research:
emp technology

Battle details:
  1. fights
    (battle engine syntax: f)
  2. jams 2 ships in the enemy fleet in the class it fights with and you get back the initiative
    battlemessage: "dominator jams ... ships"
    (battle engine syntax: jam,enemy,2,this,dominator )
  3. reconstructs 10 ships of any ship-type in the enemy fleet in class 2 (technical LP +10 to ships that have less than 1 LP)
    battlemessage: "time-anomaly causes the return of ... ships"
    (battle engine syntax: reconst,enemy,10,2,all,10,time-anomaly causes the return of )

  —> Forum Topic about this ship

c-cannon-platform
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

Battle details:
fights
(battle engine syntax: f)
 
Related technologies:
nanite-technology c-cannon-module

  —> Forum Topic about this ship
admin: i got this question:
"I Had A C-Caonnon platform and 50 modules. when I went into battle, it said that "50 C-Cannon modules mounted on 50 ships", and the cannon never fired. what am I dooing wrong?"


it means, that 50 times a module (from class 2) was mounted on a platform (in class 3).

maybe your platform didnt shoot in class 3, cause some other ships did the whole job?
dragonfly: i´m here to post the same question

looooooooooool

who knows an answear
BladeTech: i have same question too =)
BladeTech
Commander Cody: He answered the question
dragonfly: hey ADMINS

what´s up???????????

i ask you a question and you don´t answear!!!!!!!!!!!!!!!!!
but WHY????????????????????????????
Shadow Hunter: I'm havin the same prob what's up? someone help me!
dragonfly: i think i don´t like the admins of spacetrace!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
dragonfly: i think i don´t like the admins of spacetrace!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
dragonfly: i hate it!!!!!!!!!

why i send sooo often two message????

i send only one!!!!

f**k
Commander Cody: Again, admin answered the question with the first post.
The first post posed a question and answered it.
Then we get a whole bunch of me too posts, and complaints about no answers.

If you have a specific question about a battle report post the battle report in "battle reports"

Anyway, for those of you still wanting an answer here it is again-"it means, that 50 times a module (from class 2) was mounted on a platform (in class 3). maybe your platform didnt shoot in class 3, cause some other ships did the whole job? "


dragonfly: i love admins......

no more comment to this topic!!!!

i think we don´t get an answear!!!

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


Attack/life: 0/60
Manpower: 40

Researchtime: 2 d
Buildingtime: 12 h


nanite-Technology
Needed research:
nano technology

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

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

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

see:

http://manual.spacetrace.org/tec.php?details=1&tec_id=15&techname=battle-drone

plague ship
plague ship (class 3 ship)
Emits a carrier wave that transmits nano viruses into the enemy fleet which cause the infected ships to self destruct in the next battle. So after the battle, there will be 100 class 1, 10 class 2 and one class 3 nano virusses in the enemy fleet. With large amounts of viruses up to half the fleet can be destroyed

Attack/life: 50/200
Manpower: 120

Researchtime: 2 d
Buildingtime: 16 h


nanite-Technology
Needed research:
nano technology

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

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

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

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

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

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

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

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

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

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

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

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



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

The only points you can get from them is what they destroy of the enemy's.

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

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:

gravo gun pack (class 3 ship)
The gravo gun makes one enemy ship defenseless and sets the lp to 1. It also emits a hullbreaking interference burst which kills one own ship.

invented by deafinator 2006-06-18 11:48:30

Attack/life: 0/100
Manpower: 36

Researchtime: 2 d
Buildingtime: 15 h


human-Technology
Needed research:
improved targeting

Battle details:
  1. fights
    (battle engine syntax: f)
  2. reduces LP to 0 of 1 ship of any ship-type in the enemy fleet in the same class but some ships are immune against destruction
    battlemessage: "gravo gun affects ... ships"
    (battle engine syntax: destroy,enemy,1,this,all,gravo gun affects)
  3. reconstructs 1 ship of any ship-type in the enemy fleet in the class it is fighting with (technical LP +1 to ships that have less than 1 LP)
    (battle engine syntax: reconst,enemy,1,this,all,1)
  4. modifies LP by -5000 of 1 ship of any ship-type in your own fleet in the same class but some ships and buildings are immune against this effect
    (battle engine syntax: kill,self,1,this,all)

  —> Forum Topic about this ship
mjx1: im not sure about this one

its about luck if it reduces the points of a enemy high class ship and destroys one of your low class ships uve won

however

if it does the vice versa youve lost

you have to be careful

would be good with a fleet of bulk fighters against a swank fleet

would be crap vice versa
spacetrace: combine it with shock wave cruisers , cluster cruisers etc.
mjx1: ah of cause how could i be so blind that would freakin rock but still it is about luck but i vote add
Rubens: "combine it with shock wave cruisers , cluster cruisers etc."


Yeah for some razes its good also you can combine it with dreads but you need luck to get the turn first...i mean this ship can also kill your own cluster crusero etc. A good use would be a combination with cluster and this ALONE but still you need a bit of luck.

So i cant aprobe it totally if you reduce the mo to 30-40 maybe

Think about this

It "maybe" destroy 1 ship on your side and enemy's side, in a normal situation of standard ships the score keeps even. And remember if the situation is cruseros vs another c3 of high mp still the same because maybe this wont have a turn, you need many of this.

Then it reduces lp to 1 of 1 ship, which make the ship easy to be killed but not that much...because you need REALLLY good luck to reduce lp to 1 of many ships and destroy them with the Shock wave...also the this ship which lp is 1 could be destroyed by a normal crusero so you arent wining pts because it remains the same. Maybe it should reduce AP to 49 of the enemys ship.

And i havnt ended...your ship is totally destroyed and cant be reconstructed, enemy's one can!
al12: "reduces LP to 0 of 1 ship of any ship-type in the enemy fleet in the same class but some ships are immune against destruction
"


in the ship description it doesn't day anywhere that it destrois an enemy ships, it says that it makes one enemy ship defenseless and sets the lp to 1.

"reconstructs 1 ship of any ship-type in the enemy fleet in the class it is fighting with (technical LP +1 to ships that have less than 1 LP)
"


if it makes one ships defenceles and puts it's lp to one does this mean it can also put the lp of an enemy ship that is destroid to one? if it does, how is it usefull then?
T2: As admin says, combine this ship with a Cluster Cruiser or Shock wave Cruiser and hope this ship fires first before your Shock Wave. The Shock wave that does 1 ap damage, becomes the "coup de gras" on an enemy ship that is 99% damaged already.
I have not tried it, but it seems like the logical way to use it. Make sure you stack enough to be sure it will fire first however the drawback is, it will also destroy in your own fleet 1 ship. Get real lucky and destroy another gravo gun and then hope your cluster cruiser fires.
al12: is there a way to stack youre fleet so that you get the first attack?
( thanks, i now understand how to use it)
i guess it is onley usefull it you destroi a class three ship that has more than 100mp.
DavAlan: "is there a way to stack youre fleet so that you get the first attack?
( thanks, i now understand how to use it)
i guess it is onley usefull it you destroi a class three ship that has more than 100mp."



That is still random in spite of your stacking. This ship has massive potential, but can go either way. I think a determination of correct ratio (grav guns to cluster cruisers) is needed but, gonna probably be costly to score running it. I would prefer using cluster cruisers over shock wave cruisers myself as should one of those get a turn in early then the grav guns take cheap clusters out ;)

It would be really nice to add these new prewarp ships into the battle sim... :)6 ...ADMIN ??? ;)
al12: if you use cluster cruisers you have to make sure that the person you are attacking doesn't have any class 1 ships or you need to destroi those first. the gravo gun pack and shock-wave-cruiser on the otherhand are both class three ships.
DavAlan: If you also have class 1 and 2 then you dont have to worry about the c1 and c2 in the target fleet ;)
al12: boy, i hate to make these cind of mistakes.
Cloudgatherer: I feel this could be a really interesting ship but as it stands now I cant even picture myself attempting to try to score with it.. All successful setups require some amount of luck in ST but this one just requires wayyy to much of it to become a viable option.. If I could ask: When is the last time this ship was even picked up by someone? That should illustrate my point about its useability.

I think tweaking it around a bit would make it a lot more appealling.. How about instead of automatically destroying one own ship, it only destroys one own ship AFTER it itself is destroyed OR it just doesnt destroy one own ship at all... Possibly jack up the MP a little if that was the case. Before you shoot me down completely: think about all the other powerful c3's that dont have a drawback nearly this bad. Just a thought. I know my opinion matters very little when it comes to anything about a change in the game. Frankly it feels like the days of new ships being introduced or ship ammendments are long, long gone in ST, which is a real shame.
Senor: this ship would be awesome to use with cluster cruisers or missile launchers. basically any ship that creates smaller ships in your own c3. or mass of these ships combined with a few shockwave cruisers will work also.

i haven't used it though, i can't say if it is balanced. its a bit tricky ship, thats for sure : )

warcruiser
warcruiser (class 3 ship)
A cruiser with a powerful torpedo-launcher. The torpedo causes 180 damage-points. The warcruiser is ineffective against standard cruisers.

Attack/life: 0/200
Manpower: 100

Researchtime: 2 h
Buildingtime: 14 h


human-Technology
Needed research:
improved targeting

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

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

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

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

like 250 - then it would be a nice counter to the flamingo
Cloudgatherer: @admin:
Please do! Poor Warcruiser.. It's GOTTA be one of the most ignored and underused ships in ST. Nobody built them then, nobody does now. Raise it's AP, then we might actually use 'em. The fact they can't touch basic Cruisers and the high MP is a very good equalizer, IMHO.
spacetrace: i think you are right .. this could need a buff
DavAlan: THE TORPEDO NEEDS TO BE EFFECTIVE ON A CRUISER BTW ....AND PERHAPS A MUTUAL DESTROY TRIGGER FOR PLASMA GUNSHIPS? ALSO CONSIDER CHANGES TO THAT 375 MP DREADNOUGHT ?

plasma gunship
plasma gunship (class 3 ship)
This huge battle ship has a plasma gun mounted. It kills one class 3 target.

the enemy ship gets killed: this means that it is not reconstructable.

additional to this features it has a laundry robot that replaces 3 crew members.

invented by pero123 2004-03-09 23:36:28

Attack/life: 0/100
Manpower: 92

Researchtime: 1 d
Buildingtime: 12 h


kazuuula-Technology
Needed research:
improved targeting

Battle details:
modifies LP by -5000 of 1 ship of any ship-type in the enemy fleet in class 3 but some ships and buildings are immune against this effect
battlemessage: "plasma gun locks on one target and kills ... ships"
(battle engine syntax: kill,enemy,1,3,all,plasma gun locks on one target and kills)
 
  —> Forum Topic about this ship
Lou of East from West: this is a class 3 ship that will kill class 3 ship, but not necesseraly in class 3 combat. Depends on fleet setup.

I know it looks funny "class 3 ship, will kill one class 3, in another subbattle. but it can be useful."
promethius2: "it has a laundry robot that replaces 3 crew members.
"



Can somene please explain this part of the plasma gunship. I never understood it.
promethius2: Nobody?
T2: This forum thread gets recorded into a manual link for ship descriptions.
I don't want to clutter it up giving a big description of how the laundry robot determines if to use hot or cold water, cycle times, gentle or hard spin, proper amount of soap etc. The laundry robot needs it's own thread to cover all it can do.
Hurin: :lol: :lol: :lol: :lol: :lol:

oh wait were you being serious?

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

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

plasma pod (class 3 ship)
If this fungu-plasma pod gets hit it will explode and jam all class 3 ships on both sides

Attack/life: 0/100
Manpower: 130

Researchtime: 1 d
Buildingtime: 12 h


mycilloid-Technology
Needed research:
science recycle methods

Battle details:
  1. fights
    (battle engine syntax: f)
  2. if this ship is hit it jams 1000 ships in both fleets in the class it fights with and you get back the initiative
    battlemessage: "plasma pod explodes jams ... ships"
    (battle engine syntax: trigger_hit@jam,both,1000,this,plasma pod explodes)

  —> Forum Topic about this ship
JaM: I thought jamming belonged to the kazuuula race :???:

But I like the idea
Jason: ahh.. this is my invention and it's absolutely clear that mycilloids cannot build a controlled jamming vehicle, but this is a big pod full of fungu-plasma and if it explodes it will jam all ships, believe me! it's the only way for mycilloids to jam something (not so elegant like the kazuuula ships, i must admit)!!!

JaM: Why does this ship fight? It doesn't have any ap.
Jason: it's just a big thingy with stuff in it ... it cannot fight :grin:
JaM: "
On 2003-06-22 15:03, tec_server wrote:
battle details:fights
(battle engine syntax: f)
"



So according to the battle details it fights
BladeTech: so it explodes when it gets hit or when it is destroyed?
JaM: I think both. If it is destroyes it must be hit first.
BladeTech: well but if its like a battle between enemies class 2 and their class 3, it'll be hit but not destroyed
Durago: every ship has a fight syntax, it is just how it works, or the ship would never do anything.
however it's "fight" is to do what you have set it up to do.

and from the syntax, yes it has to get hit to work,

but say a hammer or something like that goes off, the pod will go active and that might make for some interesting results, or just a wasted pod.

this ship looks kinda cool.

-----------

and in ref to the post in the new inventions 'semblance disruptor'
/forum/viewtopic.php?p=79294
about this ship, it is in no way the same.

this ship simply jams and makes your fleet have the fight again, the semb totally stops the c3 fight and blows up.
Senor: I think this ship is a bit overpowered. I will explain why.

Basically what this ship does is it ends a class battle. So it can be compared to a retreat fighter or an evasor. Except that it doesn't blow up (well actually it says in the battle syntax that it does, but i would expect something that blows up to also stop existing). So against lower classes this ship jams everything (read stops class battle) and stays to fight the upper classes. So 1 plasma pod can survive a whole fleet. It would be very annoying on a score planet.

I say it needs a selfdestruct command in the syntax to be balanced. Which makes it a mycilloid c3 evasor. which is ok since this ship cant be researched anyway.

eye in the sky
eye in the sky (class 3 ship)
This recon vessel is equipped with sophisticated surveilance technology, that scans the area for foreign fleet signatures like the deep scan probe. It is only fully functioning in interaction with a pyramid-device at your base. It is exposed a strong radiation that interferes with every cloaking technology, so a fleet with it cannot be cloaked and on battle contact it will disintegrate

Attack/life: 0/100
Manpower: 200

Researchtime: 2 h
Buildingtime: 12 h


Needed research:
pyramid-device

Battle details:
fights
(battle engine syntax: f)
 
  —> Forum Topic about this ship
admin: discussion pls in the topic of the pyramid device:
/forum/viewtopic.php?t=4313
deenky: How do I find the surface area of this hexagonal pyramid? It is a regular hexagonal pyramid. One edge of the base is 5.5cm, and one lateral edge is 9cm. I am wondering how I would find the slant height of one face and the area of the base.
admin: nice bot, i will leave this interesting question in here ;)
colinthecorgi: maybe I am a bit slow, but where does it say that the pyramid device is hexagonal?

Or do you just want the math for a hexagonal pyramid?
colinthecorgi: A pyramid with a hexagonal base. The edge length of a hexagonal pyramid of height h is a special case of the formula for a regular n-gonal pyramid with n=6, given by

e=sqrt(h*h+a*a), where a is the length of a bottom edge

The volume of the hexagonal prism is

V=sqrt(3)*h*a*a/2

Weisstein, Eric W. "Hexagonal Pyramid." From MathWorld--A Wolfram Web Resource. http://mathworld.wolfram.com/HexagonalPyramid.html

Finding the bottom surface seems rather easy, no?

Since it is a symmetrical pyramid, all corner angles must be the same, in this case 120 degrees. So you can split the bottom surface into 6 identical triangles with all sides 5.5 by just drawing a line from all corners into the centre, no? So the corner angles must be 60 degrees for all the 6 separate triangles. Then is simple trig after that.
fungu: selfdestruction???

is it nessesary ?

it is already very expensive!
admin: sure, otherwise it would make the deep scan probes obsolete ;)

class 4 ships
mothership
mothership (class 4 ship)
A very huge ship containing a warpfield-generator. You need this ship if you want to travel across the galaxy.

Attack/life: 0/1000
Manpower: 320

Speed: warp 5

Researchtime: 1 h
Buildingtime: 10 h


Needed research:
shipyard

Battle details:
fights
(battle engine syntax: f)
 
  —> Forum Topic about this ship

cloak generator
cloak generator (class 4 ship)
A huge station that orbits your planet and
Surrounds it with a cloaking shield, so that players are unable to attack you. This ship is very useful if you are going on holiday, or want time to research more technologies. Due to the high amount of manpower needed, you will not be able to attack anyone while the ship is active.

Attack/life: 0/2000
Manpower: 4850


It has a cloaking device

Researchtime: 1 d
Buildingtime: 1 d 12 h


Needed research:
research center

Battle details:
battle engine syntax:
 
  —> Forum Topic about this ship
Manyac: What is it good for?
I don't get it! It consumes nearly all your MP
so what to do with it?
Lady Battle Cat: For what it is good! If you want to make some days vacation, your planet is protected by the cloak generator.
Manyac: How is it protected? It's just cloaked! and everybody knows that there can't be too much units left!
spacetrace: " manual

cloaked

a cloaked fleet is invisible to other fleets and cannot fight.

"

admin: this ship is part of the game for the vacation mode.
durin summer it can be really important :smile:
see this:
http://forum.spacetrace.com/viewtopic.php?topic=349&forum=19
and this:
http://forum.spacetrace.com/viewtopic.php?topic=324&forum=12
Luis Abhorash: But the decloaking probe can let the fleets attack you no?
and I think that is a looooooooooooot expensive, it's good but is too much expensive, thats not fair :)16
well thats all
Luis Abhorash del Clan Dragon Sangriento
"El azote de los vivos" :)17
Captain Starlight: Its not expensive cos you dont need the ships cos you are on Holiday!!
Iain: I agree with Captain starlight,

but would a de-cloaking probe render the cg useless?
IceZoo: I know the message is old, but I would like to know the answer. If I go on vacation (which will happen) would the de-cloaking probe mess me up?
darklim: Who attacked you will get easy point from building (is the fleet is capable to destroy building).

And... 1 Cloak Generator is too expensive and you only have some ships. Not a trouble to a great fleet.
admin: decloaking probes will just decloak you for a second - no chance to attack you

and darklim - did you read, that this device is only for the vacation mode?
thats why it uses up nearly all of your mp :)23
BladeTech: so you cant be hurt at all if you have on your cloaking generator?
Nemesis: Its still to expensive, 'cos you won't have many ships left and when you recycle the cg and starts building a new fleet, you'll be vulnerable until it's ready.
kever: Im gona need that ship soon..
darklim: Hey, Admin. that say decloak, that no say that no have suficient time to attack. :)23
:)17 This will be bad news to that who use this :)20
noah: No it doesnt work like that. last round i had a guy near me cloaked and it said the de-cloaking probe was not powerful enough to de-cloak an entire planet.
Durago: if I was gone more than 8 days and had my planet cloaked on vacation and come back will the game make my planet abandoned?

like say i go on a 14 day vacation
MicroJak: I don't see the point of a cloak generator when you can use a decloaking probe to decloack it any way!!
Holy KNight: didnt you rea above? it wouldnt be possible to attack your planet still. it would decloak it for a second an thats it.
MicroJak: then what's the point if it just delcoaks for a second?
Holy KNight: because they cant attack in that amount of time. all you need to know is it works.
T2: I am thinking of trying the cloaking probe along with an alliance member on a prewarp base. Not for malicious purpose but to only see if possible.

If possible, it could make a frustrating time for an opponent as you could attack him and he could not retailiate except at your stripped down base planet.

2 or more members of an alliance can share a prewarp remote base. Can 1 guy cloak it protecting the prewarp from attack?

Will the cloaking probe be built by your shipyard located remotely or automatically at your base despite the shipyard being moved?
SpaceGamer: :P
Durango you can't hide from me forever! :)12

"if I was gone more than 8 days and had my planet cloaked on vacation and come back will the game make my planet abandoned?

like say i go on a 14 day vacation"




I will find you!

SpaceGamer :)24

PS

Jack09 please start a planet I could use a good war right now. :)12

colony star
colony star (class 4 ship)
This ship can protect your troop transports and
reconstrucst up to 7 transports of each kind.

Attack/life: 0/500
Manpower: 330

Speed: warp 5

Researchtime: 10 m
Buildingtime: 10 h


Needed research:
the genesis project

Battle details:
  1. fights
    (battle engine syntax: f)
  2. reconstructs 7 infantry transports 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,7,2,infantry transport,1,reconstructor reactivates in class 2:)
  3. reconstructs 7 tank transports 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,7 ,2,tank transport,1,reconstructor reactivates in class 2:)
  4. reconstructs 7 defense transports 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,7,2,defense transport,1,reconstructor reactivates in class 2:)

Following researches:
  recon probe - 12 h

  wings of terror - 24 h

  —> Forum Topic about this ship
admin: This is the new version of the Colony Star. It reconstructs 7 Troopers each.

The other new change is, that you don't need a colony star any more to found a new colony.

carrier
carrier (class 4 ship)
After the battle it seperates into 250 nano bomber that stay in your fleet. They are ready for the next battle.

Attack/life: 0/100
Manpower: 600

Researchtime: 2 d
Buildingtime: 12 h


nanite-Technology
Needed research:
leadership

Battle details:
  1. at the end of battle it evolves into 250 nano bombers (0/1)
    (battle engine syntax: evolve,nano bomber,0,1,250,)
  2. fights
    (battle engine syntax: f)

  —> Forum Topic about this ship
Toxxic: Does carrier provide warp field for other ships?

Captain Starlight: Nope, just releases nano bombers after the fight.
Toxxic: Thanx;)
admin: "if a nano carrier released its 250 nano bombers, what would be in the fleet, 250 nano bombers only or 250 nano bombers and the nano carrier?"


the carrier is gone after it released the nano bombers
Lord Bahamut: i will lost the carrier if him make the 250 nano bombers?
limsky: Manpower for carrier is 600 and Manpower for 250 nano bombers is 250X2 =500. Therefore 100 Manpower is released and the carrier is gone. I would think the carrier is composed mainly of nano bombers.
I you have clone your citizens, the Manpower for carrier is 601 and Manpower for 250 nano bombers is 250 X 3 = 750. You owe 149 manpower. Interesting.
Lord Bahamut: them... i lost the carrier and win 2500 nano bombers.... but if in the first fight my enemies destro the carrier i have the nano bombers? o i lost the 600 points? :???: :-/
Captain Starlight: I think if your carrier is shot, it is shot, no nano bombers next fight.
limsky: To avoid your carrier from being shot, always keep at least 1 class 3 ship.
Iain: hmm
ok, but is the carrier worth it? with clone labs especially....

i dont think that it is
Captain Starlight: It is a fantastic ship under certain circumstances.
Imagine a fight against 2 fleets with huge class one.
you have a small class one and large class 2.

The carrier will save your class 2 in the second battle and probably make you some points as well.
mackman: carriers are nice ships. Used them last round got lots of points with them.Surprises enemys who attack your base.Nano bombers are good like interceptors.wipe out class one nicely.
Cloudgatherer: Couple questions:

1. Does this ship only cost 601 MP w/ Clone Labs or is there some kind of catch or drawback when using CL + Carrier?
2. Lets say my Carrier fleet (fleet 1) fights against enemies fleet 1. Carrier activates and creates 250 Nano's in my C1, could I synch up my fleet 1 with my fleet 2 in another location and then put those Nano's in my fleet 2 and attack the enemy fleet 1 with them? Or will there be some kind of battle pause of whatever.
Senor: 1. yes
2. there is a battle pause so you cant use the 250 nano bombers against the fleet that created them.

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.

time slipper
time slipper (class 4 ship)
This ship is equipped with technology that can generate a faster warpfield

Attack/life: 250/500
Manpower: 1000

Speed: warp 8

Researchtime: 2 d
Buildingtime: 20 h


e-ray-Technology
Needed research:
gravity

Battle details:
fights
(battle engine syntax: f)
 
  —> Forum Topic about this ship
blackmagic: i still don't get it. Wat makes this ship soo special that it's a e-ray tech? I should be for everybody
darklim: Is too expensive.
But excellent for Doomstar.
And this ship can FIGHT!!!!
Nuclearmin: darklim... why do you spam all day long? if you dont like this ship, dont use it.

and the specialty of this ship is a special warpfield. eray tech is better in creating fields and this stuff.
nuke
darklim: Well, Metody hate the Troika, I hate Doomstar.
But this ship is excellent for Doomstar.
Don't you think that?
Fast attack and retreat.
Lou of East from West: I like scouts more for doomstars
Bogart: We have heard about chaps like you in the Force. It is illegal you know.
Bogart: http://www.grimmy.com/images/Gay/MP080599.gif
Metody I The Evil: Errr... Indeed, I hate the troika, but I've NEVER said why :)23

And, now, come on, don't tell me you're gonna block 1000 mp with the one and only purpose of seeking Doomstars... Try the Lowrider instead :wink:
darklim: 4 Time Slipper can destroy 1 Mothership.
This ship is used to destroy Mothership and make the fleet can't get out of that planet and destroy it slowly.
JaM: 4 timeslippers cost 4000 mp, so I don't think anyone has 4 timeslippers in a fleet.
Nemesis: no, thats pretty expensive
darklim: Trust me.
One player (is crazy) but have 4 Time Slipper, 1 Pirate Flagship, 1 Figther, 1 Destroyer, 1 Cruiser.
NEAR MY BASE!!!!
JaM: Easy points :)19
Rubens: the pirate flagueship and the shadow star is a perfect ship. Only exist 1 fleet can destroy them, the mantis, for that is that shipa cant have warp,but they are the rally secret of the game because can destroy all ur planet but the fleet still intact, so if u cant be connected in 2 days this ship is toog ood but human an e-rays? the mycioloyd cant build that? need be as the scout and the fliyng saucer, for all races, a best explaining of this hsip i go to say in the perfect fleet setup

lowrider
lowrider (class 4 ship)
A fast warp ship with a semi-instable warp core. If a lowrider is involved in a battle, it will obliterate all class 3 and all other class 4 ships in your fleet.

Attack/life: 0/200
Manpower: 400

Speed: warp 7

Researchtime: 1 d
Buildingtime: 12 h


human-Technology
Needed research:
gravity

Battle details:
  1. 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.
    battlemessage: "lowrider warp core breach obliterates in class 3: ... ships"
    (battle engine syntax: obliterate,self,all,3,all,lowrider warp core breach obliterates in class 3:)
  2. modifies LP by -5000 of all ships of any ship-type in your own fleet in class 4, there are no known ships and buildings that survive this effect.
    battlemessage: "lowrider warp core breach obliterates in class 4: ... ships"
    (battle engine syntax: obliterate,self,all,4,all,lowrider warp core breach obliterates in class 4:)

  —> Forum Topic about this ship
Captain Starlight: This is a curious ship.
what happens, when there is a class2 v 3 battle, and your class 2 has holoclones, do they fight or are they self destructed??.

I think Black Mobile would want this ship very much.
DaBlackMoB: like this:

http://www.datsunworld.com/330/z-watf3b.gif

low n slow

let's take a look inside:

http://www.nmsu.edu/~ucomm/Releases/1999/sept99/parsons02.jpg

:wink:

limsky: Compared to Carrier which has warp of 1 this ship is too fast.Can the ship be carried by the mothership as a lifecraft? Someone may suggest a similar ship that can carry only class 2 and class 3 ships.
Captain Starlight: Hey, a liferaft, theres an idea!!!
Captain Starlight: I just submitted a ship, using the lowrider as a liferaft, and @admin sorry, I forgot the trigger. Oops
Lord Philemon: That's actually a cool ship :smile:
The only thing is:
-the enemy needs only 1 class 1, 1 class 2 and 3 class 3 ships to destroy the lowrider
-Using the syntax like it is shown you could actually have class 3 ships in it, only in a battle they would be destroyed.
IceZoo: ". if a lowrider is involved in a battle, it will obliterate all class 3 and all other class 4 ships in your fleet."

What about the enemy's fleet?ill it obliterate the class 3 and 4 ships too?
darklim: That is a suicide ship.
adamx17: The use for this ship is rapid deployment of class 1 and 2.
darklim: Fast deployment of class 1 and class 2.
Interesting
Will be added to my fleet configuration
_________________
One planet is habited by E-rays, Human, Kazuuula, Nanite, Mycilloid. These race is ruled by the Evil Dark Lord. Named Dark Lim who hate cheat, and make the race to fight, called hi empire Dark Caracas. Dark Lim of Dark Caracas will fight multi.

Rubens: LOL the only person can explain this is adamx17.

Seee with a fllet with a lot of class 1 and class 2 with only 1 cruser u can use this ship. because maybe u always lose the crusero but with the lowrider, u can send ur fleet and her arrive more fast and in the battle u no lose point. the problem is cant be used twice time. of coure yes but if u fight class 2 vs class 2 is stupid!!, maybe 4000 kamikazes.. aprox!!!!!! so u can send the fleet with the lowrider and arrive fast but have 80 mp more of the mothership, the problem is if is detsroyed, because if u cant have cruseros, u always need another mother, if is used with a pirtae flague ship is good so u can have 3 battles in a day.
Lou of East from West: So, "if a lowrider is involved in a battle"

that means u have to shoot on it,
for instance if ms attack lowraider, nothin happen?
(standard class 4 battle)
But Timesliper kills shit in him?
JaM: If a class 4 battle happens it will destroy your whole fleet because a battle stop when all ships got their turn of either fleets are destroyed. So by a ms vs lowrider, the lowrider will get his turn and will destroy class 3.
Lou of East from West: and not killing him self (class 4)?
JaM: I don't think so. It oliberates all class 4 ships except itself of course.
Look at the commando fighter: it kills all commando fighters and self destruct.
But I never used a lowrider.
darklim: It kill everything of class 3 and class 4 except itself
But is a nice ship
We are Bjork: The lowrider can carry class 3, but if it is involved in a battle you lose all class 3 and 4.

So if you have one cruiser and the fleet fights you lose your class 3 and 4.

Warning, do not leave in base!!!
Metody I The Evil: And to think that long ago I met someone who used it to pull a Doomstar...

Lucky bastard - the Doomstar went off killing my poor cruiser, before the lowrdirer could destroy it :lol:
darklim: "
On 2003-12-04 09:25, Metody I The Evil wrote:
And to think that long ago I met someone who used it to pull a Doomstar...

Lucky bastard - the Doomstar went off killing my poor cruiser, before the lowrdirer could destroy it :lol:

"


An Fast and Deadly Doomstar, because the Lowrider destroy the ships in class 4 battle
And the Doomstar fight in class 1
Metody I The Evil: So, I think that you're trying to tell us that when class4 fights, it's not a class4 fight :grin: I couldn't agree more, I always thought that only destroyers vs destroyers is a class4 fight... :lol: Sheesh...

And, you could check out the penguin-recycle BR /since u're digging up old topics and stuff :wink: /, to see that when class4 fights, it's a class4 fight :lol:

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

core driver
core driver (class 4 ship)
A simplified, slow and less armoured mothership

Attack/life: 0/250
Manpower: 80

Speed: warp 1

Researchtime: 2 h
Buildingtime: 10 h


nanite-Technology
Needed research:
gravity

Battle details:
fights
(battle engine syntax: f)
 
  —> Forum Topic about this ship
limsky: /pics/online/ships/coredriver.jpg

core driver (class 4 ship)
a simplified, slow and less armoured mothership

attack/life: 0/250
manpower: 80

speed: warp 1

researchtime: 2 h
buildingtime: 10 h


nanite-technology
needed research:
gravity

battle details:
fights
(battle engine syntax: f)

"
it says "a simplified, slow and less armoured mothership"


We got the mothership, so what is the use of this lnferior mothership??"

zaphod: the core driver has less menpower, so you can built more ships with attack-points in your fleet!
Captain Starlight: You can deliver mantis with them too for less expense and they can make a cheap extra class 4 target in your base fleet.
the only thing they are not good for is long trips.
DaBlackMoB: a cheap ms for rescue missions at your base (if you are under attack you can save your ships)
SirTaz: There great little ms's to deliver the mantis like Captain said also to deliver a domstar or to use with the pioneer ship or as and exter ms to back up your base fleet or as DaBlackMob said as rescue ms for your ships
and one more thing but its not been added to the game yet :smile:
King Bugsey: They are used for doomstars,mantis's,and larger fleet, because you can fit more ships with out the 320 points of a MS to sum it up.
limsky: If I form a fleet with a core driver (MP 80), a Mantis (MP 350) and a doomstar (MP 2300), am I wasting my doomstar?
The battle start from class 1 to class 4. So when it reach class 3, my mantis destroy all class 4 ships. Therefore my doomstar is destroyed before it can create a black hole.
King Bugsey: Yes the Mantis would activate and destroy your doomstar losing you around 2.4k points..
admin: voted for ship of the week by GNN-News: /forum/viewtopic.php?p=87148#87148
"in this article i want to present some underated ships and how you could use them.

core driver (class 4 ship)
a simplified, slow and less armoured mothership

attack/life: 0/250
manpower: 80 warp 1

first look: a mothership with warp 1 ? i would need days to go somewhere - WTH??

second look: ok ... it cost only 80mp - maybe this is useful to defend my base in emergency situation...

third look: oh wait , maybe there are situations where less speed could be useful. in a defense situtation at my base: for hyperdrop ship transfer - i will have a 5 times longer time window for ship movement - this could allow complex moves, that would be impossible with a ms.

This ship somehow tells the story of st too. for many things you have to take a closer look and sometime you may find some gems, like the core driver, which is just a brilliant ship."

vyor: all you need is a doomstar at your base for total anihalation. Noone notices 1 extra class 4, they think its just this thing, lol
Senor: Yes vyor, please keep a doomstar at your planet! I will come check it out with a single mothership soon ; )

On topic: Yes the Core Driver is an excellent ship to have at home. One of them costs just a bit more than a cruiser and gives you a huge maneuverability bonus when defending your planet. And even if you don't use it to drop ships then it still helps to shield your other c4 stuff.
vyor: will you senor?


I agree, still wont let you move too fast though. Even with wormhole and cronopods.
spacetrace: the core drive is so cool because it is so slow :)
vyor: :)8 :)8 :)8 I have never seen a fleet that was better with a slow and pathetic ship at the helm.
promethius2: I think we could improve the core driver by allowing it to stack.

2 Core Drivers = Warp 2
3 Core Drivers = Warp 3

Mothership = 320mp at warp 5
5 core drivers = 400mp at warp 5

Perhaps only a maximum of 5 Core Drivers per fleet?
spacetrace: it's a funny idea, but i like the CD like it is, maybe as another invention, with some extra fun :D

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

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

major reconstructor
major reconstructor (class 4 ship)
This ship collects scattered pieces of fallen mycelloid ships and reconstructs up to 7 class 3 and 1 class 4 ships. Only one major reconstructor can operate.

Attack/life: 0/150
Manpower: 550

Researchtime: 2 d
Buildingtime: 17 h


mycilloid-Technology
Needed research:
gravobionics

Battle details:
  1. reconstructs 7 ships of any ship-type in your fleet in class 3 (technical LP +1 to ships that have less than 1 LP)
    battlemessage: "reconstructor reactivates in class 3: ... ships"
    (battle engine syntax: reconst,self,7,3,all,1,reconstructor reactivates in class 3:)
  2. reconstructs 1 ship of any ship-type in your fleet in class 4 (technical LP +1 to ships that have less than 1 LP)
    battlemessage: "reconstructor reactivates in class 4: ... ships"
    (battle engine syntax: reconst,self,1,4,all,1,reconstructor reactivates in class 4:)
  3. battle engine syntax: rogue,48

  —> Forum Topic about this ship
admin: " battle details: reconstructs 7 ships of any ship-type in your fleet in class 3 (technical LP +1 to ships that have less than 1 LP)
battlemessage: "reconstructor reactivates in class 3: ... ships" "



actually, it seems ot gives also +1 LP to ships, that are still alive --> see this topic.
i am not sure if this is a bg, we will discuss it.

so be carefully, if you use minor and major reconstructors in the same fleet:

if accidently a major tries to reconstruct a minor reconstructor in class 3, that minor reconstructor will selfdestruct, cause thats what it does if it gets reconstructed (trigger-rec@).
Rubens: And again....

I think it was a bug, because there is no syntax that means the minor should be destroyed, so i suggest to add to the Major reconstructor this:

multiplies AP/LP by 0/0 of all minor reconstructors in your own fleet in the same class
(battle engine syntax: mod,self,all,this,minor reconstructor,*,0,0)

And it will be more clear to the new players when they read the manual that both ships CAN NOT be used at the same fleet, even if the minor is not destroyed and tried to be reconstructed, etc.

Greetings, Rubens

bombus
bombus (class 4 ship)
The bombus jams 5(all) enemy c4 ships and their special abilities. It´s simple and effective. Good for countering ships like the major reconstructor and pirate flagship. The bombus is in fact a special kazuulian-bred giant insect encased in a fragile aluminium carapace to protect it from the vacuum of the space. When charged by the emp-o-matic connected to its brain, the bombus accelerates its metabolism to mindboggling speed and releases a high-speed electromagnetic cloud that is powerful enough to penetrate even the thickest shields and temporarily disable all electronics in capital-class ships.

invented by change of seasons

Attack/life: 0/100
Manpower: 350

Researchtime: 1 d
Buildingtime: 15 h


kazuuula-Technology
Needed research:
emp technology

Battle details:
jams 5 ships in the enemy fleet in the class it fights with and you get back the initiative
battlemessage: "bombuses emp-cloud jams ... ships"
(battle engine syntax: jam,enemy,5,this,bombuses emp-cloud)
 
  —> Forum Topic about this ship
admin: The Bombus is placed on a planet.

see discussion here:
/forum/viewtopic.php?p=76754
DavAlan: /forum/viewtopic.php?t=1027
:)3 :)12

shadow star
shadow star (class 4 ship)
One of these huge ships can generate a sphere that cloakes the whole fleet.

Attack/life: 0/1000
Manpower: 550


It has a cloaking device

Researchtime: 3 h
Buildingtime: 16 h


e-ray-Technology
Needed research:
improved cloaking technology

Battle details:
fights
(battle engine syntax: f)
 
  —> Forum Topic about this ship
JaM: you can uncloak your fleet and cloak it just as the cloak generator with a checkbox.
mackman: Well it works good to sneak up on your enemy.You can park 1 sector from the target then when you come online uncloak and attack.Is nice to use with doomstar.
Achilles: It is also good to protect your high -risk fleets, that contain fleet-tenders, spectres, prophets, etc.

pirate flagship
pirate flagship (class 4 ship)
The crew of this ship has a special tactic: after the first battle this ship cloakes the fleet so it will not fight against possible other fleets at the same sector. So you can plan a hit and run attack where you only fight against one fleet

Attack/life: 0/1000
Manpower: 600


It has a cloaking device

Researchtime: 3 d
Buildingtime: 20 h


human-Technology
Needed research:
improved cloaking technology

Battle details:
  1. fights
    (battle engine syntax: f)
  2. after the battle it cloakes your fleet
    battlemessage: "pirate flagship ignites its cloakingdevice"
    (battle engine syntax: cloak,self,1,pirate flagship ignites its cloakingdevice)

  —> Forum Topic about this ship