RETURN TO SWITCHBOARD |
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11A. Dreadlord Battle Manual |
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11K. The Evil Empire |
Return to Strategy Sub-Menu |
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11B.
Colonel's Thoughts |
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11L. The
Robotic Imperium |
1. Introduction to VGA Planets |
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7. Minefields
Sub-Menu |
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11C. Early
Game Strategy |
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11M. The
Rebel Confederation |
2. Race Information Sub-Menu |
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8. Combat
Sub-Menu |
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11D. The
Solar Federation |
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11N. The
Missing Colonies of Man |
3. Friendly Codes Sub-Menu |
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9. Ion Storm
Sub-Menu |
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11E. The
Lizard Alliance |
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4. Planet Information Sub-Menu |
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10. Misc.
Information Sub-Menu |
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11F. The Empire of the Birds |
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5. Starbase Information Sub-Menu |
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11. Strategy and Strategy Guides |
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11G. The
Fascist Empire |
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6. Ship Information Sub-Menu |
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12. Add-on
Information |
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11H. The
Privateer Bands |
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11I. The
Cyborg |
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11J. The
Crystal Confederation |
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THE EMPIRE OF THE BIRDS (RACE3) STRATEGY GUIDE(S): |
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A Bird in the Hand Is Worth… |
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By Conrad Lesnewski |
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clesnew@tribeca.ios.com |
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In
this, the third installment of "The Races of VGAP," we'll examine
those masters of cloaking, The Birdmen. If you're |
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hoping
to find playing tips that will turn the Birds into a powerhouse race capable
of running roughshod over your |
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opponents,
I'm afraid you're going to be disappointed. The Birdmen, in my humble
opinion, have a firm hold on the title, |
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Weakest
Race in VGAP. That's not to say that you can't have fun with the Birds and
perhaps even annihilate an opponent or |
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two
with them. However, in a contest of competent rulers for ultimate control of
the Echo Cluster, the Birdman leader will |
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usually
find that he's playing at a disadvantage throughout the game. |
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The
problem with the Birds, is that they have neither the military power of the
fighter races nor the economic power of the |
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other
torpedo races. In addition, their primary native advantage, stealth through
cloaking, is now easily defeated by a number |
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of
methods (e.g., Lokis, Glory Devices, Ion Storms, and Web Mines). Once their
cloaking is negated, their other race |
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specialty,
Superspying, goes with it. This leaves the Birds as a torp race with no
significant special advantages to offset the |
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inherent weakness of
their fleet as a whole. |
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While
the Birds have a great number of cloakers, most are not very combat worthy. A
Lizard Cruiser or Fed Nebula, for |
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example,
can handle the bulk of the Bird cloakers, up to and including the Resolute.
The Swiftheart is an effective long-range |
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scout
but its tiny cargo capacity limits its effectiveness as a colonizer. The
White Falcon is used mainly as a cloaking fuel |
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carrier.
The Fearless can be used to capture freighters and non-Borg planets as well
as serve as a cloaking Medium Deep Space |
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Freighter,
but it will get toasted by most mid-level ships if it engages them. The
Redwind is fairly useless to the Birds but |
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may
have some value as a trading ship to the Colonies and/or Feds. The
Brightheart is also usually not worth building unless |
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the
RacePlus add-on is being used and even then, the Egg mission is among the
weakest of the RacePlus abilities. |
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This
leaves the Deth Specula and Resolute to serve as the mid-level combat ships
of the Birds. The Deth Specula packs a nice |
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punch
against planets and mid-level ships but don't expect to recloak it after
combat. Its light weight means it will usually |
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take
some significant damage in the battle. The Deth Specula also suffers from
limited fuel and cargo capacities so it's usually |
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only
good for a couple of strikes before needing to be resupplied by a supporting
cloaker (e.g., a White Falcon or Fearless). |
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Given
the choice (i.e., a base with tech level 7 hulls), the Resolute is a better
choice than the Deth Specula. |
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The
Resolute costs just slightly more than the Deth Specula in terms of cash and
minerals, but gets rid of the Deth Specula's |
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limitations.
With the largest fuel capacity in the Bird's cloaking fleet, ample cargo
room, and the ability to remained cloaked |
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without
burning fuel, the Resolute is a well-rounded ship that can handle a variety
of roles in the Bird empire. It can fight |
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planets
and mid-level ships, resupply and refuel other ships, colonize, lay large
mine fields in enemy territory, take a mine hit |
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itself,
stay cloaked in Ion Storms, and spy. The Resolute is also desired by every
other race, so if you're willing to trade one, |
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they
usually command a premium price. About the only thing it can't do is handle
large ships and/or bases. For that you |
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need the ultimate cloaker,
The Darkwing. |
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While
the Darkwing is the ultimate in cloaking technology, it has one major flaw
which keeps it from reaching its full |
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potential.
It, along with the Victorious, has the smallest fuel tank of any heavy
warship. This seriously hampers the |
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Darkwing's
ability to launch surprise attacks deep in enemy territory. While the
Darkwing no longer burns fuel to cloak |
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(previously,
cloaking a Darkwing was the equivalent to sitting one in a web field), it
still burns enough fuel while moving to |
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limit
its range to 4-5 turns before needing to be refueled. Against an
inexperienced opponent, this may be enough to strike at |
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the
heart of his territory, but a competent player will usually have the borders
of his territory extending 5 or more turns |
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from
his homeworld. This means that either the Darkwings have to strike outlying
planets in the hopes of refueling, thereby |
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warning
the prey of Bird presence, or a large support fleet (White Falcons or
Resolutes) has to accompany the strike force to |
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refuel
the Darkwings in transit. If the strike force fails in its mission, the
support fleet is often also sacrificed because it |
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doesn't
have enough fuel left (having fed the Darkwings) to successfully retreat from
the area. Not only do fuel logistics hurt |
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the
Birds stealth potential, but often they find that their "stealthy"
mission, Superspy, also works against them by revealing |
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their presence to a
potential target race. |
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The
Superspy mission comes in two parts, one that gives detailed information
about an enemy planet and one that attempts |
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to
change the planet's friendly code. The difficulty for the Birds lies with the
second part, namely, that there is no way to |
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turn
it off. Each Superspying ship over a planet has a 20% chance of changing the
planet's friendly code to match that of the |
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ship.
Unfortunately, if the change is successful, it generates a message to the
enemy announcing the Bird's arrival in the area. |
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To
make matters worse, if the planet has 10 or more defense posts there is a
subsequent 20% chance that an ion burst will |
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occur
and all ships orbiting the planet will decloak. This means that a ship set to
Superspy has a 4% chance of decloaking |
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every
time it passes over an enemy planet with more than 10 defenses. This is in
addition to the normal cloak fail rate set in |
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the
Hconfig (default = 1%). Since most experienced players will have at least 20
defenses on the bulk of their planets, to avoid |
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sensor
sweep/bioscanning as well as adding a point to their ground defense ratio,
this gives the Birds an almost 5% cloak fail |
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rate
when planet hopping with a mission of Superspy. The result is that while a
Lizard Cruiser sneaking in for a cloaked |
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ground
attack has a 1% chance of decloaking and alerting the enemy prematurely, a
Superspying ship is twenty times more |
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likely
to alert the enemy and five times more likely to decloak. This is hardly
conducive to a "stealthy" race. A special |
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friendly
code (e.g., nfc) that would prevent the ship from attempting to change the
friendly code of the planet below would |
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go a long way to
restoring the Bird's sneakiness. |
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The
other reason for a "No Friendly Change" code is that there really
aren't that many situations in which the Birds actually |
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want
to change an enemy's friendly code. The most popular changes to make are
"bum" -- to have the enemy planet beam up |
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it's
cash to the Birds as well as any other foreign ship in orbit and
"dmp" -- to cause an enemy Starbase to recycle its stored |
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components
thereby wasting the enemy's money and a percentage of the minerals used to
build the components. This is |
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always
good for laughs against new players, but against real competition it's
usually a one-trick pony. After being burned |
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once
(if at all) the enemy will simply start storing his cash on ships (preferably
his own cloakers or heavy warships) where |
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bum
can't reach it and stop building components in advance rather than simply
waiting and building the entire ship at once. |
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bum
can work once or twice for some quick cash, but when compared to the Fed's
taxing, Lizard's Hiss, or Fascist's Pillage |
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it's way down on
the list of economic advantages. |
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Some
Birds use the code change ability in an attempt to control their enemy's mine
fields and grant safe passage to their ships. |
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This
is easier said than done. To ensure that the ships will not hit a mine, the
Birds have to dedicate 5 ships to each |
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controlling
planet. Once that is done and the Bird strike fleet starts navigating the
field, an ion burst decloaking the |
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Superspying
ships (with subsequent attack by orbiting enemy ships) has the potential to
strand the fleet in the field. It's |
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usually
far more efficient to simply sweep the fields (possible exception Robots
and/or Crystals). The Birds could instead |
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attempt
to control all enemy fields through the use of the "mf*" code. For
this to work, however, the Birds must find and |
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change
the codes on the enemy planet with the highest ID number. If they enemy later
takes a planet with a higher ID, the |
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Birds
lose their control and must start the search for the new controlling
planet. |
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Another
use of friendly code changes is to steal minerals and/or supplies from an
enemy planet. Five Superspying ships |
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change
the code while the 6th matches and set's its mission to beam up the desired
item. Again, it sounds better than it works. |
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No
bird ship has a big enough cargo capacity to make this worth while as either
a source of minerals for the Birds or as more |
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than
a mere annoyance to the enemy. If you bring more ships to do it with, it begs
the question of, "Why not just shoot the |
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planet
and take it all, rather than tie up so many ships stealing small
quantities?" If the answer is, "Because it's a fortified |
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Starbase,"
the Birds are faced with a new problem. While a ship set to Superspy will not
surrender to a base by matching |
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friendly
codes, a Bird ship with any other mission will. If you attempt to rob
minerals from an enemy base and that base has |
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its
Primary Objective set to "Force Surrender," The Bird ships set to
beam up minerals will be owned by the enemy on the |
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following
turn. |
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Finally,
there is a Bird tactic that is still being bandied about in the newsgroups
and on BBSes. This is offered as a devastating |
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attack
on a well-guarded and fortified enemy Starbase. The tactic is to have five
Superspying ships set the Base's code to |
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NUK
while two Darkwings arrive without fuel (either through careful planning or
being towed in by sacrifice ships). The |
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Base
will then attack the Darkwings and be destroyed while the enemy ships
guarding the base ignore the Darkwings because |
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they're
out of fuel. The problem with this tactic is that it doesn't work. Any Bird
capital ship that is out of fuel is immune to |
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the
"NUK" code and therefore will not be attacked by the planet/base.
What will work, however, is giving the two |
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Darkwings
to an ally (other than Fascists or Rebels) and having them arrive empty. Note
that the Darkwings, or any other |
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heavy
warships being used, have to arrive at the base empty the same turn that the
five Superspying ships change the code to |
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NUK.
If instead, the Darkwings arrive early and drop their fuel, and the enemy has
the Base set to "Force Surrender," the |
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enemy
will take control of the empty ships before they can attack the base. |
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The
difficulties faced by the Bird commander can either be lesser or greater than
detailed here, depending on who the |
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immediate
enemy is. The Birds are in for a nightmare ride when faced with the Feds,
Lizards, or Fascists. All three of those |
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races
have the ability to decloak Bird ships as well as economic advantages that
will let them build fleets both more numerous |
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and
more powerful than the Birds. The Crystals and Empire are probably the next
level of difficulty faced by the Birds. |
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Crystal
webs can shut down the birds as easily as they do any other race, so Bird
cloaking is of no particular advantage when |
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dealing
with them. The Empire has a better fleet than the Birds and can use Darksense
to locate the Birds territory and bring |
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the
fight to them. Robots, Rebels, and Colonies are fairly neutral, The Birds
have no more significant advantages or |
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disadvantages
when confronting them than do any other torp race. Surprisingly, the two best
targets for Bird aggression are |
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the
two races with the most fearsome reputation in the cluster: The Privateers
and The Borg. |
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The
first Hconfig setting to check when considering leading the Birds is
"Cloaked Ships may be Robbed." If it's set to yes, |
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don't
play the Birds. Should you ignore this advice, don't be surprised when your
ships enter orbit with a Lady Royal and |
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never
come back out. If, however, it's set to no (which is default), the Birds have
the opportunity to reign destruction on the |
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Privateers.
The Birds are probably the race best suited to going on the offensive and
taking the fight to the Privateers. While |
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Lokis
and Glory Devices are good defensive weapons against the Privateers, they're
much harder to use on the offensive. The |
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Privateers
can use feints, mines, cloaked intercepts, etc. to destroy an invading
Loki/Saber and then steal the |
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Missouri/Nova/Victorious
it was protecting. The Privateers should find it almost impossible to steal a
Bird combat ship. If |
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Cloaked
Ships can Attack is set to yes, the Birds can take out most Privateer ships
without decloaking. The Birds can decloak, |
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hit
a planet, and recloak before the Privateers have an opportunity to rob them.
The Darkwing/Resolute team can strike and |
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vanish
and there's little the Privateers can do to stop them because cloaking now
occurs before robbing. |
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The
Borg are a slightly different story. The Birds, like most other races, have
to wipe out a nearby Borg infestation quickly |
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and
ruthlessly. Once the Borg get a toehold in an area, the Birds are in trouble.
One of the main advantages of the Birds is |
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the
ability to turn a Borg advantage against them. Since the Darkwing and
Resolute no longer burn fuel to cloak, they can |
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afford
to sit quietly in orbit with a Firecloud and wait for it to chunnel home.
When it does, the Birds will go for the ride |
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and
the Borg will have no knowledge of it until the Bird ships decloak and start
destroying Borg holdings deep behind his |
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front
lines. Once the Cubes arrive on the scene, the Birds simply recloak and wait
for them to go away. |
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By
now, you're probably wondering "Why would I want to play the
Birds?" Well, that's a good question. One suggestion is |
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to
use them as a handicap for a good player in a game with weaker or
less-experienced players. The Birds have problems, but |
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they
are by no means an unplayable race. A good player who can manage his economy
well would be on an even footing |
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with
a weaker player playing a stronger race. They can also be an asset in team
games when their weaknesses can be overcome |
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by
other members of the team. Finally, there is one situation that changes
everything for the Birds. If the game contains an |
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add-on
with the "GPn" code, the Birds become a fearsome threat!
"GPn" stands for Give Planet to race n. It is the equivalent |
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of
the Host code "GSn" (Give Ship). With this code in the game, five
Swiftheart Scouts can capture an enemy homeworld |
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intact
simply by showing up there and changing the code to GP3. This one code alone
changes the Birds from one the |
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weakest
of the VGAP Races to a threat to be feared by all. |
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T h e B I R D M E N G U I D E
t o t h e G A L A X Y |
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by Timo Kreike |
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============================================================= |
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(version 1.0 -
March 1997) |
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<============================================================================> |
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0. Introduction |
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1. The Birdmen: an
Analysis |
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1.1 Strong points |
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1.2 Weak Points |
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1.3 How to overcome your
weak points |
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1.4 Birdmen DOs |
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1.5 Birdmen DON'Ts |
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2. Playing the Birdmen |
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2.1 Your game |
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2.2 Your ships |
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2.3 More on Scouts |
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3. About Super Spy |
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3.1 The ship mission |
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3.2 Notes about the spy
info |
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3.3 Advanced Super Spy |
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3.4 Using (Advanced)
Super Spy |
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4. Useful host settings |
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4.1 Cloaked ships attack |
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4.2 Cloak Prevent Damage |
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4.3 Odds of cloak failure |
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4.4 Privateer rob cloaked
ships |
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4.5 Cloak fuel burn per
100 kT |
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4.6 Cloaked mine odds |
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4.7 Ground attack ratio |
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4.8 Free fighters |
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5. Interacting with races |
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5.1 Useful Allies |
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5.2 Useful Ships |
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5.3 Trading your ships |
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6. Eliminating other
races |
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6.1 Dealing with Lokis |
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6.2 Dealing with Glory
Devices |
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6.3 Notes on the
Federation |
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6.4 Dealing with the
Lizards |
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6.5 Dealing with the
Privateers |
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6.6 Dealing with the
Cyborg |
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6.7 Dealing with the
Crystal People |
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6.8 Dealing with the
Empire |
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6.9 Dealing with the
Robots |
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7. Sneaky Combat Tactics |
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8. More than host alone |
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8.1 PHost |
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8.2 RacePlus |
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8.3 Borders |
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8.4 FHost |
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8.5 Nemesis |
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8.6 Starbase+ |
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8.7 Tachyon |
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8.8 Jumpgate |
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8.9 Portal |
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8.10 Tantalus Machine |
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8.11 Alternative
Shiplists |
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9. More information |
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10. About this guide |
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10.1 Credits |
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10.2 Questions |
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10.3 Additions |
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10.4 Updates |
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10.5 Complaints |
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10.6 Distribution |
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11. Famous last words |
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Chapter 0 |
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INTRODUCTION |
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<============================================================================> |
The Guide and its History |
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The idea of compiling a
Birdmen FAQ was developed in the high-days of the |
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Galactic Guilds. The
initial idea was to create a file that should be the |
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first help for newbie
Birdmen players and that should answer their first |
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questions, and by doing
so removing some of the workload from the feathered |
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shoulders of the Birdmen
Guild Master. |
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However it was not until
six months after the sudden extermination of the |
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immortal Guilds by evil
forces in the Battle of Krell that I, Alistair |
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MacBird, started writing
this guide to help the early Birds through the first |
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stages of their
existence. |
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The opinions about the
Birdmen are quite in contradiction. Some will say it's |
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a perfect race to start
with while others will tell you it's a race for |
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experienced players. The
truth is always simple: you can play any race you |
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want as long as you know
how. That's where the Guide comes in. |
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The Quest through the
Galaxy |
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At 35% of the current
size of the Guide I realised that the Galaxy was too |
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large - there were just
too many dimensions I didn't know (enough) about to |
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get all important
information covered. Messages were sent on several |
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bandwidths, reaching out
to the edges of the Galaxy searching for those |
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Birdmen Admirals
operating in the outer (unknown) dimensions. |
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The High Council |
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And thus the Council of
Ten was formed. Ten of the most experienced Admirals |
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became Member of the
High Council of the Birdmen and contributed their |
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knowledge of the outer
dimensions and their experience in Birdmen strategy to |
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this evident act of
Birdmen superiority: The Birdmen Guide to the Galaxy. |
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The Guide and Beyond |
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The Guide and the formal
existence of the Council of Ten will probably live |
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forever in this Galaxy.
The ten Counsellors will return to their own |
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dimensions to continue
doing whatever they did before they founded the High |
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Council - increasing
their knowledge, improving their strategy, enlarging the |
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Birdmen Empire and
spreading the Birdmen Doctrine among the worlds. |
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The Counsellors may or
may not be reached again using the spaceways I used to |
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contact them - it all
depends on the interstellar rifts, but then, maybe |
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another experienced
Birdmen Admiral may decloak his/her flagship near your |
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residence. |
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One thing for sure: the
Counsellors might get lost in the outer dimensions, |
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the Guide may get
obsolete by the invention of newer technology, but the |
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race of the Birdmen will
never get exterminated. |
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Sailing off to the edge
of our Empire, |
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Alistair MacBird of the
clan MacBird, |
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Founder of the Council of
Ten |
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Chapter 1 |
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THE BIRDMEN: AN ANALYSIS |
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<============================================================================> |
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<============================================================================> |
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What exactly are these
Birdmen guys anyway? |
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<====== 1.1 Strong points
===============================================> |
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<============================================================================> |
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* Cloaking ships. |
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Most of the ship types
you can build are able to cloak. You've even got a |
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cloaking battleship! |
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* Mineral Balance. |
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The minerals you need to
build ships are pretty good balanced, maybe more than |
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any other race. You
won't get stuck with this enormous pile of surplus mineral |
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of type x. |
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* Small ships |
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Your ships are
relatively small. This gives you an advantage early in the game |
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where other players are
struggling to put out a decent ship using the |
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resources on their
homebase and nearby planets. |
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<============================================================================> |
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<====== 1.2 Weak Points
=================================================> |
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<============================================================================> |
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* Big ships. |
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You don't have any *big*
battleships. You're missing decent fighter carriers. |
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*
Fuel usage |
|
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As most of your ships
you have can cloak and cloaking costs fuel, it is very |
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likely that you will end
up with large fuel shortages. The fuel a ship needs |
|
|
to cloak is dependent of
the host settings. Default is 5 kT fuel per 100 kT |
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hull. Since host
3.22.005 and phost 2.13a the Resolute and the Dark Wing |
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|
don't need any more fuel
to cloak. |
|
|
* Cash |
|
|
You're not that heavy on
cash as many other races. The Federation have their |
|
|
double tax profit and
the Lizards can use HISS to increase the %% tax till |
|
|
over 50%. The Fascists
can occasionally Pillage a native population for MC or |
|
|
set off an Glory Device
to turn an entire Amorphous population into supplies. |
|
|
The Cyborg can
assimilate natives and they will have almost an unlimited |
|
|
supply of colonists
(tax!), cash and supplies (Bovinoids!). The Empire, the |
|
|
Robots and the Rebels
have HYP ships they will use to expand their empire (and |
|
|
economy) very, very fast. |
|
|
The Privateers and the
Colonies have their Lady Royale pleasure ship, although |
|
|
the maximum of 160 MC
per turn per ship they get is almost nothing when |
|
|
compared to the income
of the Federation and the Lizards. |
|
|
The Fascists, the Robots
and the Rebels have climate advantages to withstand |
|
|
barren climates. Other
races (Federation, Lizards, Crystals) can change the |
|
|
climate to their liking.
Those six races will use their planets to a higher |
|
|
rate than you! |
|
|
And the Privateers don't
need that much money: they will only build MBRs, they |
|
|
won't fight but ROB, so
they don't need to spend their money on the |
|
|
techlevels of starbases. |
|
|
You've got none of it
all: you're basically screwed. So believe me when I say |
|
|
that you will have to
pay much attention to your economy! |
|
|
<============================================================================> |
|
|
<====== 1.3 How to overcome your weak points ============================> |
|
|
<============================================================================> |
|
|
* Big ships |
|
|
You don't have any real
big battleships, the biggest ship you can build is the |
|
|
Dark Wing. The Dark Wing
needs about three times less minerals than such a big |
|
|
ship. However you'll
need three Dark Wings to be sure to destroy a big |
|
|
battleship. |
|
|
(Take these three Dark
Wings as an average; you'll need to find the right |
|
|
combination of Resolutes
and Dark Wings for each large enemy battleship. You |
|
|
will certainly need a
battle simulator like BSIM by Sean Martens.) |
|
|
* Fuel usage |
|
|
Use your Super Spy
abilities, get the FC of an enemy planet and beam up the |
|
|
fuel from the planet.
Serves two purposes: you will have fuel, and your enemy |
|
|
will have less. |
|
|
This, however, is nearly
impossible if your opponent uses a tool like RandMax |
|
|
to change the FCs every
turn. You must rely on your Resolutes
to transport |
|
|
fuel : their cloaking is
free (in newer hosts) and they have a much larger |
|
|
fuel capacity than the
Dark Wing. Supplies can only be
refilled in enemy |
|
|
territory
by capturing an unprotected or weakly protected planet, or from an |
|
|
uncolonised planet
(read: amorphous). Note that Resolutes
to support the |
|
|
fuel-hungry Dark Wings
are truly critical.[8] |
|
|
Use freighters and
Neutronic Fuel Carriers inside your territory - where your |
|
|
opponents can't see them. |
|
|
* Cash |
|
|
a. Use your Super Spy
abilities and set the FC of an enemy planet to 'bum'. |
|
|
This will cause the
planet to beam up its megacredits to all ships in orbit - |
|
|
including own and enemy
ships. It's a pretty a ship can't carry more than |
|
|
10,000 MC.... |
|
|
(Watch out for ion
pulses! Only use Swifties for this!) |
|
|
b. You'll need to put
extra attention to your economy. Try to squeeze the most |
|
|
tax out of your natives,
maximise the number of factories on your planets etc. |
|
|
In Eden Tans Infolist
you can find formulas to make optimal use of your |
|
|
planets. Use them. |
|
|
Use the Growth method
(high/low tax) to make your colonists grow quicker while |
|
|
getting the same or more
tax.. Keep colonists HP over 70 at all times! |
|
|
RandMax can do that for
you - it sure is a valuable tool. |
|
|
<============================================================================> |
|
|
<====== 1.4 Birdmen DOs
=================================================> |
|
|
<============================================================================> |
|
|
* Try to have at least
one starbase operative early in a game (near turn 15 - |
|
|
20) on a Ghipsoidal
planet. This starbase will be
operative from the first |
|
|
turn: on this base you
will be able to build Swift Heart Scouts with |
|
|
Transwarp drives and
x-ray lasers. These ships with only an engine will be |
|
|
capable of capturing
freighters and spying in the enemy worlds. [1] |
|
|
* Two words: freighter
hunting! |
|
|
* Attack, attack,
attack! Think and be aggressive from turn one, never ever be |
|
|
put on the defence. This
holds true for all cloaking races, and extremely so |
|
|
for the birds. Because
you don't have big ships you shouldn't wait until your |
|
|
opponent can build his
large carriers. Move in, capture planets before they |
|
|
are productive and kill
supply lines. This is where you're good at, you can |
|
|
move into enemy
territory and snipe freighters with dirt cheap scouts. The |
|
|
cloaked intercept makes
this even more fun, even if your opponent escorts his |
|
|
large freighters you can
take them out first. If it's empty follow a LDSF or |
|
|
a stf to a planet and
intercept it the next turn when it's full. Make a good |
|
|
estimate of the odds you
can fly it into your own territory (use x-rays) or |
|
|
whether your enemy will
capture the freighter back (deep in enemy territory. |
|
|
Use something that
destroys the ship). |
|
|
* Don't be afraid of
building Starbases, they can always be used to build |
|
|
scouts (warp 6 or higher
engines, or only to take up shipslots/gain PBPs). |
|
|
Also good for defence
later (if needed...) [6] |
|
|
<============================================================================> |
|
|
<====== 1.5 Birdmen DON'Ts
==============================================> |
|
|
<============================================================================> |
|
|
* Don't use any
non-cloaking ships. You've got the most different types of |
|
|
cloaking ships of all
races so use them. [It is however hard to run a |
|
|
productive economy
without large freighters.] And if you do want to use |
|
|
non-cloaking ships, like
LDSF, make sure they planet hop, and NEVER show your |
|
|
heading! |
|
|
* Don't trade your large
capital ships. The Dark Wing is so terrible that it |
|
|
is a big threat for you.
One of the best combos I have found it's a Meteor |
|
|
towing a Dark Wing. Be
sure that the Privateer never gets one. Don't trade |
|
|
Resolutes either!! In
privateer, Robotic or Crystalline hands, they're much |
|
|
more lethal than a Dark
Wing... |
|
|
* Don't play in games
where Privs robbed cloaked = ON, cloak failure >5% or |
|
|
games where cost of
cloaking is high (>5N/turn) Birdmen are also favoured by |
|
|
low mineral settings.
Some hosts give Birdmen 5x ground att/def bonus, which |
|
|
is fine! [6] |
|
|
* Don't build anything
but Resolutes, Dark Wings and Swifties after 20-30 |
|
|
turns.. They can
accomplish everything you want! |
|
|
Chapter 2 |
|
|
PLAYING THE BIRDMEN |
|
|
<============================================================================> |
|
|
What should a 'typical'
Birdmen game look like? |
|
|
<============================================================================> |
|
|
<====== 2.2 Your game
===================================================> |
|
|
<============================================================================> |
|
|
* You'll try to stay
cloaked/hidden for at least the first 10 - 20 turns. If |
|
|
you get the two free
ships, fill the Swift Heart Class Scout (tech 6 engines, |
|
|
X-rays) with 20 clans
and send it away to drop a clan on every planet. The |
|
|
Small Deep Space
Freighter... if you can't planet-hop to keep the ship hidden |
|
|
you won't use it. (Maybe
you could tow it to get 70 kT extra cargo hold.) |
|
|
Increase your engine
tech to 10 and send out 2 - 4 Swift Hearts filled with 20 |
|
|
clans. When you find a
good planet, build a Fearless Wing Cruiser as a |
|
|
cloaking transporter and
start expanding your economy. |
|
|
* Check if you can move
between a couple of planets that are < 81 LY's away |
|
|
from each other, then
use a LDSF, much quicker expansion in the beginning - |
|
|
IMPORTANT for Birdmen! |
|
|
* Your money will be
gone soon - your cloaking ships (except the Scout) need 2 |
|
|
engines and that is very
expensive in the first 10 - 15 turns. Don't buy |
|
|
fighters or starbase
defence for the same reason. You'd better find a nice |
|
|
planet with a large
native population. Tax! |
|
|
Just like in any other
game, start thinking about your second starbase at turn |
|
|
10-15 and build it
between turn 15-20. A tech 10 hull or tech 10 engines base |
|
|
is useful - you really
don't need tech 10 beams/torps yet. Depending on your |
|
|
neighbour you'll have to
start thinking about some defence. Think about the |
|
|
Deth Specula, the
Resolute and the Dark Wing. |
|
|
* Find that Bovinoid
planet fast. As you search for it put the SB to build |
|
|
mainly Swift Hearts.
When you find the Bovinoid planet put all resources into |
|
|
building 1 Merlin to
place lots of clans on the Bovinoid planet. Build a SB |
|
|
there and with the
initial Merlin build another 2. This way you'll have |
|
|
hundreds of each mineral
each turn. Don't forget to place enough clans to |
|
|
receive all those
supplies. (Divide no of Bovinoids with 10000 to find out |
|
|
how many clans you need!) |
|
|
With this you will have
lots of minerals and so distribute them to all the |
|
|
nearby planets and build
SB on all of them. Start building ships as fast as |
|
|
you can. Mainly
Resolutes, Dark Wings, White Falcons, Fearless Wings, Swift |
|
|
Hearts and Freighters.
[2] |
|
|
* Early on the game,
players don't have the resources to lay enormous |
|
|
minefields, or to build
Lokis or Glory Devices so take advantage of that and |
|
|
scout their territory
looking for valuable planets and ships. Use Swift |
|
|
Hearts for scouting and
White Falcons for smaller ships. |
|
|
* About starbases:
Generally, unless its a long game, don't build them. They |
|
|
use an incredible amount
of resources which could be shipped to your |
|
|
HomeWorld to make Dark
Wings. I do think there is one great point about |
|
|
starbases in a
short-medium game and that is on a Ghipsoidal planet. You |
|
|
have an instant Swift
heart factory! New starbases are also hard to defend |
|
|
and you generally won't
find that perfect planet in which there are a lot of |
|
|
natives, a lot of
minerals, and a nice temperature. [7] |
|
|
* You should be building
Swift Hearts throughout the entire game, sending |
|
|
them off into your
opponent's territory. As the Birdmen,
you should know |
|
|
where every planet of
every opponent is located.[8] |
|
|
* Remember to use scouts
when exploring ANY new territory, remember the movie |
|
|
Aliens - what kind of
bozo sends civilians to examine unexplored territory? |
|
|
Hopefully not you.
Moral: Resist the urge to "get there first". It's very |
|
|
rare that you will
discover a tropical 15 million Bovinoid unity planet. |
|
|
Don't use large
freighters to explore new clusters.[9] |
|
|
* This race is possibly
the most "human" when it comes to advantages, no tax |
|
|
or mining help, just
good old fashioned "crazy-like-a-fox" strategy and |
|
|
planning.[9] |
|
|
<============================================================================> |
|
|
<====== 2.2 Your ships
==================================================> |
|
|
<============================================================================> |
|
|
This is the standard
shiplist. Alternate shiplists will be described in Chapter 8.11. |
|
|
Small Deep Space
Freighter Too small for most of your
needs. Use it at your |
|
|
own risk. |
|
|
Swift Heart Class
Scout The ultimate scout. Equip it
with 2 X-ray lasers |
|
|
to capture freighters
and unprotected planets. |
|
|
Build lots of them: 20%
of your fleet may not be |
|
|
enough, because you will
lose lots of them |
|
|
performing their dangerous
spy mission in |
|
|
minefields finding Glory
Devices and Loki's. |
|
|
It may seem silly to use
Heavy Phasers on Scouts, |
|
|
but as your Scouts will
in most cases operate in |
|
|
teams, such a team
could need heavy beams to |
|
|
sweep an enemy minefield
when trapped inside. |
|
|
When equipped with
Transwarp drives it will never |
|
|
get obsolete in a game. |
|
|
It's low mass and
relatively large fuel tank will |
|
|
let you take the Scout
deep into enemy territory. |
|
|
Neutronic Fuel
Carrier A dilemma... |
|
|
You will certainly need
ships to carry fuel, but |
|
|
this one doesn't cloak.
When you use this Fuel |
|
|
Carrier you will expose
the location of your |
|
|
starbases, important
planets and your ships. |
|
|
You'd better not. |
|
|
Use White Falcons
(430 kT), Fearless Wings (360 |
|
|
kT) or Resolutes (480 kT)
to transport fuel. |
|
|
Those ships are heavier
and their cloaking |
|
|
devices will need fuel.
:-( |
|
|
(Except for the Resolute
of course.) |
|
|
Medium Deep Space
Freighter They won't cloak. Believe
me, I've tried it very, |
|
|
Large Deep Space
Freighter very hard, but those damn
bastard ships won't |
|
|
Super Transport
Freighter cloak. So only use these
freighters when you can |
|
|
planet-hop. |
|
|
If not, you'd better use
the White Falcon (140 |
|
|
kT), Fearless Wing (240
kT) or Resolute (280 kT). |
|
|
[1200 kT (LDSF) vs. 280
kT (Resolute) = 4.2 times |
|
|
worse economy!] |
|
|
White
Falcon Class Cruiser Needs just one
large tube to lay large |
|
|
minefields. |
|
|
Cheap ship to tow enemy
battleships. |
|
|
Bright Heart Cls
Destroyer Cheapest ship to tow enemy
ships. Has a very, |
|
|
very small fuel tank
which makes its use very |
|
|
limited. |
|
|
Cheap mineral cost and
four tubes make this a |
|
|
good defender |
|
|
Small Transport Worthless. |
|
|
Fearless
Wing Cruiser Needs just one
large tube to lay large |
|
|
minefields. |
|
|
Perfect minesweeper. Use
it as a freighter. |
|
|
Skyfire Class
Cruiser Doesn't cloak. Don't
build it. |
|
|
Valiant Wind Class
Carrier Doesn't cloak. Don't build
it. Maybe for |
|
|
defending starbases?
Excellent for trading. |
|
|
Deth Specula Class
Frigate Nice ship, nice ship indeed. |
|
|
Multi-purpose: excellent
minesweeper with high |
|
|
tech beams, prefect
mid-size destroyer. It's only |
|
|
large (!) disadvantage
is it's small fuel tank. A |
|
|
fully loaded Deth flying
cloaked will run dry |
|
|
within 5 turns. Use it
as a short-range defender/ |
|
|
attacker/patrol ship. |
|
|
Use it to soften up
large torp ships for your |
|
|
Dark Wing. |
|
|
Some Birdmen players
won't use the Deth: it's |
|
|
mass is to low to be of
any good use, and the |
|
|
fuel tank is too small. |
|
|
Resolute Cls
Battlecruiser One of your best ships.
Perfect minesweeper, |
|
|
great minelayer. A
Resolute can take out a medium |
|
|
starbase stocked with 30
fighters without taking |
|
|
any damage. |
|
|
Large cargo hold, large
fuel tank. Perfect for long |
|
|
range missions in enemy
territory. |
|
|
Since host 3.22.005 and
phost 2.13a it's cloaking |
|
|
device doesn't need any
fuel any more. Resolutes |
|
|
and Dark Wings also stay
cloaked inside Ion-storms! |
|
|
Very good once you
have a huge storm over your |
|
|
territory! |
|
|
Use it to soften up large
fighter carriers for |
|
|
your Dark Wing. |
|
|
Red Wind Class
Carrier Right. Two beams and two
fighterbays doesn't make |
|
|
it a very useful ship. |
|
|
But... with access to
free fighters it is a |
|
|
|
|
perfect fighter
transporter. Exactly 60 fighters |
|
|
fit in the cargohold: a
complete starbase fighter |
|
|
(re)fill. |
|
|
Very useful in teamgames! |
|
|
Dark
Wing Class Battleship Remember you'll
loose two good ships to a large |
|
|
fightercarrier - only
the third ship (a Dark |
|
|
Wing) will kill it. |
|
|
The Dark Wing is cheap -
build lots of it. |
|
|
Since host 3.22.005 and
phost 2.13a it's cloaking |
|
|
device doesn't need any
fuel any more. But |
|
|
remember, every 3 or 4
turns will need a full |
|
|
cargo of fuel. |
|
|
It's probably the most
hungry ship of the game. |
|
|
Resolutes and Dark Wings
also stay cloaked inside |
|
|
Ion-storms! Very good
once you have a huge storm |
|
|
over your territory! |
|
|
Neutronic Refinery
Ship/ In a mineral rich game you
probably won't need |
|
|
Merlin Class Alchemy
Ship any: build one when you need
one. (Simple eh?) |
|
|
* The White Falcon makes
a real good towing ship (warp 9)! Build a LDSF with |
|
|
low-level engines (5),
fill it up with for example 1150 colonists, 50 |
|
|
supplies and enough
money (600 MC), tow it to a star-cluster and start |
|
|
colonising. Use the LDSF
to colonise the nearer planets (planet to planet - |
|
|
moves). Use the White
Falcon (cloaked) to colonise the planets more far away. |
|
|
Don't waste your
colonists! 100 clans on a normal planet is sufficient. Build |
|
|
up one planet (having a
temp near 50/Temperate-Warm) as "breeding"-planet. |
|
|
Advantages: |
|
|
Towing will burn
less!!!! fuel than the LDSF would have burned! Its a way to |
|
|
spread out quickly and
it's not that expensive. It's a real quick way to build |
|
|
up a couple of stars. [3] |
|
|
* If you've got
freighters, set their missions to Mine Sweep, or Sensor Sweep. |
|
|
Your capital ships will
be cloaked most of the time and can't perform |
|
|
Mine/Sensor sweeps at
the same time, your freighters can't sweep mines but |
|
|
they can detect them and
keep you up-to-date of the current status of your |
|
|
minefields and the enemy
minefields near your empire. [1] |
|
|
This way you can update
the datafiles of your EchoView and/or Informer game |
|
|
aids. It gives you
valuable information. |
|
|
This is particular
useful when you capture an enemy freighter in enemy |
|
|
territory: your raider
can cloak again whilst the captured freighter will |
|
|
update your enemy
minefield info. |
|
|
Same to any non-cloaking
ship you might possess: the Merlins and Neutronic |
|
|
Refinery Ships in orbit
of your starbases make great minesweepers. |
|
|
* About freighters: |
|
|
Nonetheless you'll need
those ships, 280 kT cargo space is way too little, |
|
|
large populations of
natives can be taxed so much sooner when you drop large |
|
|
loads of clans, making
expanding so much easier. Plus, you'll need clans in |
|
|
the front-line, because
one of the hardest parts of playing planets is still |
|
|
how to occupy newly
conquered territory. If you moved out lots of clans early |
|
|
in the game, you'll have
huge stocks next to the places where you need them. |
|
|
Too bad enemies may
guess where you are, once you are the one that's doing |
|
|
the attacking all this
knowledge is nothing compared to the advantages you |
|
|
have with a good
freighter fleet. And where you can use the freighters in a |
|
|
safe zone this frees up
the cloakers for spying and sniping at your |
|
|
neighbours. [4] |
|
|
<============================================================================> |
|
|
<====== 2.3 More on Scouts
==============================================> |
|
|
<============================================================================> |
|
|
I am constantly amazed
at the attitude of players regarding scouts. Sure, they |
|
|
are great in the
beginning when you can't build anything else, but let's take |
|
|
another look at these
wonderful little vermin. |
|
|
Scouts are light, cheap
and have a long range. Combine a
cloaking device |
|
|
with that and you have a
great intelligence ship. |
|
|
My experience comes with
working with the Archaeopterix class scout, a |
|
|
single-engine 3-beam
PList ship, but the standard Swift Heart works just as |
|
|
well. |
|
|
Things to do with your
scouts: |
|
|
SCOUTS IN EXPANSION: |
|
|
Exploration: |
|
|
a full fuel tank and a
few colonists to use as markers. Put
Transwarps on |
|
|
them and Heavy Blasters
(Birdmen scouts have more beams and mass than other |
|
|
scouts ships, i.e. Borg
or Rebel hyper-warp ships) Set a
waypoint, and as |
|
|
Picard says,
"engage!". Vital in games
with Exploremap. |
|
|
Couriers: |
|
|
A cloaking cash vault.
Send one to that far away insectoid unity planet, |
|
|
and shuttle your cash
home with peace of mind. |
|
|
Minefields: |
|
|
Found a minefield? Find
the owner's planet closest to the center of the field, |
|
|
send in 5 ships and
change the friendly code, neutralising it and letting |
|
|
your warships cruise on
in. Just set all the f-codes the same value, and set |
|
|
your fleet all to the
same code as well. |
|
|
Only got a few
scouts? Enter orbit and spy anyway and
read the code, just |
|
|
make sure to check it
daily. Some players will use RandMax to change their |
|
|
codes after each turn.
note that NUK, ATT etc. will not work - you will need |
|
|
to change the planet
code with 5 ships if that's the case. |
|
|
SCOUTS IN COMBAT: |
|
|
Too often a game will
proceed as follows: |
|
|
turns 1 - 20 expand, colonise, establish
starbases and supply routes. |
|
|
turns 21 - ?? pump out
Resolutes and Dark Wings and prepare to invade |
|
|
others. |
|
|
You will almost never
see a scout from any race ever again. This is bad. |
|
|
Why? read on... |
|
|
Scouts as advance warning
for the fleet: |
|
|
Planning to invade enemy
space? Build 3 scouts and send them out 2 turns |
|
|
before your main fleet
is ready to go. This is _essential_ to a successful |
|
|
invasion. Not only will you get advance notice of
enemy fleet movement, but |
|
|
once your main fleet
shows up your scouts will probably already be deep |
|
|
inside enemy lines, and
can snipe away at support vehicles (fuel carriers and |
|
|
freighters) once the
battle gets really heavy. |
|
|
Scouts as part of the
assault: |
|
|
Dark Wings are great for
killing starbases and capital ships, but they can't |
|
|
be everywhere. And
what's the sense in sending a resolute after a freighter? |
|
|
Kind of like
sandblasting a soup cracker... Mop them up with those little |
|
|
guys! |
|
|
** Host 3.22.05 allows
Dark Wings and Resolutes to cloak without extra fuel, |
|
|
so disregard the
following advice if you're playing in a newer host game. ** |
|
|
It is not always
necessary to cloak every ship leaving your HomeWorld. There |
|
|
is a 200 LY scan range
for ships and planets, so if you can guarantee the |
|
|
safety of your immediate
space, don't cloak your main ships until your scouts |
|
|
make contact with the
enemy (either via seeing enemy ships, entering orbit |
|
|
over an enemy planet, or
driving through 81 LY of mines :)) |
|
|
Decoys: |
|
|
In one game I played in
the Privateers managed to sneak two Blockade Runners |
|
|
behind the Colonial
minefield lines, and managed to wreak havoc just by |
|
|
decloaking in full view
and then hiding and running all over the place. |
|
|
It threw my ally into a
state of panic because he assumed there must be more, |
|
|
and stopped an invasion
in progress to mop up these little ships. |
|
|
The same can work for
you - 3 or 4 small ships appearing at once in a pack or |
|
|
apart can cause a player
to split up a defensive fleet to take care of you, |
|
|
or at least lay a
minefield to try and slow you down.
The minefield laid is |
|
|
that many torps less
that will hit your warships (just make sure to sweep as |
|
|
you go!) And the ship
that breaks off of the main group to intercept you is |
|
|
one less your ships will
have to fight that turn - these things can make or |
|
|
break a battle. |
|
|
Note: |
|
|
Scouts typically have
small crew - if at all possible, try to avoid capture |
|
|
(drive through a
minefield at warp 9, cloak and stay still, run like hell if |
|
|
you can). [9] |
|
|
Chapter 3 |
|
|
ABOUT SUPER SPY |
|
|
<============================================================================> |
|
|
(What to do with your
special mission.) |
|
|
<============================================================================> |
|
|
<====== 3.1 The ship mission
============================================> |
|
|
<============================================================================> |
|
|
* All your ships can
perform a Super Spy. This is a special ship mission, just |
|
|
like other missions like
Lay Mines and Sensor Sweep. |
|
|
* Every ship that can
cloak, will cloak when its mission is set to Super Spy. |
|
|
A ship that needs fuel
to cloak, will use fuel. |
|
|
* The Super Spy mission
will give you certain information of enemy planet. You |
|
|
will get this
information in two messages. The first message is exactly the |
|
|
same as you would get
when your ship has the Exploration mission: |
|
|
+---------------------------------------+ |
|
|
| (-z0180)<<<Sub Space Message
>>> | |
|
|
| | |
|
|
| From: BSC Cyborg Tracker | |
|
|
| At:Tera 9 | |
|
|
| Temp: 57 ( Temperate - warm ) | |
|
|
| There are enemy colonists | |
|
|
| living on this planet. | |
|
|
| The colonists are part of the | |
|
|
| Colonial race. | |
|
|
| Sensors show that there are | |
|
|
|
283 enemy clans.
| |
|
|
| They have a starbase. | |
|
|
| | |
|
|
| | |
|
|
| | |
|
|
+---------------------------------------+ |
|
|
Needless to say the last
line only appears when your ship (in this example the |
|
|
BSC Cyborg Tracker) is
orbiting a planet (in this example Tera 9, ID #180) |
|
|
with a starbase. |
|
|
The second message
includes the extra spy info: |
|
|
+---------------------------------------+ |
|
|
| (-z0180)<<<Sub Space Message
>>> | |
|
|
| | |
|
|
| From: BSC Cyborg Tracker | |
|
|
| At:Tera 9 | |
|
|
| The planet has 0 megacredits | |
|
|
|
68 mineral mines
| |
|
|
|
114 factories
| |
|
|
|
65 defence outposts
| |
|
|
| The planetary friendly code is :
D12 | |
|
|
|
Minerals on/in the planet
| |
|
|
| N: 1415 M: 1214 T: 1422 D: 1239 | |
|
|
|
Supplies : 0 | |
|
|
| | |
|
|
| | |
|
|
| | |
|
|
+---------------------------------------+ |
|
|
<============================================================================> |
|
|
<====== 3.2 Notes about the spy info ====================================> |
|
|
<============================================================================> |
|
|
* The Friendly Code you
get is the FC of this turn, and there is no guarantee |
|
|
it will be the same next
turn. Your opponent might change it. Scouting an |
|
|
enemy territory to make
a collection of his Friendly Codes is rather |
|
|
senseless. |
|
|
* You can't scan enemy
planets for natives, but you can be pretty sure that |
|
|
when you've found this
planet with a large amount of MC you've found yourself |
|
|
a planet with natives.
Selling all supplies on a regular planet having about |
|
|
100 factories for four
turns results in 400 MC. When you find a planet with |
|
|
2000 MC or more you can
be for almost 100% sure it will have natives. (Or a |
|
|
starbase: your enemy
might accumulate money for new ships. Easy to check: the |
|
|
starbase should be
mentioned in the first message.) |
|
|
* When you see a planet
that has a far lower number of factories and/or |
|
|
defence units than the
maximum number that would be allowed by the number of |
|
|
clans, you've found an
enemy planet that is still in development. Decide |
|
|
whether it is an outpost
at the edge of your enemies territory of an minor, |
|
|
unimportant planet. In
any case: if it has megacredits it has natives. |
|
|
* Planets with an
extreme amount of supplies will have a Bovinoid population. |
|
|
Same could apply to
planets with orbiting Merlins/Refinery ships. |
|
|
* You will get some info
about the minerals on and in the planet. You can't be |
|
|
sure how much minerals
of type X there are on the surface ready to be beamed |
|
|
up by you. It will
however give you the odds: the more kT mineral of type X |
|
|
there are, the more kT
mineral there will probably be on the surface. Don't |
|
|
forget to look how many
mines there are to make an estimation of your future |
|
|
bait. |
|
|
To state clearly: the
1415 kT Neutronium of the example above means that the |
|
|
combined amounts of
Neutronium on the surface and the Neutronium buried deep |
|
|
in the core equal 1415
kT. |
|
|
* Since host v3.22.010
the last line mentions the number of supplies. For host |
|
|
v3.22.009 and earlier
(v3.14!) this line shows the number of megacredits (for |
|
|
the second time.) |
|
|
<============================================================================> |
|
|
<====== 3.3 Advanced Super Spy
==========================================> |
|
|
<============================================================================> |
|
|
* Since host version
3.22 the Super Spy mission is slightly enhanced. Next to |
|
|
the functionality
described above, a Birdmen ship with its mission set to |
|
|
Super Spy has 20% chance
to change the FC of an enemy planet to match its own |
|
|
ship FC. This can't be
turned of. |
|
|
* This FC change only
applies to enemy planets, not to unowned or own planets. |
|
|
* Advanced Super Spy
happens before all other missions and after all other |
|
|
missions. So you have a
chance to change the FC of a planet just before you |
|
|
leave its orbit (i.e.
before movement), and just after you've entered its |
|
|
orbit (i.e. after
movement). However you will get the regular Super Spy info |
|
|
only after movement. |
|
|
* If you change the FC
you will get a message like this: |
|
|
+---------------------------------------+ |
|
|
| (-p0180)<<< Spy Report
>>> | |
|
|
| | |
|
|
| From: BSC Cyborg Tracker | |
|
|
| Our spy team has | |
|
|
| changed the planetary | |
|
|
| friendly code on: | |
|
|
| Tera 9 ID #180 | |
|
|
| to: bum | |
|
|
| | |
|
|
| | |
|
|
| | |
|
|
| | |
|
|
| | |
|
|
| | |
|
|
+---------------------------------------+ |
|
|
In the same turn your
enemy will also get a message: |
|
|
+---------------------------------------+ |
|
|
| (-p0180)<<< Planetary Message
>>> | |
|
|
| | |
|
|
| Distress CALL! | |
|
|
| From: Tera 9 | |
|
|
| We have found Birdmen | |
|
|
| spies on the planet. | |
|
|
| They have CHANGED the planet's | |
|
|
| friendly code! | |
|
|
| The code is now: bum | |
|
|
| | |
|
|
| | |
|
|
| | |
|
|
| | |
|
|
| | |
|
|
| | |
|
|
+---------------------------------------+ |
|
|
* Every ship has 20%
chance of changing the FC, so if you've got more ships |
|
|
with the same FC in
orbit, you've got more chance. Five ships will have 100% |
|
|
chance of changing the
planetary FC. |
|
|
* If you succeeded in
changing the FC of a planet/starbase, this |
|
|
planet/starbase has 20%
chance to strike back if it has more than 30 defence |
|
|
units. If so, the planet
will destroy 10 defence units. The blast of those 10 |
|
|
exploding defence units
will decloak all ships in orbit. You will get a |
|
|
message like: |
|
|
+---------------------------------------+ |
|
|
| (-p0180)<<< Spy Report
>>> | |
|
|
| | |
|
|
| From: BSC Cyborg Tracker | |
|
|
| Our spy team has | |
|
|
| changed the planetary | |
|
|
| friendly code on: | |
|
|
| Tera 9 ID #180 | |
|
|
| to: bum | |
|
|
| Enemy defence outposts | |
|
|
| are using an ion | |
|
|
| discharge overload | |
|
|
| to decloak all ships in orbit! | |
|
|
| They sacrificed ten outposts. | |
|
|
| | |
|
|
+---------------------------------------+ |
|
|
In the same turn your
enemy will also get a message: |
|
|
+---------------------------------------+ |
|
|
| (-p0180)<<< Planetary Message
>>> | |
|
|
| | |
|
|
| Distress CALL! | |
|
|
| From: Tera 9 | |
|
|
| We have found Birdmen | |
|
|
| spies on the planet. | |
|
|
| They have CHANGED the planet's | |
|
|
| friendly code! | |
|
|
| The code is now: bum | |
|
|
| Defence outposts using an | |
|
|
| ion discharge overload to | |
|
|
| decloak all ships in orbit. | |
|
|
| Ten outposts sacrificed. | |
|
|
| | |
|
|
+---------------------------------------+ |
|
|
This is not cumulative:
no matter how many ships you've used to change the FC, |
|
|
the chance of a
counter-attack is always 20%. * When you succeeded changing |
|
|
the FC of an enemy
planet/starbase to 'mfX' to manipulate his minefields (see |
|
|
below) and that planet
has more than 30 defence units, the chance of such an |
|
|
ion discharge is not 20%
but 100%! You'd better know what you're doing. |
|
|
Remember that if you
decloak for the ion discharge the planet will not attack |
|
|
you because you both
have the same FCode. But enemy ships in orbit will. |
|
|
Your ship will not
surrender to the Starbase even if it has been set to Force |
|
|
Surrender,
because your mission is still Super Spy. |
|
|
<============================================================================> |
|
|
<====== 3.4 Using (Advanced) Super Spy ==================================> |
|
|
<============================================================================> |
|
|
* Few people know that
SS and SSD are separate missions, and occur at |
|
|
different times in the
host processing. As always, information is power. If |
|
|
you are in deep space
and end your turn in orbit over an enemy planet with |
|
|
your mission set to
"super spy" you will only get the Super Spy part of the |
|
|
mission. The Deluxe part doesn't occur until next
turn BEFORE movement. So, |
|
|
if you don't want to
risk having an ionic pulse short out your cloaking |
|
|
device, set your mission
to "cloak" instead of super spy. |
|
|
If you WANT to try
changing the code, just leave it on super spy. This is |
|
|
particularly useful if
you want to steal everything and leave in one turn, |
|
|
just bring in 5 ships
with the same code with mission CLOAK, next turn set |
|
|
fcode to 'bum' (or, if
using AHost: BMM, BUT, BUD, etc) and set a waypoint |
|
|
for a few LY away. You
change the code, beam it up, AND leave all in the same |
|
|
turn. Now make a run for
it.[9] |
|
|
1. Beaming up minerals
from a starbase can be risky: when you set your ship FC |
|
|
to the FC of the enemy
planet and the starbase has its mission set to Force |
|
|
Surrender you'll lose
the your ship the moment you'll change the ship mission |
|
|
from Super Spy to
another mission! Planets however can't force a ship to |
|
|
surrender... |
|
|
2. Use a couple of
Scouts to lock the FC and use Fearless Wings and Resolutes |
|
|
to beam everything off
the surface: fuel and minerals! You could combine this |
|
|
with tip 3. |
|
|
Don't bother to return
the minerals to your planets when you're deep in enemy |
|
|
territory. Use the
minerals to build new torpedoes, and jettison the remaining |
|
|
minerals in space. |
|
|
3. You could use
'battle'groups of 5 Swift Hearts be sure to lock a FC..[7] |
|
|
4. Keep a couple of your
ships in orbit of an enemy starbase/planet with their |
|
|
mission set to Super Spy
and their FC set to 'bum'. This will force the enemy |
|
|
starbase/planet to beam
up its megacredits to _all_ ships in orbit. Every ship |
|
|
will get an equal share
of MC... Success guaranteed! |
|
|
5. Of course you're not
messing around with enemy planet at random: your spy |
|
|
info will guide you to
the key planets of the enemy. Scout for starbases. Look |
|
|
for possible starbase
locations and rob them blind before they get built. |
|
|
Search for natives (see
3.2 notes above) and milk the cash cows of your enemy. |
|
|
Remember which enemy
planets have an high concentration of minerals and a lot |
|
|
of mines, and use that
planet to refuel your ships. Use his supplies to repair |
|
|
your ships. |
|
|
6. Annoy your enemy..
Same as 3 but with another FC: 'dmp'. The starbase will |
|
|
now dump all its unused
ship parts. You never know what the damage is you've |
|
|
done, but some players
do build lots of ship parts they won't use immediately. |
|
|
Works perfectly for the
Federation: their Refit mission tends to stock lots of |
|
|
ship parts on starbases. |
|
|
7. Remember that
lowercase FCs like 'bum' and 'dmp' only work for registered |
|
|
players. If your enemy
is not registered, you'd better find yourself a better |
|
|
cash cow (i.e. a
registered player). |
|
|
8. When fighting an
enemy that makes heavy use of his minefields you will can |
|
|
change the universal
minefield code. if you put a "mfX" being x a number of |
|
|
your choice in a planet
that is own for his race, all the minefields will not |
|
|
attack to your ships
that have this code. A universal mf code will be |
|
|
overridden when a planet
with highest ID have a different mf code. The best |
|
|
way to make use of this
feature is to find a planet with no starbase and |
|
|
recently colonised. If
you send five ships to change the fcode to a mfcode the |
|
|
automatic ion discharge
will not affect you. Also if the planet have defence |
|
|
posts but there is not a
ship to attack you in the nearly planets you will can |
|
|
change the fcode of the
planet during several turns. Also, if this planet is |
|
|
the planet with the
highest ID of this player he will can do nothing to evite |
|
|
your control over his
minefields. |
|
|
* A dangerous toy, but
may be a serious option. It has been tried and proven |
|
|
worthful in special
circumstances. If you have many ships that have to move |
|
|
through many different
minefields (webs!!) owned by the same race you can try |
|
|
and lock the FC of a
planet with five ships, but make sure they are either |
|
|
cheap (scouts) or can
win a battle (Dark Wing with lowest ID# plus 4 others). |
|
|
It all depends on the
question if the fast progression you can make by free |
|
|
movement through the
minefields outweighs the cost. |
|
|
Remember if there are
more planets with mfX as a friendly code the planet with |
|
|
the lowest ID# will
determine the universal minefield friendly code. Your |
|
|
enemy may know this too,
so try to pull off this trick at the planet with the |
|
|
lowest ID# within reach.
[4] |
|
|
9. This advanced Super
Spy mission makes it more risky to spy on your allies |
|
|
and friendly
neighbours...:-( If you SuperSpy and set the first letter in |
|
|
your FC to x or X
(Example "xF1") your ships will NOT try to change FC, and |
|
|
therefore will NOT be
decloaked if unlucky! This will work for the latest |
|
|
versions of host
(v3.22.10) and phost. |
|
|
Chapter 4 |
|
|
USEFUL HOST SETTINGS |
|
|
<============================================================================> |
|
|
What to check if you're
looking for a new game. |
|
|
<============================================================================> |
|
|
<====== 4.1 Cloaked ships attack
========================================> |
|
|
<============================================================================> |
|
|
Default: YES |
|
|
This will let you attack
enemy ships while you're cloaked. You simply fly in |
|
|
with your mission set to
'Super Spy' or 'Cloak' and your Primary Enemy set to |
|
|
race XXX. If there is a
ship of that race your ship will engage combat. If |
|
|
there are more ships of
race XXX, you will engage them all. |
|
|
If your ship has
survived combat and it didn't get too much damage to prevent |
|
|
cloak, your ship will
cloak again. If it has too much damage, it might also |
|
|
attack the planet if the
FC of the planet is set to ATT or NUK. |
|
|
A cloaked ship with the
Primary Enemy set will only attack the ships of your |
|
|
primary enemy but not
their planets. |
|
|
It is easy to imagine
that the default setting YES gives you some great combat |
|
|
tactics - more than any
other cloaking race. You've got the largest cloaking |
|
|
ships in the game! |
|
|
<============================================================================> |
|
|
<====== 4.2 Cloak Prevent Damage
========================================> |
|
|
<============================================================================> |
|
|
Default: 1 |
|
|
This number is the
maximum percentage of damage you ship can have before its |
|
|
cloak fails. For example
when the cloak prevents damage % is 15, you'll |
|
|
decloak when your damage
is 15; you will still be able to cloak when your |
|
|
damage is 14 %. |
|
|
So the higher this
percentage the better! |
|
|
Note: if your ship
carries supplies they will immediately be used to repair |
|
|
the combat/minehit/glory
device damage. |
|
|
<============================================================================> |
|
|
<====== 4.3 Odds of cloak failure
=======================================> |
|
|
<============================================================================> |
|
|
Default: 0% |
|
|
Title says it all. |
|
|
Don't play in a game
where this %% is too high, or you'll get screwed. Your |
|
|
strong points make use
of the cloak option. If this fails, your only |
|
|
advantages are gone. |
|
|
<============================================================================> |
|
|
<====== 4.4 Privateer rob cloaked ships =================================> |
|
|
<============================================================================> |
|
|
Default: NO |
|
|
If this option is YES
than this means that the Privateers can rob your ships |
|
|
from fuel and cargo even
if he can't see them. This can make it very hard to |
|
|
beat the Privateers. See
$6.4 (Dealing with the Privateers). |
|
|
<============================================================================> |
|
|
<====== 4.5 Cloak fuel burn per 100 kT ==================================> |
|
|
<============================================================================> |
|
|
Default: 5 |
|
|
This means that your
ships need fuel to cloak. The amount of fuel that is used |
|
|
for cloaking is
depending on the mass of the ship. Lucky for you your ships |
|
|
have a low mass. The
Deth Specula, the Swift Heart and the Red Wind all use 5 |
|
|
kT fuel in the default
host settings. |
|
|
The lower this value is
the better! |
|
|
Since host v3.22.005 and
phost v2.13a the Resolute and Dark Wing don't apply |
|
|
to this setting any
more: their advanced cloaking devices won't use fuel. |
|
|
<============================================================================> |
|
|
<====== 4.6 Cloaked mine odds
===========================================> |
|
|
<============================================================================> |
|
|
Default: 0.5 % |
|
|
This means you've got
less change to hit an enemy mine when you're flying |
|
|
cloaked. Nice eh? The
setting could vary between 0.2 and 0.9. |
|
|
<============================================================================> |
|
|
<====== 4.7 Ground attack ratio
=========================================> |
|
|
<============================================================================> |
|
|
Default: 1 : 1 |
|
|
You're a cloaking race,
and you have cloaking ships with usable large |
|
|
cargoholds - it would be
very welcome to play in a game where you get a |
|
|
ground attack advantage
of say 5 : 1 to 10 : 1. (Using default game settings |
|
|
the Lizards get a ground
attack advantage of 20 : 1, the Fascists get |
|
|
10 : 1.) Use this
advantage to conquer low-populated enemy starbases without |
|
|
having to destroy them. |
|
|
<============================================================================> |
|
|
<====== 4.8 Free fighters
===============================================> |
|
|
<============================================================================> |
|
|
Default: 0 |
|
|
Your economy is quite
bad, so 1 or 2 free fighters per starbase per turn |
|
|
wouldn't hurt you. In
fact it would save you lots of MC you can use to buy |
|
|
the techlevels for your
Dark Wings. The number of free fighters doesn't have |
|
|
to be high, 2 free
fighters is OK because you will only use those fighters as |
|
|
defence on your
starbases. (The Evil Empire get 5 free fighter by default, |
|
|
but they need the
fighters in their assault vessels.) |
|
|
Chapter 5 |
|
|
INTERACTING WITH RACES |
|
|
<============================================================================> |
|
|
About alliances, trading and getting what
you need most from your allies. |
|
|
<============================================================================> |
|
|
<====== 5.1 Useful Allies
===============================================> |
|
|
<============================================================================> |
|
|
* Every player would
like to make some kind of agreement with you. Your |
|
|
cloaking capabilities
together with the information you will gather about your |
|
|
enemies will be regarded
formidable. When you're attacking you are a fearsome |
|
|
opponent. Every player
would like to have spy info about their enemies. Every |
|
|
player would like to
have the cloaking minelayers, minesweepers, |
|
|
battlecruisers and
battleships you have. So _you_ will be the one to choose |
|
|
your ally. Pick the one
you like most. |
|
|
* Remember: you don't
have to ally. You could always sell or trade spy |
|
|
information. Other
players may hire your ships - the ships will still be in |
|
|
your possession. |
|
|
* You don't need ships
of other players to fight: fighting is not your special |
|
|
ability. Choose your
ally wisely, and try to fix one or more of your major |
|
|
problems. |
|
|
* A free-fighter race
would be a nice ally. Hammering again on your bad |
|
|
economy, your
free-fighter ally could provide you with fighters that are at |
|
|
least 95% cheaper. You
will have to buy your fighters, but the Robots, the |
|
|
Rebels and the Colonies
can make a fighter from 3 Tritatium, 2 Molybdenum and |
|
|
5 supply units where you
will need the same minerals and 100 MC. Filling a |
|
|
starbase will cost you
60 x 100 MC == 6000 MC. With a little help from your |
|
|
ally it will cost you
300 supplies.... Very good deal: trade info for |
|
|
fighters. |
|
|
Use cloaking Red Winds
to carry the fighters to your starbases, they can hold |
|
|
exactly 60 fighters. Why
tell your ally where your starbases are? |
|
|
Example: Drop your
minerals on a Rebel planet. The orbiting Gemini will use |
|
|
the minerals to make
fighters. The FC of the Gemini is set to 'btf' - your Red |
|
|
Wind will fly by
cloaking and will be loaded with fighters on the fly. |
|
|
(Transfer Fighters
happens before Movement.) |
|
|
* Ally to the Empire or
the Cyborg to overcome your lack of big carriers. Get |
|
|
him to send you some
decent carriers to defend your empire. |
|
|
* Ally to the Federation
or the Lizards to solve your economy problem. Borrow |
|
|
some climate changers
and extract some cash from your ally. |
|
|
* Ally to the Privateers
to provide you with meteors. A meteor will tow |
|
|
a Dark Wing without fuel
problems. |
|
|
<============================================================================> |
|
|
<====== 5.2 Useful Ships
================================================> |
|
|
<============================================================================> |
|
|
* HYP ships. Very useful
to expand your economy fast. HYP ships are easy to |
|
|
capture but hard to
find. In decreasing order of usefulness: Rebel Falcon, |
|
|
Empire Probe, Cyborg
Probe. |
|
|
* MBRs. For their speed.
MBRs can serve you in two ways: the first being a |
|
|
very, very fast Super
Spy ship, the second a way to tow large freighters 162 |
|
|
LY a turn. (for
planet-hopping large distances.) Are also very easy to capture |
|
|
but you'll be lucky to
hit one. |
|
|
* Aries. To solve your
fuel problem. The Aries needs minerals to make fuel but |
|
|
it functions cheaper
than a Neutronic Refinery Ship. You can put the ship on a |
|
|
starbase to keep it
hidden. |
|
|
* Cobol. To solve your
fuel problem. The Cobol makes fuel dirt cheap but it |
|
|
will reveal the position
of your planets. A cloned Cobol with Transwarp drives |
|
|
and low tech arms will
repay its total costs within 5 turns use. (Compared to |
|
|
the standard
supply/mineral conversions of the Merlin and the Refinery Ship.) |
|
|
Can't be captured in
combat. |
|
|
* Fireclouds. This
solves your fuel problem like no other ship can, and makes |
|
|
you more versatile. Only
50 kT of fuel and many ships can be ported to |
|
|
anywhere in your empire.
Remember, the turn you chunnel you won't have |
|
|
shields, so make sure
you won't be attacked that turn. A detailed course on |
|
|
chunneling is out of the
scope of this manual, but it can serve many purposes, |
|
|
transferring whole
battlegroups, large stocks of minerals and clans at |
|
|
relatively low cost, so
if you can get your hands on one of these babies do |
|
|
your most to get them. |
|
|
<============================================================================> |
|
|
<====== 5.3 Trading your ships
==========================================> |
|
|
<============================================================================> |
|
|
* [More than everything
else written down here: this is my opinion. Take it as |
|
|
you want it.] |
|
|
Every player would like
to get one of your cloaking ships. Cloaking |
|
|
minelayers, minesweepers
etc. You'll have to think twice before trading a ship |
|
|
with a cloaking device
to a race that doesn't cloak. You'll give him something |
|
|
he/she doesn't have:
Invisibility. |
|
|
Trading a cloaking ship
can have devastating effects: other than non-cloaking |
|
|
ships you won't see it
coming when it comes your way again.... Imagine your |
|
|
former ally, now your
backstabbing opponent will use your ex-cloakers as the |
|
|
first strike fleet. |
|
|
* You can build a few
ships that are 'safe' to trade: the Skyfire Class |
|
|
Cruiser and the Valiant
Wind Class Carrier. Why anybody should want a Skyfire |
|
|
I don't know, but the
Valiant with its 7 beams and 3 bays can be very useful. |
|
|
There are a couple of
races that lack a decent mid-size carrier. The Lizards |
|
|
for example only have
their Madonzilla with 4 beams and 5 bays. They can |
|
|
afford the fighters and
their 150 % damage will turn the carrier into a |
|
|
dangerous weapon. |
|
|
Same to the Cyborg: they
have a lot of money but they've got no carriers... |
|
|
Just their Biocides. |
|
|
You can even sell your
Valiant to the Rebels and/or the Colonies. Yeah, right! |
|
|
Next to their tech 10
battleships (Rush and Virgo) they only have their |
|
|
single-use Patriot Class
Light Carrier. The Patriot has 2 beams, a mass of 90 |
|
|
and a cargohold for 30
fighters. It will explode when entering any minefield, |
|
|
it's beams won't do
nothing and after one combat the number of fighters will |
|
|
have to be replenished.
Your Valiant on the contrary weights 180 kT, has 7 |
|
|
beams and it will hold
80 fighters! I'm sure you will be able to convince your |
|
|
ally the Valiant is the
one ship he/she is missing! |
|
|
* There are ships that
you NEVER must trade. The first one is the Swift Heart. |
|
|
This ship is very cheap
to clone and you, with your strategy of not build |
|
|
freighters, will have
many planets without enough defences to defend from a |
|
|
cloaked attack. Never
let the Privateer get his hands on a White Falcon - with |
|
|
its fuel capacity of 430
it will rob almost any ship making him too strong. |
|
|
Neither a Dark Wing.
Think on what you would do against a Privateer Dark Wing |
|
|
towed by a MBR.... [1] |
|
|
Chapter 6 |
|
|
ELIMINATING OTHER RACES |
|
|
<============================================================================> |
|
|
Some of them just won't
cooperate! |
|
|
<============================================================================> |
|
|
<====== 6.1 Dealing with Lokis
==========================================> |
|
|
<============================================================================> |
|
|
* Loki's aren't that
heavy, they're just annoying. A Loki can carry 4 tubes |
|
|
and two beams, but the
hull weighs only 101 kT. Use a Deth Specula or a |
|
|
Resolute with high tech
torps to intercept and destroy a Loki in mid-space. |
|
|
Because your ships have
cloaking devices they will attack before all other |
|
|
ships without cloaking
device. This is the so called 'Cloaked Intercept'. Take |
|
|
note: the word is very
misleading, because you're not cloaked at all. |
|
|
* The trick is to spot
Loki's before you start spying on a planet. If you do |
|
|
fly to a planet
protected by the 20 LY radius Tachyon wave of a Loki you will |
|
|
be decloaked. If you
decloak orbiting a planet the results can be devastating |
|
|
for you... |
|
|
So don't fly to the
planet directly, but warp to a location 5 - 19 LY from a |
|
|
planet. If you don't get
decloaked it's safe to fly to the planet. (Beware of |
|
|
planet-hopping Loki's.)
If you do get decloaked it's time to move on. By |
|
|
careful probing you'll
know how many Loki's there are, and where they are... |
|
|
* If you find a Loki in
this way, be almost sure that the mission for this |
|
|
ship in the next turn
will be Lay Mines. If you flee you will be decloaked |
|
|
and more vulnerable.
Remember that Decloaking happens before and after |
|
|
Movement. [1] |
|
|
*
If you receive a Loki from an other player remember that this ship will |
|
|
decloak all your
cloaking ships. The tachyon device can not be deactivated. |
|
|
The only way to
deactivate is to leave the Loki without fuel. |
|
|
[However, in older host
versions even Loki's without fuel will decloak you. |
|
|
This is a very annoying
bug, but it will be fixed. A player can tow a fuelless |
|
|
Loki with a battleship.
The Loki will always decloak you, and when you try to |
|
|
destroy it by Cloaked
Intercept, your interceptor will be fried by the |
|
|
battleship.] |
|
|
* An example of the
message you'll receive when one of your ships gets |
|
|
decloaked by a Loki: |
|
|
+---------------------------------------+ |
|
|
| (-s0025)<<< Cloak Failure
Report >>> | |
|
|
| | |
|
|
| From: BSC Cyborg Tracker | |
|
|
| ID # 25 | |
|
|
| We have been detected | |
|
|
| by a Loki class ship. | |
|
|
| They found us with a | |
|
|
| tachyon field. Our cloaking | |
|
|
| device has failed | |
|
|
| Loki Ship ID# 136 | |
|
|
| Name: V'Karr | |
|
|
| Race: Lizard | |
|
|
| | |
|
|
| | |
|
|
| | |
|
|
+---------------------------------------+ |
|
|
<============================================================================> |
|
|
<====== 6.2 Dealing with Glory Devices ==================================> |
|
|
<============================================================================> |
|
|
* When you're flying in
Fascist territory (or any other race with Glory |
|
|
Devices) you will lose
ships. So it goes without saying that the ships you |
|
|
will use to scout such
an secured empire are cheap ships: the Swift Heart |
|
|
Class Scout. |
|
|
Each exploding Scout
will send you its last greeting by sending this message: |
|
|
+---------------------------------------+ |
|
|
| (e0296)<<< DISTRESS CALL!
>>> | |
|
|
| | |
|
|
| BSC Fascists Spy | |
|
|
| SWIFT HEART CLASS SCOUT | |
|
|
| ID # 296 | |
|
|
| Glory Device! | |
|
|
| We have been hit by | |
|
|
| Level 6 shockwave! | |
|
|
| At: ( 2595 , 1527 ) | |
|
|
| Damage is at 100% | |
|
|
| | |
|
|
| | |
|
|
| | |
|
|
+---------------------------------------+ |
|
|
* A
Swift Heart with 2 X-ray lasers and a Transwarp Drive costs |
|
|
22
Duranium, 25 Tritanium, 40 Molybdenum and 364 MegaCredits. |
|
|
The cheapest ship with a
Glory Device - the D19 with X-ray lasers and 2 |
|
|
Transwarp drives costs |
|
|
64 Duranium, 66
Tritanium, 135 Molybdenum and 794 MegaCredits. |
|
|
Or the Fascist player
could cut the costs by using low tech engines and thus |
|
|
decreasing the mobility
of their Glory Devices. With no weapons and Warp-1 drives: |
|
|
34 Duranium, 63
Tritanium, 65 Molybdenum and 182 MegaCredits |
|
|
This is still more
costly than the Swift Heart, but you will need an adequate |
|
|
money supply. |
|
|
The Fascist player will
continue to build Glory Devices to protect his empire. |
|
|
You will be sending him
new Scouts to spy on his planets. It's a match, but |
|
|
you're winning because
your costs are lower. In many cases the Fascist player |
|
|
doesn't have enough
Glory Devices to cover all his planets, so you won't have |
|
|
to sacrifice one ship for
every planet. |
|
|
The Fascist player has
just one advantage: his supply lines are shorter. This |
|
|
is easy to overcome:
make sure you've got enough new Scouts on their way to |
|
|
his territory. |
|
|
* The shockwave of a
Glory Device will also damage the ships of your enemy. |
|
|
His cloaking ships will
be forced out of cloak... nice target eh? |
|
|
* Supplies will repair
your ships (at 5 units per % damage) so take some extra |
|
|
with you to repair
between glory-device explosion and combat, just in case he |
|
|
had two of them present
(or a new one just flew in). Another good tactic is to |
|
|
load a Dark Wing with
supplies and move in cloaked. The glory device will |
|
|
trigger and damage your
hull, but the damage will be repaired, you will stay |
|
|
cloaked and the glory
device is gone. |
|
|
* Now, we can use these
basic elements to make a one-two punch.
For example, |
|
|
move in a Dark Wing with
110 supplies (enough for 40 torps, and enough to |
|
|
repair the Glory Device
Damage). With Glory Device will
explode, but you'll |
|
|
repair yourself. His
other ships will be damaged (10% or 20% of normal mine |
|
|
damage,
and he may have supplies too). Now
your ship will attack. |
|
|
Alternatively, throwing
Swifties at his starbases will usually set off a |
|
|
glory device, and
frequently take out a Neutronic carrier or SDSF. Finally, |
|
|
if you ever do get a
good ship in to his starbases, simply sit there with |
|
|
primary enemy set : he
may build glory ships, but you'll take them out before |
|
|
he can set their FC. |
|
|
* If you are more
cautious, you can throw Swifties at him, then follow with |
|
|
cruisers. After blowing
up two GD ships, he'll probably build something else, |
|
|
giving you a chance to
slip in. |
|
|
* There are certain
problems : glory devices do not damage his planets, but |
|
|
they do damage
yours. Keep him away! Be offensive, as always. Glory |
|
|
Devices will knock your
shields out even if you do use supplies to repair.[8] |
|
|
<============================================================================> |
|
|
<====== 6.3 Notes on the Federation =====================================> |
|
|
<============================================================================> |
|
|
* The Feds tend to stock
large amounts of unarmed battleship hulls on their |
|
|
starbases to be refitted
later. Nevertheless their default 70% mining rate |
|
|
they will build twice or
three times the number of hulls as you. If you don't |
|
|
destroy those empty
hulls the Feds will outnumber you soon! So you'd better |
|
|
find those hull before
they find you. Needless to say those unarmed hulls |
|
|
without beams, tubes,
torps and fighters are easy to destroy. |
|
|
<============================================================================> |
|
|
<====== 6.4 Dealing with the Lizards ====================================> |
|
|
<============================================================================> |
|
|
* The Lizard Ground
Attack is unstoppable, even by you. Once his cloakers are |
|
|
there, the only defence
you've got is laying minefields. You could of course |
|
|
try to get some Glory
Devices from the Fascists - the ships won't bite you. |
|
|
* The Lizards have a
great economy: huge income of minerals and megacredits. |
|
|
You'd better don't rely
on T-Rex's having low tech beams/torps... he has |
|
|
enough cash and minerals
to equip every ship with high tech ship parts. |
|
|
* Your Dark Wing has
more tubes, but the Lizard ships take 150 % damage by |
|
|
default before
exploding. You'd better use a battle simulator to check out |
|
|
the best configuration,
your ship ratio might be 1:1, you'll need one Dark |
|
|
Wing for every T-Rex. :-( |
|
|
* The best defence is
the counter-attack. Keep his ships in his own territory. |
|
|
Keep his Lokis bound to
his own planets. Don't let him even try to get to |
|
|
your planets. Instead,
try to mess up his economy. You can't stop him, but he |
|
|
can't stop you. |
|
|
* Don't try to hunt down
those Reptile and Saurian scouts - unless they |
|
|
conquer a planet, they
can't refuel on an enemy planet as you can. Protect |
|
|
your freighters, or use
them as bait. |
|
|
* You can do the Lizards
great harm if you can destroy all HISSing ships |
|
|
orbiting his cash
planets. When all the HISSing ships are gone, the high tax |
|
|
will immediately cause
the natives to riot. This makes the planet worthless |
|
|
for at least a couple of
turns: no income. Such a planet will likely be |
|
|
protected by a Loki to
decloak all evil-minded ships - time for a suicide |
|
|
attack by some Deth
Specula's. You could of course try to destroy the planet |
|
|
with Resolutes/Dark
Wings, but it may be a starbase. If the 'Cloaked ships |
|
|
attack PE' setting is
YES, fly in with your mission set to Super Spy, your PE |
|
|
to Lizard, and your FC
set to 'bum'.... |
|
|
<============================================================================> |
|
|
<====== 6.5 Dealing with the Privateers ==================================> |
|
|
<============================================================================> |
|
|
* Most important is the
host setting 'Rob Cloaked Ships'. If it is yes you're |
|
|
situation is far worse
than when it was 'no'. |
|
|
If the Privateer can't
rob cloaked ships, you will be able to attack his |
|
|
planets and recloak the
next turn - he can't rob your ships. |
|
|
If the Privateer can rob
cloaked ships, they will set their ships on your |
|
|
planets to rob at
random. If you try to scout their territory, you will |
|
|
encounter decloaked
ships on Privateer starbases that will rob you when you |
|
|
try to fly away - when
the starbase is set to Force Surrender you will lose |
|
|
the scout in the same
turn. An HomeWorld can be very dangerous: it will have |
|
|
Lady Royale's and
Alchemy ships in orbit, and they will rob you blind. When |
|
|
you're departing from
your planets, set your waypoint in mid-space and your |
|
|
mission to beam up fuel.
(Of course you've dropped your fuel on the planet.) |
|
|
Have your ship FCs to
match your planetary FCs when beaming up fuel. |
|
|
* You ships are superior
to their ships. You're probably the best race to |
|
|
terminate the
Privateers. Use Deth Specula's, Resolutes and Dark Wings and |
|
|
kill everything in sight. |
|
|
* When fighting the
Privs, do what you always do: stay cloaked. If you've |
|
|
build any freighters
(for planet-hopping) they will be an easy target for the |
|
|
Privs. Get rid of your
freighters and use Fearless Wings/Resolutes as |
|
|
transports. |
|
|
* Lay moving minefields.
Lay huge minefields, scoop the mines up again (with |
|
|
another ship) and lay
the minefields again on another place. |
|
|
<============================================================================> |
|
|
<====== 6.6 Dealing with the Cyborg =====================================> |
|
|
<============================================================================> |
|
|
* While Biocides and
Annihilations are the backbone of the empire of the |
|
|
Cyborg, the Fireclouds
are the veins. To set up a stable connection between |
|
|
two Starbases the Cyborg
need three Fireclouds: One on every starbase and one |
|
|
doing the chunneling. |
|
|
It's easy to take out
his transport system. Use Resolutes and eliminate all |
|
|
Fireclouds. An attacking
Cyborg player will in most cases try to chunnel his |
|
|
fleet to you. When
you've destroyed any incoming Firecloud, he has to fly to |
|
|
you just like any other
player. (And his heavy Cubes will need huge amounts of |
|
|
fuel..:-) |
|
|
This holds true for any
player opposing the Cyborg. A FireCloud is bad news |
|
|
and should be shot on
first sight. If you leave it alone, next turn there may |
|
|
be several brothers
which can spread around and beam in cubes all across your |
|
|
empire. Next thing you're
dead. |
|
|
* The Cyborg tend to
spread our over the entire cluster - their empire doesn't |
|
|
have to be aligned. Such
an empire is hard to exterminate: finding all his |
|
|
planets and starbases
can be a real pain. Try to get some ships (Resolutes) |
|
|
chunneled to the other
end of the galaxy, to his outposts. Then cut off his |
|
|
means of communication
(i.e. destroy all FireClouds) and mess up his economy/ |
|
|
planets. |
|
|
* Be aware of the
Chunnel facilities of the Cyborg! A Cyborg player can fly |
|
|
one single FireCloud to
your territory by flying it > 300 LY outside the map, |
|
|
i.e. the ship will
remain outside your range and you will not detect it until |
|
|
it is to late. When the
FireCloud runs out of fuel, a second Firecloud is |
|
|
simply chunneled in to
refuel the first one... When the Cyborg player sets |
|
|
his foot on your less
heavily defended backyard planets/starbases you won't |
|
|
be able to kick him out
again. He will just chunnel in more reinforcements. |
|
|
To prevent such a
disaster, just put a picket ship outside the map, say at a |
|
|
150 LY distance. A
Resolute will do great: it cloaks so the Cyborg won't see |
|
|
it coming and won't
chunnel in a fleet to destroy it, the ship doesn't use |
|
|
fuel to cloak so it
doesn't need to be refuelled and the ship itself is |
|
|
capable enough of
dealing with one single FireCloud. |
|
|
<============================================================================> |
|
|
<====== 6.7 Dealing with the Crystal People =============================> |
|
|
<============================================================================> |
|
|
* Most often someone
will have taken out the crystal people early in the game, |
|
|
since they are a
relatively weak race. But once they've become established |
|
|
they can mean bad news.
Their webmines make great anti-cloak weapons, if they |
|
|
can afford them. |
|
|
* This holds true
especially in PHost where they can form minefield alliances |
|
|
with other races and lay
overlapping minefields in different race-identities, |
|
|
so the draining of fuel
goes way faster. |
|
|
* Use high tech beams to
sweep away his fields before he can tow\capture your |
|
|
cloakers. |
|
|
* They rely heavily on
molybdenum, so you could try to beam up that mineral if |
|
|
you want to annoy them
and have nothing better to do after a SuperSpy. |
|
|
* Never ever let them get
a cloaking ship! |
|
|
<============================================================================> |
|
|
<====== 6.8 Dealing with the Empire =====================================> |
|
|
<============================================================================> |
|
|
* The Empire is a
fighter-race, and has only one type of torpedo ship: The |
|
|
Super Star Frigate. Once
you've eliminated all SSFs your ships won't get hit |
|
|
by mines any more. |
|
|
Use Deth Specula's or
Resolutes with Mark 4 torps or higher and Heavy Blasters |
|
|
or higher: you will
easily capture the SSF. |
|
|
* Those Empire starbases
tend to build 5 free fighters every turn. (Host |
|
|
configurable). The bases
will get stronger every turn they exist, so you'd |
|
|
better take them out
soon, before they've got the full 60 fighters. Use a |
|
|
Resolute or a Dark Wing. |
|
|
* When you see a H-Ross
Class Light Carrier or a Moscow Class Star Escort |
|
|
flying around, don't
forget they're worthless in a battle. The Empire player |
|
|
will use them to
transport fighters from his stocked starbases to his ships in |
|
|
the front-line. |
|
|
So if you see such a
fully loaded light carrier departing from a starbase, |
|
|
take out the starbase
because it's low on fighters and don't forget to |
|
|
destroy the carrier and
the fighters it is carrying before the fighters are |
|
|
used in a much more
dangerous ship like a Super Star Cruiser or a Gorbie. |
|
|
* When you're beaming up
minerals from Empire planets, beam up Molybdenum. The |
|
|
mineral balance of the
Empire is not as good as yours, and they tend to use |
|
|
far more Molybdenum (for
ships and fighters!) than Tritanium or Duranium. |
|
|
<============================================================================> |
|
|
<====== 6.9 Dealing with the Robots =====================================> |
|
|
<============================================================================> |
|
|
* The Robots are a
fighter-race, and they only have one type of torpedo ship: |
|
|
the Cat's Paw. Those
Cat's Paws are extremely dangerous as they tend to lay |
|
|
*huge* minefields. Save
your ships and take them out with your Dark Wings and |
|
|
Resolutes. |
|
|
* Use Resolutes with
high tech beams as minesweepers. |
|
|
* The Robots will keep a
couple of Q-Tankers on starbases to build fighters. |
|
|
Eliminate the source of
his fighters by capturing those Q-tankers. The |
|
|
fighters of those
capture Q-tankers make a perfect use to you as starbase |
|
|
fighters! |
|
|
* When you're beaming up
minerals from Robotic planets, beam up Duranium. The |
|
|
mineral balance of the
Robots is the worst in the whole game, and they tend to |
|
|
use far more Duranium
than Tritanium or Duranium. |
|
|
* Be careful not to
surrender one of your ships to a Robotic starbase - when |
|
|
it will get back to you
it will do enormous damage by laying *huge* minefields |
|
|
in your territory. |
|
|
* Read carefully the
section about the Minefield Universal Code. It will help |
|
|
you a lot against their
minefields. |
|
|
* Never ever let them get
a cloaking ship! |
|
|
Chapter 7 |
|
|
SNEAKY COMBAT TACTICS |
|
|
<============================================================================> |
|
|
About doing what you're
designed to do: attack! |
|
|
<============================================================================> |
|
|
<====== 7.1 Towing ships
================================================> |
|
|
<============================================================================> |
|
|
Destroy large enemy
fleets ship by ship. Wait till a fleet arrives at a |
|
|
planet, or predict their
course and tow the ships to your waiting fleets of |
|
|
Dark Wings and Resolutes. |
|
|
Perfect way to remove
defending ships from planets/starbases. |
|
|
1b. If your opponent is
already used to you towing ships from planets and |
|
|
starbases into midspace
and intercepts his ships with large battleships, |
|
|
change your tactic: try
to get a MBR and tow an enemy > 81 LY. It will keep |
|
|
your enemy busy for a
couple of turns adjusting to your new strategy and |
|
|
rearranging his ships and
tactics... |
|
|
<============================================================================> |
|
|
<====== 7.2 Creative use of the NUK FC ==================================> |
|
|
<============================================================================> |
|
|
Imagine an enemy
starbase defended by a large number of heavily armed |
|
|
battleships.... |
|
|
You use your scouts and
lock the FC to 'NUK'. Your fleet of Dark Wings are |
|
|
waiting just outside the
warpwel, they transfer their fuel to another |
|
|
cloaking ship and move
without fuel to the enemy starbase. |
|
|
Your ships will be
ignored by the enemy battleships because they don't have |
|
|
fuel, but the starbase
is set to NUK and will be destroyed by your fleet. |
|
|
(Use the cloaking
fueltank to refuel and repair (supplies) your Dark Wings. |
|
|
Note: |
|
|
a. This won't work for
the newer versions of phost, i.e. the Birdmen are |
|
|
immune to the planetary
NUK friendly code. |
|
|
b. It is reported that
this also won't work for the newer versions of host. |
|
|
Let it be clear that
this is an undocumented feature - it can't be found in |
|
|
the docs. [8] |
|
|
2b. When two enemy
players are playing in co-operation, try to set the FC of |
|
|
the planet/starbase of
enemy A to ATT or NUK the turn a battleship/fleet of |
|
|
enemy B arrives on that
planet/starbase. Watch the fleet destroy the |
|
|
starbase/planet or vice
versa - it doesn't matter: any which way you win! |
|
|
[Obviously this won't
work for host 3.22.007 allies and PHost allies.] |
|
|
* Don't forget to leave
orbit in case if your ships get decloaked by an Ion |
|
|
Discharge, or else they
might get fried. |
|
|
* If the planet/starbase
gets toasted, return to the planet (cloaked) and |
|
|
perform a Ground Attack
with the 5 - 20 clans you always carry in your |
|
|
cargohold... |
|
|
<============================================================================> |
|
|
<====== 7.3 Ambush
======================================================> |
|
|
<============================================================================> |
|
|
If a large unstoppable
fleet is coming your way, setup an ambush on your own |
|
|
planet/starbase. When an
enemy fleet arrives, break up the fleet into smaller |
|
|
pieces and smash them at
your will. |
|
|
(For the desperate only.
You don't want any enemy in your place, go play in |
|
|
their territory.) |
|
|
<============================================================================> |
|
|
<====== 7.4 Carriers and your Starbases =================================> |
|
|
<============================================================================> |
|
|
A fully stocked starbase
and a Dark Wing can take care of most of those |
|
|
monster carriers.
Starbases are the best defence for a Birdmen player, |
|
|
especially when the ship
limit is reached. And if the enemy battleship won't |
|
|
come near your base, tow
it to the base using a White Falcon. |
|
|
<============================================================================> |
|
|
<====== 7.5 Glory Devices
===============================================> |
|
|
<============================================================================> |
|
|
When dealing with the
Fascists or any race that uses Glory Devices, send in a |
|
|
Scout. If it blows, go
in and look for damaged cloak capable ships, they are |
|
|
an easy target now. Tow
them from his starbase and destroy them in mid-space. |
|
|
(Easier than waiting for
those cloaking ships to intercept attack your own |
|
|
ships or to get hit in a
minefield.) |
|
|
There is a great chance
that the player would use the starbase FIX mission to |
|
|
repair one ship a turn,
so if there are multiple cloak capable ships on that |
|
|
base they will be an easy
target. |
|
|
Note: |
|
|
An expert player would
probably carry supplies in his ships to repair the GD |
|
|
damage instantly, or
keep a second non-triggered GD as backup in case the |
|
|
first one blows... |
|
|
<============================================================================> |
|
|
<====== 7.6 Ignoring surrendering
=======================================> |
|
|
<============================================================================> |
|
|
When allied to the
Privs, it doesn't matter if your ships surrender to an |
|
|
enemy starbase. Lock the
FC, let your Fearless Wings and Resolutes (having 1 |
|
|
kT fuel and a matching
FC) beam up *everything* from an enemy starbase. The |
|
|
Fearless Wings and
Resolutes will all surrender to the enemy starbase, but as |
|
|
you know this, you'll
tow them away at the same turn to the waiting Privateer |
|
|
wolfpack. The Priv ships
will rob the Fearless Wings and Resolutes of their 1 |
|
|
kT fuel, and your ships
will be yours again. No change of losing your ships: |
|
|
with 1 kT fuel they
won't fly very far. Maybe your opponent dumps the |
|
|
minerals in space, but
what the heck: the fun was that HE didn't have them. |
|
|
(A large drawback is
that you do need a lot of ships to do this.) |
|
|
<============================================================================> |
|
|
<====== 7.7 Freighter Hunting
===========================================> |
|
|
<============================================================================> |
|
|
This should be a
standard thing to do for every Birdmen player: disrupt your |
|
|
enemies economy by
capturing/destroying all his freighters. Use Swift Hearts |
|
|
to intercept freighters
in mid-space or use White Falcons to tow those |
|
|
freighters out of orbit
into mid-space. Arm them with X-ray lasers. |
|
|
* Beware of traps when
intercepting, your enemy might intercept his own |
|
|
freighters too. |
|
|
* Swift Hearts are
cheaper, but the 140 kT cargohold of the White Falcons |
|
|
opens more possibilities: |
|
|
if you capture a
freighter with clans, you might perform a ground attack on |
|
|
a planet/starbase with a
low population. |
|
|
if you capture a
freighter with minerals (and MC), you could restock your |
|
|
torp supply in mid-space
and lay this minefield in the enemies shipping |
|
|
routes. |
|
|
* What to do with a
captured freighter? |
|
|
You could set it's
mission to Sensor Sweep or Mine Sweep, and thus giving |
|
|
you the opportunity to
gather information while you can cloak again. |
|
|
You could do this for
instance for one turn by giving the freighter 1 kT of |
|
|
fuel and to set the
waypoint so that the freighter will run out of fuel at |
|
|
the end of the turn. |
|
|
You could move it a few
LY and put your cloaked ship at the same |
|
|
coordinates. If the
freighter has fuel and the enemy intercepts the it, you |
|
|
will see the armament of
the new enemy ship. If your ship is a good match, |
|
|
tow the new ship and
capture/destroy it. (The freighter is even more |
|
|
damaged, or destroyed,
and won't get very far. Get it later.) |
|
|
If the freighter doesn't
have fuel and the enemy intercepts it, it won't |
|
|
fight. You will then
decide what to do: 1. tow/attack the new ship, 2. let |
|
|
the freighter be towed
away to surrender, 3. transfer 1 kT of fuel to the |
|
|
freighter and let it get
captured/destroyed by the new ship/another ship/ |
|
|
an enemy starbase. |
|
|
If you let the freighter
be captured again/let the fuelless freighter |
|
|
surrender at a starbase
you will be able to recapture it later when it's |
|
|
filled again... |
|
|
When the enemy doesn't
have that much freighters he will have to re-use the |
|
|
ship instead of
recycling it. This gives you the change to recapture it |
|
|
when it's cargohold is
full. |
|
|
Anyway,
your opponent will have to waste several turns with a 2-engine ship |
|
|
to recapture the
freighter and then repair it at a starbase... |
|
|
That ship won't be used
against you! |
|
|
Be aware if you let the
freighter be captured again by the enemy, or even |
|
|
destroyed, the enemy
will get Priority Build Points. (1 PBP for capturing - |
|
|
host 3.22.007 and older) |
|
|
If you don't want to let
the enemy get his hands on the freighter again, |
|
|
there are two very
effective destructive methods: 1. colonise the freighter |
|
|
on an uninhabited
(amorphous?) planet or a planet that you've conquered on |
|
|
your enemy. This will
give you 1 PBP but on the other hand when the enemy |
|
|
colonises the planet he
will be able to use/beam up the minerals. 2. Smash |
|
|
the freighter into an
enemy minefield. It will explode even if it doesn't |
|
|
have fuel. You won't get
anything, but neither will he. Perfect, fast and |
|
|
deadly. |
|
|
* Often a player will
make a mistake of killing anything with the name |
|
|
freighter in it's name
just because it's an easy kill. Don't
be too |
|
|
trigger happy, Look at
the ship first. Is it full or empty?
An empty |
|
|
freighter is a useless
catch, follow it to a planet, it will be full and |
|
|
worth much more. A favourite tactic of mine is to jettison
all the cargo and |
|
|
then drive it at full
speed towards the nearest minefield with it's mission |
|
|
to "mine
sweep". This does a few
things: 1. up to date minefield
info. 2. |
|
|
destroys freighter 3. freaks out opponent if he manages to
capture it |
|
|
("where'd all the
Moly on board go? aaargh!!!") [9] |
|
|
* Advanced Freighter
Killing |
|
|
This tactic takes a bit
of practice to perfect, but is devastating in the |
|
|
right hands. First off, what are things that can go
wrong with freighter |
|
|
killing? Right, escorts
and minefields. You forgot one,
though: the |
|
|
freighter itself. |
|
|
1. Freighter: an experienced player will usually never
set a waypoint over 3 |
|
|
months in a straight
line. What that means is that if a
planet is 120 LY |
|
|
away and the freighter
is doing warp 7, he will not travel in a straight line |
|
|
towards the planet. He will probably move his target up or down
a few LYs. |
|
|
This is called
"zigging" and it makes life hell for the privateers who try to |
|
|
land on top of ships and
rob them, but that's another story.
What we want to |
|
|
do is get in the way of
the ship and "zig" in front of it.
How we do that |
|
|
is, sit about 100 LY
away of the planet, between where the freighter is and |
|
|
where it's going. Turn
1, you are cloaked and see it moving towards you, |
|
|
heading for a base or
something. Look at it. Does it have an escort? No? Is |
|
|
it full or empty? If you
suspect that it's carrying cash, hit it anyway. Set |
|
|
mission for Intercept
freighter, and set warp speed to 4. Now what that does |
|
|
is give you a 16 LY
radius to intercept the freighter in. |
|
|
** You can do this in a
minefield with a very small chance of getting hit.** |
|
|
Since the intercept
attack will decloak you at the time of attack, you move |
|
|
at .5% through the
minefield, with a maximum of 16 LY to travel.
Some people |
|
|
forget the warp 4 part
and leave their speed at warp 9. Then
they are |
|
|
surprised when the
freighter heads in a completely different direction and |
|
|
they ram a mine after
travelling 81 LY through the field.
Leave the brakes |
|
|
on, if you miss you will
not go zooming after it (and probably not catch it). |
|
|
2. Escort: So, your enemy is getting desperate, is
he? Escorts are the best |
|
|
sign in the world that
the war is going badly for him. Anyone
who needs to |
|
|
devote a capital ship to
secure a load of minerals in his own space is |
|
|
getting desperate. So cheer up, the war is going well. Run a few sims and |
|
|
see if you can take the
escort, second, run the sim and see what happens if |
|
|
you intercept the
freighter, then get blown up, then HE fights his own |
|
|
freighter. If he doesn't blow it up, don't bother -
all you'll have done is |
|
|
damaged his freighter,
which he can fix at the next stop or starbase. |
|
|
3. Minefields: as the intercept mission in point 1
described, using a low- |
|
|
speed intercept (even
warp 3 will work) will lessen your chances of a mine |
|
|
hit, while still letting
you capture the freighter. This merits
repeating: |
|
|
When you perform the XA
intercept attack, you are CLOAKED. You
get 1/2 the |
|
|
chance to hit a
minefield, so you can feel confident driving around at warp 8 |
|
|
inside a minefield if
you need to(just don't make it a regular thing).[9] |
|
|
<============================================================================> |
|
|
<====== 7.8 Conquering planets
==========================================> |
|
|
<============================================================================> |
|
|
* An Resolute with Heavy
Blasters or higher and Mark 4 torps or higher can |
|
|
take out every
non-starbase planet. It can even destroy a starbase with less |
|
|
30 starbase fighters
without taking damage. (Depending on the shield, host |
|
|
configurable) |
|
|
* White Falcons,
Fearless Wings and Deth Specula's aren't afraid of planets |
|
|
too. Use high tech torps
on the 1 torp ships, and Heavy Blasters when there |
|
|
are a lot of planetary
defence units. |
|
|
* If the planet is deep
in enemy territory, or on a location where the enemy |
|
|
can reconquer it
quickly, completely _waste_ the planet: |
|
|
If there are natives,
set the native tax to 100% for two or three turns - |
|
|
it will make the planet
useless for at least 10 turns. No tax income, and |
|
|
the rioting natives will
destroy planetary structures, and eventually will |
|
|
begin to kill colonists!
(They will kill your clan, and when the planet |
|
|
becomes inhibited the
native happiness will remain the same. When the |
|
|
planet is recolonised, a
percentage of the first colonists will be killed |
|
|
immediately.) |
|
|
If there are enough
minerals and cash for a starbase, build the starbase |
|
|
and remove your clan.
Next turn the starbase will be build and crash. This |
|
|
way you will destroy 420
kT Tritanium, 120 kT Duranium, 340 Molybdenum and |
|
|
900 MC at the same time! |
|
|
* You might follow
another approach: if the enemy is a fighter-race, he might |
|
|
use the minerals on the
planet to restock his fighter supply when he |
|
|
reconquers the planet.
Simply remove all Tritanium or Molubdemum from the |
|
|
planet - whichever is
less. If the enemy is a torp race, choose one of the |
|
|
minerals and dump it in
space. If there are enough minerals on the planet for |
|
|
a starbase and you want
that planet and the starbase, just temporarily remove |
|
|
one critical mineral
from the surface. (Wait for your backup: a load of clans |
|
|
and/or lots of cash
and/or a captured carrier (or cloaked Red Wind) with |
|
|
fighters for the future
starbase.) |
|
|
Keep an eye on the
minerals in the core and the number of mines! |
|
|
<============================================================================> |
|
|
<====== 7.9 Cloaked ships attack
========================================> |
|
|
<============================================================================> |
|
|
Use the 'Cloaked ships
attack' host setting to your benefit: If you stay |
|
|
cloaked with several
warships over a enemy starbase you will be capable to |
|
|
attack his newly built
ships if the starbase orders are set to Refuel. Then |
|
|
you will attack his
ships that will have not torps or fighters on board. This |
|
|
will surely work early
in the game when the enemy HomeWorld has plenty of |
|
|
fuel. |
|
|
<============================================================================> |
|
|
<====== 7.10 Cloak Prevent Damage
=======================================> |
|
|
<============================================================================> |
|
|
Use the 'Cloak Prevent
Damage' host setting! |
|
|
Try to carry a cargo of
supplies inside your cargo bays. It will repair some |
|
|
damage after combat and
your ship might be cloaked again at the end of the |
|
|
turn. |
|
|
Note that the
supply-repair is scattered around the battle order: |
|
|
repair |
|
|
move (minehits!) |
|
|
repair |
|
|
glory device |
|
|
repair |
|
|
ship vs. ship combat |
|
|
repair |
|
|
ship vs. planet combat |
|
|
repair |
|
|
However, cloak-checking
is only done at the beginning and end of the turn, so |
|
|
if you take a mine-hit
or glory device explosion during the turn, you will |
|
|
repair prior to combat,
but will not be cloaked.[8] |
|
|
<============================================================================> |
|
|
<====== 7.11 Steal minerals from a planet with a
Starbase ===============> |
|
|
<============================================================================> |
|
|
[Use with caution and
read carefully!] |
|
|
For this to work you
need 5 cheap ships to do SuperSpy and to change the FC. |
|
|
For the beam up you will
gather as many ships as you want. But you will need |
|
|
the same number of ships
to tow them. |
|
|
Here's the deal: Move
the entire fleet to the target starbase. Put the 5 cheap |
|
|
ships in orbit with a
common FC and all on SuperSpy. Transfer all fuel from |
|
|
the gather ships to the
towers, set their FC to the common FC and the mission |
|
|
to Gather Anything. Let
the towers set their FC to something different than |
|
|
the common FC and let
each tow one of your now fuelless gather ships out of |
|
|
orbit. |
|
|
Result: The ships gather
minerals since even without fuel they gather with |
|
|
matching FCs. The towers
will tow the now stocked transporters out of orbit. |
|
|
Transfer fuel to the
transporters and carry the minerals to your own bases. |
|
|
If the SB is set on
'Force a surrender' the fuelless ships (transporters) |
|
|
will get to the enemy.
Then the transporters are towed to one of your nearby |
|
|
Starbase to surrender.
The enemy will surely dump the minerals into space |
|
|
since they are his ships
now. You will lose the minerals, but heck - he |
|
|
doesn't have them and
that's what you wanted eh? [2] |
|
|
Notes: |
|
|
* Don't beam up fuel!
Tritanium, Duranium and Molybdenum only! And supplies - |
|
|
if you really need them
:-) |
|
|
* Think of this strategy
when you're allied to the Privs or the Crystals. Let |
|
|
them tow/capture the
fuelless transporters. Success guaranteed! |
|
|
* If your ships
surrendered to the enemy starbase, and the enemy already got |
|
|
his hands on a cloaker,
he might anticipate to which starbase you will bring |
|
|
his new cloakers to
surrender. Using this cloaker he will wait in orbit for |
|
|
his fuelless cloakers to
come: he will transfer fuel to all fuelless cloakers |
|
|
and they won't
surrender, they will even fly away or engage combat. |
|
|
* If your starbase is
just one turn away from his, your enemy doesn't have to |
|
|
change to drop the
minerals. It might even be worth to build that temporary |
|
|
starbase... Try using
Gravitronic Accelerated ships to shorten the distance. |
|
|
* This tactic will cost
you a lot of resources: time, fuel and ships. On the |
|
|
other hand you will be
able to completely strip an enemy starbase of minerals. |
|
|
The more transporters
you use, the more effective and economical it will be. |
|
|
Say if you would use 5
Fearless Wings to beam up minerals, you will need 5 |
|
|
other 2-engine ships and
the ships to set the FC, 15 in total! |
|
|
* Set the FC to 'bum'
and you'll get his money too! |
|
|
* This tactic uses a lot
of resources. Use it wisely and not to often - you'd |
|
|
spend your time better
using those 15 ships for freighter hunting! |
|
|
<============================================================================> |
|
|
<====== 7.12 Using (Moving) Minefields ==================================> |
|
|
<============================================================================> |
|
|
* Minefields are a very
effective defence against cloakers. Even when you play |
|
|
the Birdmen you
occasionally might want to lay some when you have cloaking |
|
|
neighbours/ enemies.
When laid from a cloaking ship this effectiveness gets |
|
|
multiplied by a
unexpectedness factor: such a minefield can be really |
|
|
devastating. To increase
the unexpectedness, the mines of a newly laid |
|
|
minefield can be scooped
up again next turn to be used again later as another |
|
|
minefield. This is what
is called 'Moving Minefields'. (Of course Moving |
|
|
Minefields can also be
created by non-cloaking ships.) |
|
|
* The ideal situation is
to have two cloaking vessels with a large cargohold. |
|
|
(Resolutes or else
Fearless Wings). The two ships fly together all the time. |
|
|
The first vessel having
its cargohold stocked with torps will decloak and lay |
|
|
this _enourmous_
minefield. The next turn the first vessel will cloak again |
|
|
and the second vessel
will scoop the mines up again. |
|
|
* Very clear until now
eh? Let's continue and refine this scheme a bit: To be |
|
|
able to continue laying
this moving minefield you will have to take some |
|
|
action to preserve your
mines/torpedo's as your opponent will try to sweep |
|
|
it, and if he succeeds
you will have to return to your base/planets and spend |
|
|
more cash on torps :-( |
|
|
This can easily be
prevented when you know the order of actions: minesweeping |
|
|
happens by ship ID, the
ship having a lower ID sweeping first. So the only |
|
|
thing you will have to
do is to arrange one low ID Resolute (or Fearless Wing) |
|
|
with high tech torps. (A
Resolute ID#1 would be ultimate, and a ship with an |
|
|
ID between 1 and 25 would
do allright.) |
|
|
First turn, let the
Resolute with the higher ID convert all its torps into |
|
|
mines. Next, transfer
all cargo from the low ID Resolute to the high ID |
|
|
Resolute (another set of
280 torps!) and scoop the minefield up in the |
|
|
cargohold of the low ID
Resolute. |
|
|
* This way your
minefield can only be destroyed by an enemy minefield (if the |
|
|
'mines destroy enemy
mines' host setting is on), or by an enemy vessel |
|
|
sweeping it by pure luck. |
|
|
* Two remarks: if the
enemy sets all his ships to Mine Sweep, he can't cloak |
|
|
or do anything else, and
if he used his ships in pairs to sweep/cloak on a |
|
|
turn he will bind a lot
of resources (ships) to your waiting Resolutes. |
|
|
280 Mark 8 will make 10
x 10 x 280 = 28000 mines. A MBR, or LCC, or Saurian |
|
|
with 4 Heavy Phasers
will sweep 10 x 10 x 4 x 4 = 1600 mines at a time (host |
|
|
default settings). Your
enemy will sure need a lot of those ships (working in |
|
|
pairs) to try to sweep
your minefield!) |
|
|
Second, if your enemy
decides to destroy the minefield by laying another |
|
|
minefield that is as
large as yours, it will cost him as much as you, with |
|
|
this respect that his
reaction is provoked by you and that he will be |
|
|
withdrawing resources
from other projects. Until then, you will be able to |
|
|
harass him with your
minefield. |
|
|
* And what the hell, if
he destroys your minefield you will still have the |
|
|
other set of torps, don't
you? :-) |
|
|
* How to get a low ID
Resolute? Well, he turn you know for sure you're going |
|
|
to get a lot of PBPs,
try building Resolutes only on all your starbases. |
|
|
<============================================================================> |
|
|
<====== 7.13 Using good baits
===========================================> |
|
|
<============================================================================> |
|
|
You can use baits (A
resolute without fuel in mid space) to get enemy ships, |
|
|
just keep a Dark Wing or
two cloaked at the same place with PE set to your |
|
|
enemy... A Resolute is a
NICE bait to many races.. Also keep a Swift Heart |
|
|
without PE set, so you
can transfer fuel if all Dark Wings are killed! |
|
|
<============================================================================> |
|
|
<====== 7.14 Cloaking your entire empire ================================> |
|
|
<============================================================================> |
|
|
Everyone laughs when
they read that the Birdmen would cloak a planet if they |
|
|
could, but few know that
we CAN and DO cloak entire empires (sorta). |
|
|
TimHost and PHost both
have ranges for planet and sensor sweep settings. These |
|
|
are default 200 LY,
meaning that each planet and each ship can see a maximum |
|
|
distance of 200 LY. Now, what if you have 50 Dark Wings
uncloaked 201 LY |
|
|
away? That's right, they're invisible. Now wouldn't it be nice to know |
|
|
where that 200 LY
"border" is? The answer is
simple: put cloaking scouts at |
|
|
your borders, or 100 LY
beyond your borders, and leave them there. Any ships |
|
|
you see approaching can
be dealt with as you see fit. |
|
|
Hyper-probes will
continue to be a problem, my only advice is get your defence |
|
|
posts to
"un-scannable" size as soon as possible (15 in TimHost, PHost is |
|
|
configurable).[9] |
|
|
<============================================================================> |
|
|
<====== 7.15 Enemy starbases
============================================> |
|
|
<============================================================================> |
|
|
Starbases can't move.
Warships can. Take out Starbases whenever possible. |
|
|
True, you will for sure
lose it, but the economic damage is significant. For |
|
|
the one turn you hold it,
make sure to: |
|
|
Convert all the supplies
into money and beam it up. |
|
|
Set native tax rate to
100% and watch them tear down whatever is still |
|
|
standing. Plus, he won't be able to build that many
factories with the |
|
|
natives still running
around with axes, and cash will be scarce.[9] |
|
|
<============================================================================> |
|
|
<====== 7.16 Cloaking all your ships ====================================> |
|
|
<============================================================================> |
|
|
Someone suggested
staying hidden no matter what the cost, and recommended |
|
|
using Fearless Wings as
cloaking freighters. I'm not too sure
about that |
|
|
advice, I mean, is 200
moly worth the extra 10 fuel it takes to cloak it? On |
|
|
a large scale, you would
need 5 Fearless Wings for every large freighter. |
|
|
That's expensive and
time consuming, both production and material-wise. |
|
|
When the above tactic is
useful: |
|
|
Let's say that you live
next to a lazy player. He has expanded
to a certain |
|
|
size but never got
around to colonising that cluster up near the edge of the |
|
|
map. Your scouts have been through there and
report some decent mineral |
|
|
planets and a few
natives. You decide that you want that
sector. |
|
|
1 Fearless Wing will be
enough for this "mission".
Basically you want to be |
|
|
able to set up shop in
one or two turns, and not be caught with your "pants |
|
|
down". You may want 1 or 2 Dark Wings along for
protection just in case of |
|
|
cloak failure, etc. |
|
|
Depending on the range
of the target, you may wish to add another Fearless |
|
|
Wing solely as a cloaked
fuel reserve. Your range with a fully
loaded |
|
|
Fearless Wing will be
about 3-4 months depending on engines used. |
|
|
Your Fearless Wing should
be hold: |
|
|
100 colonists 140
supplies 2200 credits. |
|
|
Once you are in orbit,
beam down everything. Build 15 defence posts and 100 |
|
|
factories. You will have 400 credits left over, next
turn take that and the |
|
|
100 supplies you just
made and build 100 mines. |
|
|
There you have it -
you're weak, poor, but undetected. |
|
|
I did the calculations
for a fully-built starbase in one turn but deemed it |
|
|
too expensive (5
Fearless Wings, all of them fully loaded, plus about 15,000 |
|
|
credits) and you'd still
only have 15 defence posts and a tech 1 starbase.[9] |
|
|
Chapter 8 |
|
|
MORE THAN HOST ALONE |
|
|
<============================================================================> |
|
|
Make sure you READ the
manual all the way through, make sure you know the |
|
|
ORDER of events in the
add-on, and possibly which order they are run by the |
|
|
host, and by all means
get the correct CONFIG SETTINGS. Most add-ons have a |
|
|
'con' code of some sort
to send the variables back to you. |
|
|
One add-on adds flavour
to gameplay, but if your host goes ballistic and loads |
|
|
every add-on he can find
into the game, you may have 3 pages of friendly |
|
|
codes to get used
to. Go through all the doc files and
paste together as |
|
|
much quick-reference
info as you can. The last thing you
want to do is |
|
|
accidentally
self-destruct one of your ships by using the wrong friendly |
|
|
code. |
|
|
<============================================================================> |
|
|
<====== 8.1 PHost
=======================================================> |
|
|
<============================================================================> |
|
|
Assuming you're going to
play a PHost game, you'll probably also play with |
|
|
PList (see below) or
another shiplist that takes advantage of Phosts capacity |
|
|
for up to 20
beams/launchers or fighterbays in a single ship. Otherwise |
|
|
planetary defence is
just way too tough to deal with. |
|
|
But there's much more to
PHost than the increased planetary defence and the |
|
|
large battleships. Most
of that goes beyond the scope of this manual, |
|
|
therefore it is highly
recommendable to read the documentation before you |
|
|
start. |
|
|
But a lot of things are
much the same, you still have a neat array of cloakers, |
|
|
including your
battleship the D'deridex (the fed nova can also cloak in |
|
|
plist). You still have
the powerful superspy mission. You still need to snipe |
|
|
and cut supply lines
before your enemies get a chance to grow big. You will |
|
|
find yourself stealing
fuel and megacredits as these remain your strongholds. |
|
|
As for know, you'll only
miss advanced cloaking. |
|
|
Note: with PHost special
friendly codes never match, so if you for example set |
|
|
a planetary FC to 'bum'
the ships locking the FC can still hit the minefield |
|
|
around that planet. |
|
|
<============================================================================> |
|
|
<====== 8.1.1 PHost Configuration
========================================> |
|
|
<============================================================================> |
|
|
Make sure the settings
that affect you as Romulans are somewhat decent, cloak |
|
|
failure should be kept
low, rob cloaked should be disabled, the fuel cost of |
|
|
cloaking reasonable,
cloaked mine odds approx. half of uncloaked etc. |
|
|
In the default settings
everything is OK for you, you will even get a free |
|
|
fighter every turn on
every starbase (as all other non-fighter races will). |
|
|
Towing cloaked ships is
a configurable option in PHost as well, and the |
|
|
default is no! This is
good news, because it means you can escape an |
|
|
established tow beam
just by cloaking. Wow! Even though I personally don't |
|
|
think this is a good
thing for the game in general, I don't care if I'm |
|
|
playing the Romulans,
and will abuse it whenever appropriate. |
|
|
Combat parameters are
not a toy, fooling around with them will heavily affect |
|
|
combat in play, so make
sure the host either uses default settings for these, |
|
|
or he should be damn
sure of what he's doing. You'll need a copy of the |
|
|
pconfig.src anyway for
use with battlesimulators anyway (Thomas Voigt's Bsim |
|
|
2.2). Fool around with
the simulator, especially if you haven't played PHost |
|
|
before. |
|
|
<============================================================================> |
|
|
<====== 8.1.2 PHost Alliances
===========================================> |
|
|
<============================================================================> |
|
|
This is a real advantage
over host.exe. The ability to establish alliances and |
|
|
dropping them. In
practice this means that you don't have to worry that your |
|
|
ships will fight your
allies, strike a mine laid by one of your friends and |
|
|
will have info on both
his ships and the ones visible to him, and his planets |
|
|
(all depending on the
status of the alliance established). |
|
|
<============================================================================> |
|
|
<====== 8.1.3 Planetary and starbase defence ============================> |
|
|
<============================================================================> |
|
|
To overcome the problem
in host.exe that planets are too easily conquered |
|
|
PHost defence features
planets (and bases) with torplaunchers. This increases |
|
|
their strength
enormously, so you can forget about having a cheap B'rell in |
|
|
deep enemy territory and
taking freighters and planets with it. Just taking |
|
|
out freighters and
SuperSpying is all you can do with a lowly armed ship. |
|
|
On the other hand, once
driven on the defence you will benefit. Especially |
|
|
once you know that you
could stock up on torps in a starbase which will be |
|
|
used when that base is
attacked. And that a base is capable of fighting prior |
|
|
to the ships orbiting
it. The effects of this can be enormous, make sure you |
|
|
test this at home. |
|
|
<============================================================================> |
|
|
<====== 8.1.4 PHost Armament
============================================> |
|
|
<============================================================================> |
|
|
One of the features in
PHost-plist is that high tech stuff tends to pay off. |
|
|
High tech torps and
beams do way much more damage than in host.exe, and they |
|
|
discharge at a higher
rate. Tech one beams don't perform the same way against |
|
|
fighters as tech 10's
do. So you've got to invest. |
|
|
Less known is that
against a carrier you're better off with either ion cannons |
|
|
(tech 7) or electron
rams (tech 6) but against bases you have a better outcome |
|
|
with tech 10 Multitrafs.
This is because in ship to ship combat your |
|
|
Multitrafs discharge so
fast that they take out the fighters which are on |
|
|
their way back to the
carrier, whereas Ioncannons due to their slowness only |
|
|
take on the incoming
fighters. |
|
|
<============================================================================> |
|
|
<====== 8.1.5 PHost Combat
==============================================> |
|
|
<============================================================================> |
|
|
Although it looks
different, combat is as different for Romulans as for all |
|
|
other races. Simply get
used to PHost, use Bsim a lot, and you will manage. |
|
|
As mentioned above you
will not fight anyone that has a combatlevel alliance |
|
|
with you. This enables
you and your allies to attack a mixed fleet of enemies |
|
|
with mission set to
KILL, whilst saving your friendly codes to make up the |
|
|
best possible battle
order. |
|
|
I simply cannot stress
enough the importance of high tech stuff. Invest in it, |
|
|
it pays off. Of course
this means that you need a well established economy to |
|
|
pay for all these
goodies and you'll have to steal the rest. |
|
|
<============================================================================> |
|
|
<====== 8.2 RacePlus
====================================================> |
|
|
<============================================================================> |
|
|
* The Birds gain the
ability to plant eggs (mines) aboard enemy ships with their |
|
|
Bright Hearts. You need
a full cargo of supplies and at least 41 crew aboard |
|
|
to attempt the mission.
You risk losing some crew and getting uncloaked by the |
|
|
mission if unsuccessful.
Multiple eggs can be planted by a flock of Bright |
|
|
Hearts aboard a single
ship resulting in instantaneous destruction. You could |
|
|
also plant one or more
eggs on a ship to weaken it for easier destruction by |
|
|
other waiting birds.
Mating a Resolute - or Fearless, to a flock of 2-4 |
|
|
Bright Hearts will allow
you to refuel and resupply the flock for additional |
|
|
strikes without having
to return to a friendly planet.[5] |
|
|
* The new EGG bomb
ability is just what the Birdmen needed to stop those huge |
|
|
battleships. The bomb is
perfect for crippling large battlefleets. Keep small |
|
|
groups of Bright Hearts
near the front-line filled up with 40 supplies and let |
|
|
them operate in pairs or
groups. The effective radius of the Bright Heart is |
|
|
not that large (90 kT
fuel tank), so you'll have to operate on front-line |
|
|
planets. Or send in a
Resolute stocked with 280 supplies for refuelling when |
|
|
operating in enemy
territory. |
|
|
* Know the RPCONFIG
settings of RacePlus: there might be a limit of the number |
|
|
of EGG bombs, and there
will be a fixed percentage of failure. |
|
|
* Of course there are
dangers of losing crew and the ship, but this shouldn't |
|
|
withhold you of using the
bomb, right? |
|
|
* Keep your mission on
Super Spy when using the EGG bomb orbiting an enemy |
|
|
starbase: it might have
its FC set to EGG and its mission to Force Surrender. |
|
|
* If you do happen to
find a Crystal starbase with a FC of 'MKn', you'll know |
|
|
the planet has
Siliconoid natives. Don't neglect to try to reset the FC to |
|
|
something senseless - if
only it was for one turn. |
|
|
* You can also try to
'HUD' Federation planets. If the Federation player does |
|
|
find the Government
Upgrade useful, you'll only be doing his work. But maybe |
|
|
he doesn't find it
useful on that particular planet, or maybe it isn't the |
|
|
right time and does he
need the supplies and megacredits for another job. |
|
|
Anyway just beaming up
the megacredits will also do. :-) |
|
|
<============================================================================> |
|
|
<====== 8.3 Borders
=====================================================> |
|
|
<============================================================================> |
|
|
This very simply allows
players to setup a tripwire early warning line between |
|
|
upto 4 planets. A
cloaker crossing the line has a chance of setting off a |
|
|
warning. All the owner
receives is a note stating a cloaker passed between |
|
|
planet x and y. No
specific ship info, location, race nor heading are relayed. |
|
|
As the Bird you can play
games with this by moving a single ship back and |
|
|
forth across a suspected
line and possibly cause all kinds of panic. You |
|
|
could also disable or
reset these lines using your SuperSpy abilities.[5] |
|
|
<============================================================================> |
|
|
<====== 8.4 FHost
=======================================================> |
|
|
<============================================================================> |
|
|
* FHost brings a lot of
new combat thinking and tactics to Planets, as with |
|
|
all new add-ons
(especially this one) read the manual thoroughly. Study the |
|
|
order of events, paste
in FHost events into where they'll occur in Tim-or-P |
|
|
HOST. Combat before
movement takes some getting used to. Also the variables |
|
|
can radically alter the
way a game is played. |
|
|
FHost comes with a
program called FHUTIL.EXE make sure you get this from your |
|
|
host or go get it
yourself off the net - it will provide hit probabilities |
|
|
based on tech and range
modifiers. Don't play without it.[9] |
|
|
* FHost dramatically
changes the nature of VGA Planets as you can now "reach |
|
|
out and touch
someone" at a distance with fighters and missiles. This addon |
|
|
is very configurable so
my comments will be limited to some general |
|
|
observations based on
default settings. I'm also presuming FHost to run in |
|
|
AUXHOST1.INI - which is
before most other host activities. If FHost is run |
|
|
later, it drastically
alters the tactics you will want to employ.[5] |
|
|
Fighters: |
|
|
* The big carrier races
can really zap you now so wandering about uncloaked - |
|
|
or sitting uncloaked
over a planet, within fighter range is asking for some |
|
|
serious trouble. The
Valiant doesn't have much cargo capacity so not the most |
|
|
exciting weapon under
FHost. The Red Wind, on the other hand, becomes a lot |
|
|
more intriguing as a
build since it can cloak and only carries 20 less |
|
|
fighters. It's limited fuel capacity means you'll
need to have a Resolute or |
|
|
other high capacity ship
around to refuel. If you use a "shoot'n'scoot" |
|
|
approach - alternate
fighter strikes with cloaking and moving some distance, |
|
|
you can avoid getting
tagged by enemy fighters or missiles.[5] |
|
|
* I found fighter
missions to be largely useless, I launched four fully loaded |
|
|
Redwing carriers against
a Klingon Ever-victorious and only managed to take |
|
|
down the shields. Three Dark Wings launching tech 10 torps at
close range |
|
|
were able to rip the
ship in half. Once again, host settings make all the |
|
|
difference.[9] |
|
|
Missiles: |
|
|
* The Dark Wing gets
even nastier as a surprise strike weapon. With its eight |
|
|
tubes, it can fairly
easily dispatch small and medium-sized targets at a |
|
|
distance. A flock of
Dark Wings can pickoff bigger ships at minimal risk to |
|
|
themselves. Ships with
limited tubes aren't going to be as useful for ranged |
|
|
combat as you only get 1
shot per tube per turn. Better TL tubes means better |
|
|
accuracy, so don't skimp
on your tubes - especially for those ships with only |
|
|
a few tubes. If the
switch, "cloaked ships may fire missiles" is ON, you can |
|
|
really run wild. Even if
this is OFF, you can still use the tactic of |
|
|
shoot'n'scoot outlined
earlier to stay safe from fighters and missiles.[5] |
|
|
* Cruise missiles are
the greatest thing to ever happen to the Birdmen. You |
|
|
can easily demolish an
entire fleet without taking any damage.
FHost has a |
|
|
config switch for
'cloaked ships fire' if this is ON, (default off) your |
|
|
troubles are over. Load
your Dark Wings with tech 10 tubes and spray |
|
|
everything that comes
near you. Decloak to finish off crippled ships. Also |
|
|
starbases will really
have to fear you, since you can bombard them from |
|
|
orbit, and they can't
even send ships to take you out. Combine this with Host |
|
|
3.22.05's no-fuel
cloaking Dark Wing, and you're REALLY laughing... |
|
|
If you have to decloak
to fire, it's not too bad. FHost happens before regular |
|
|
movement/combat so you
can move in close on someone, fire a full spread, and |
|
|
if you miss, big deal,
they've already moved away. You will be uncloaked for |
|
|
one turn, but can not be
attacked, unless you are in orbit over a planet or |
|
|
unless someone move right
on top of you. |
|
|
Also, since FHOST
battles take place before regular combat, you can soften up |
|
|
a target considerably
before you actually fight it. |
|
|
Picture this: 2 Dark Wings uncloak 15 LY away from the
enemy HomeWorld, and |
|
|
unload a full salvo of
torpedo tubes into the starbase, crippling it. During |
|
|
the same turn, a
Resolute drives in set to "kill" and smashes up the few |
|
|
freighters and alchemy
ships in orbit, then easily destroys the starbase. |
|
|
Or: Gorbie-killing 101.
The unstoppable death star has punched through your |
|
|
minefields and is headed
directly for your HomeWorld. Your
warships are |
|
|
pulling back from the
front lines, but even at maximum warp they will be 1 |
|
|
month too late. What to do?
Get as close as possible, then fire like crazy. |
|
|
Then pile in your ships, make sure your
combat takes place ALL AT ONCE. |
|
|
Maybe you'll only drop
his shields, that in itself is an achievement against |
|
|
a death star
(considering you are in no danger while doing it).[9] |
|
|
Build Free Torps: |
|
|
* By default, you can
build torpedoes aboard ships in space using 5 supplies |
|
|
instead of MC. The torps
cost 5 MC regardless of the techlevel, so you might |
|
|
as well go with Mk
VIII's instead of the more commonly selected Mk VII's. |
|
|
This means you'll want
to build more ships with good cargo bays as torp |
|
|
builders. You may even
just park them over bases for this purpose - build |
|
|
them with cheap drives
and beams. Also, this means you have
some awesome |
|
|
mine-laying power -
effectively equalling the Robots if you use MK VIII's. |
|
|
Sunbusters: |
|
|
* These special missiles
are very expensive and tricky to use, but very |
|
|
deadly. These missiles
can totally wipe-out everything on a planet and can |
|
|
damage - or even
destroy, ships which are within shockwave range the |
|
|
following turn. The key
to success with these is timing. If any enemy ships |
|
|
are in orbit around the
target planet, the missile will be shot down - even |
|
|
by freighters! Tow away defending ships with other
cloakers and use cheap |
|
|
Swift Hearts as
sacrificial forward observers to insure the target area is |
|
|
clear. You can even use
these against ships if your opponent is unaware of |
|
|
your presence - or
careless, and moves in predictable fashion. Targeting a |
|
|
planet ships will arrive
at will result in the fleet getting nailed by the |
|
|
shockwave. Due to the
cost - default is 8000 MC, you definitely want to chose |
|
|
your targets carefully
and maximise your effectiveness of these.[5] |
|
|
* This is an expensive
party trick. Don't even think of ever
using this in |
|
|
real combat, unless you
are vaporising a Bovinoid tropical planet that you |
|
|
cannot take over
yourself. It IS a good bargaining item
- sell it to the |
|
|
Borg or the Lizards if
you dare, they are better suited to handle it's |
|
|
ridiculous cost. Default says it can be shot down by 100
defence posts, so |
|
|
super spy first if you
just HAVE to see it go off. |
|
|
Pardon me, there is
*one* real use for this weapon. If you're playing an |
|
|
'ashes of the empire'
scenario, whacking the empire's only Neutronium |
|
|
planet will end the game
real quick, if you manage to pull it off. |
|
|
Also, all ships in orbit
will be damaged by the shockwave, including yours, |
|
|
so be prepared to write
off your ship as it will probably decloak after |
|
|
successfully causing the
sun to go nova.[9] |
|
|
<============================================================================> |
|
|
<====== 8.5 Nemesis
=====================================================> |
|
|
<============================================================================> |
|
|
* This is a very scary
host addition. Why? Because it gives some of the races |
|
|
abilities that are still
being debated as "fair" or "unfair". Like, it's not |
|
|
bad enough the Evil
Empire has Imperial Assault, Nemesis gives the Borg a |
|
|
strip planet mission
which does practically the same thing, except it |
|
|
demolishes all the mines
and factories. In any case, it is too
soon to tell |
|
|
whether Nemesis
unbalances a game or not. Only lots of playtesting and |
|
|
feedback will reveal it's
impact.[9] |
|
|
* Nemesis is a
double-edged sword if running at defaults. Each race gains some |
|
|
very nasty abilities but
- like all add-on's - some are definitely better than |
|
|
others. Like FHost, the
order this runs in the AUXHOST1 and AUXHOST2.INI in |
|
|
relation to other
add-on's can have a major impact on tactics.
I will not |
|
|
attempt to analyse all
the implications all these new abilities these have |
|
|
on the birds, but will
look at the benefits the Birds themselves gain, a few |
|
|
universal ones, and the
Robot Viral Field.[5] |
|
|
Birdmen abilities under
Nemesis: |
|
|
Planetary Cloaking
Shields - As long as you have sufficient fuel, you can make |
|
|
your planets
invulnerable to a single race by setting a FC. Naturally, if |
|
|
you're facing attack by
several races in a joint fleet, you'll not be able to |
|
|
screen all of them. However, you can chose which one you don't
want to fight |
|
|
and cause the alliance
some discomfort as they attempt to plan their |
|
|
attacks. You can also install this on other races
worlds - and are |
|
|
unaffected by these
shields yourself.[5] |
|
|
Cloaking planets - neat
idea - jam any race's combat computer, they can't beam |
|
|
down troops, attack,
etc. Finally we can rest at ease even if there are a |
|
|
dozen Imperial Assault
ships in orbit. Definitely a good thing to build. Note |
|
|
that it can't be used
against you, so feel free to trade this ability for |
|
|
other goodies, like The
Klingon Galactic Missile System, or the Feds' Genesis |
|
|
Device.[9] |
|
|
LDSF/NFC Fuel Bonus -
Your LDSFs and NFCs can move now at half the fuel cost. |
|
|
This will make expansion
and fuel support for your cloakers a lot easier. |
|
|
New Beamup Codes -
Everyone can now selectively beam up stuff from planets via |
|
|
FC. Useful in
conjunction with SuperSpy as you don't have to uncloak to rob |
|
|
enemy planets of
resources. |
|
|
Give planet FC - Players
can now exchange planets via FC, with your super spy |
|
|
you could steal enemy
planets if this option is enabled. (I personally turn |
|
|
it off in games I host.) |
|
|
Orbital Defence
Satellites - All races can build these devices which can be set |
|
|
to attack enemy ships
which enter orbit. If the maximum number has been built, |
|
|
these can all be
exploded to damage cloaked ships. Otherwise, your cloakers |
|
|
aren't affected by them. |
|
|
Viral Field (Robots) -
This is a very very nasty one. A Cybernaut can generate |
|
|
a field of upto 100 LY
which will disable and decloak ALL ships! Ships within |
|
|
the field are adrift,
unable to move or fight. You want to
stay well clear of |
|
|
these guys if this is in
play. Check the config so you know exactly what the |
|
|
radius of this is. Also, it won't work if another Cybernaut is
within 100 |
|
|
LY.[5] |
|
|
<============================================================================> |
|
|
<====== 8.6 Starbase+
===================================================> |
|
|
<============================================================================> |
|
|
No race-specific
abilities - in fact, this add-on seems to have been |
|
|
written to allow
unregistered players to get all tech 10 ships put together. |
|
|
Hmmm.
I wonder why Wisseman hasn't yelled at D&D for this. |
|
|
The starbase minelaying
and sweeping is a nice thing to have, though. |
|
|
Mental note: 1 Mark 8 torp costs 55 credits and costs 1
of each mineral. It |
|
|
makes
100 mine units. 1 Mark 4 torp costs 13
credits and costs 1 of each |
|
|
mineral.
It makes 36 mine units. If you scoop a minefield made of 1 mark 8 |
|
|
torp
with a ship with mark 4 tubes, you will get a 3:1 return. This will |
|
|
save you a
little bit of cash and a LOT of minerals. |
|
|
Just remember that
"msc" is a registered only friendly code.[9] |
|
|
<============================================================================> |
|
|
<====== 8.7 Tachyon
=====================================================> |
|
|
<============================================================================> |
|
|
True this add-on is a
hassle to cloakers, but two things work in your favour: |
|
|
1.
They can only build 2 devices. Destroy those two ships and you will |
|
|
never need to deal with
them again - unlike Lokis. |
|
|
2. If you are struck by
a tachyon pulse, you will receive a message telling |
|
|
you the X,Y coordinates
and ship ID# that originated the pulse. Write this |
|
|
down, and steer clear
until you have a convenient time to destroy it. Tachyon |
|
|
pulses have a maximum
range of 100 LY. |
|
|
3. It is very
fuel-costly to fire a tachyon burst at maximum range. With a bit |
|
|
of planning you can use
this to your advantage, draining his fuel while in |
|
|
deep space. Most players
who use this like to keep you uncloaked at all |
|
|
times. That tends to
suck their planets dry, maybe just driving around being |
|
|
obnoxious will do more
damage economically than attacking him. Once again, |
|
|
planets is not about
combat so much as domination. There are many ways to |
|
|
win.[9] |
|
|
<============================================================================> |
|
|
<====== 8.8 Jumpgate
====================================================> |
|
|
<============================================================================> |
|
|
Instantaneous travel
from one jumpgate to another. Good
idea, but remember |
|
|
that you decloak (unless
otherwise config'd) when you jump through.[9] |
|
|
<============================================================================> |
|
|
<====== 8.9 Portal
=======================================================> |
|
|
<============================================================================> |
|
|
Better than Jumpgate,
IMHO. Allows alliance portals, configuring certain gates |
|
|
for private or for
allied use. Also allows temporary jump portals to be |
|
|
created by ships (big
fuel cost) that link back to portal stations. Still in |
|
|
beta at time of
writing.[9] |
|
|
<============================================================================> |
|
|
<====== 8.10 Tantalus Machine
============================================> |
|
|
<============================================================================> |
|
|
Destroying a race
happens by the FC of a central planet with the Tantalus |
|
|
machine. You could try
to lock that FC so that the race that owns that planet |
|
|
gets destroyed, and then
conquer the central planet yourself. [4] |
|
|
<============================================================================> |
|
|
<====== 8.11 Alternative Shiplists ======================================> |
|
|
<============================================================================> |
|
|
When you play in a game
using an alternative shiplist, use the descriptions of |
|
|
the ships below and fit
them to the standard ships described above. |
|
|
<============================================================================> |
|
|
<====== 8.11.1 PList (in combination with
PHost) =========================> |
|
|
<============================================================================> |
|
|
Sparrow bird of
prey Somewhat OK |
|
|
It's two beams and one
tube limit fighting |
|
|
to small opponents. Fuel
tank just enough |
|
|
for short range
operations, near safe |
|
|
territory. |
|
|
Cargo combined with a
good tube could turn |
|
|
it into a very useful
cloaking minelayer |
|
|
though. |
|
|
2 beams, 1 tube, 100 kT,
cloaks |
|
|
Archeoptrix scout Great |
|
|
Cheap scout with three
beams. Huge fuel |
|
|
tank makes it a good ship
for SuperSpying |
|
|
deep in enemy territory. To
hunt for |
|
|
freighters too. |
|
|
3 beams, cloaks |
|
|
Dead parrot fuel
carrier Holds 900 kT of
Neutronium, for supplying |
|
|
where ever you need it. A
decent engine |
|
|
and 1 kT of fuel in the
tank make it great |
|
|
for moving money. |
|
|
Sirius cybernetics (250
kT cargo) No substitution for these
babies if you |
|
|
Foundation
freighter ( 600 kT) want to make it big. Your economy
depends |
|
|
Talarian
merchantman (1000 kT) on them, build as big as you can, and |
|
|
Hansa large transport
(1500 kT) build up a good transport
system. |
|
|
Ferengi tradinger (2600 kT) |
|
|
B'rell bird of prey Good |
|
|
Less useful than the
death specula, but |
|
|
still a killer. Well
equipped it can take |
|
|
out planets. |
|
|
Large fuel tank makes it
a good ship for |
|
|
long range operations.
Towing away targets |
|
|
from bases. |
|
|
6 beams, 3 tubes, cloaks |
|
|
K'tinga B-cruiser Not so good |
|
|
Despite less beams and
equal amount of |
|
|
tubes stronger than a
B'rell due to it's |
|
|
mass. |
|
|
Maybe it may come in
handy to capture weak |
|
|
planets, but don't build
your empire on |
|
|
them. |
|
|
3 beams, 3 tubes |
|
|
C7 qapla
battlecarrier Useful if
you have enough bases which |
|
|
supply you with free
fighters or if you're |
|
|
allied with a
free-fighterrace. (Or trade |
|
|
with the Cylons or
Rebels, who miss a |
|
|
mid-size carrier with
many beams.) In that |
|
|
case it makes it the ship
of choice to |
|
|
conquer planets with a
good defence. And |
|
|
it is so cheap! |
|
|
8 beams, 5 bays |
|
|
Phoenix destroyer Not one of your best, but
a decent mid-class |
|
|
ship. |
|
|
3 beams, 7 tubes, cloaks |
|
|
Black bird light
cruiser Worthless. Sparrows
make far better |
|
|
minelayers. |
|
|
9 beams, 1 tube |
|
|
King condor
battleship Yes!!! This is
a very good choice, |
|
|
relatively well armed,
great in combat. On |
|
|
the downside, it takes
quite some |
|
|
Tritanium, but it still
isn't expensive if |
|
|
compared to what other
races have. |
|
|
8 beams, 9 tubes, cloaks |
|
|
Superhawk assaultcarrier
(cloaks) |
|
|
If you have access to
fighters it makes a |
|
|
hell of a ship. Otherwise
use for |
|
|
transport of fighters or
for trade. As it |
|
|
is the only cloaking
carrier, make sure you |
|
|
will receive something
special. |
|
|
2 beams, 7 bays, cloaks |
|
|
D'deridex warbird Well, this is it. Aim to
build them in |
|
|
huge quantities, as the
12 beams and 10 |
|
|
tubes don't stand up to
what some other |
|
|
races have. |
|
|
But as is cloaks, it's
your call whether |
|
|
to fight or not. And
their ships are far |
|
|
more expensive. On a
comparative basis, |
|
|
this ship gives you much
more for your |
|
|
resources than what most
other races have |
|
|
access to. Use wisely. |
|
|
12 beams, 10 tubes,
cloaks |
|
|
Miraculix refinery/ Lots of supplies? Short on
minerals or |
|
|
Merlin alchemy fuel? These may be what
you need. |
|
|
Chapter 9 |
|
|
MORE INFORMATION |
|
|
<============================================================================> |
|
|
* The latest issue of
the free VGAP magazine 'The Planeteer' (issue 9) |
|
|
included an article
about the Birdmen. Not as large as this guide, but you |
|
|
might as well read it
too. |
|
|
* There are not many WWW
sites that have VGAP tactics and that are frequently |
|
|
updated. If you're
desperately looking for new ideas, I would recommend my |
|
|
site and/or Ted York's
site. The current URLs are: |
|
|
Ted's : http://www.teds-universe.com/~goldman |
|
|
Timo's :
http://www.chem.vu.nl/Studenten/kreike/vgap.html |
|
|
Other options include
posting a question to the alt.games.vga-planets Usenet |
|
|
newsgroup, and/or
sending a message to an expert Birdmen player listed below. |
|
|
* I've heard there is a
Birdmen Homepage being created... The author will be |
|
|
Dave Howard
(Duckster2u@aol.com) and the URL will be: |
|
|
Check it out! |
|
|
Chapter 10 |
|
|
ABOUT THIS GUIDE |
|
|
<============================================================================> |
|
|
142,280 characters,
20902 words and 2636 lines! |
|
|
<============================================================================> |
|
|
<====== 10.1 Credits
====================================================> |
|
|
<============================================================================> |
|
|
*Thanks to all the
co-authors - without their help this guide wouldn't be this |
|
|
complete! In random
order: |
|
|
[1] |
Josep Lluis Aguilo <hiper@dinky.bitel.es> |
|
|
[2] Ricardo
Carvalho <cometa@cc.fc.ul.pt> |
|
|
[3] |
Georg Heyder <106027.30@compuserve.com> |
|
|
[4] jw <jacqg@dds.nl> |
|
|
[5] Mark Wilmot <mwilmot@gol.com>
<markrendl@aol.com> |
|
|
[6] MaGs
<andersson@geocities.com> <mags@wineasy.se> |
|
|
[7] Adam Lloyd <address@deleted> |
|
|
[8] Charles Bloom <cbloom@mail.utexas.edu> |
|
|
[9] Travis
Schneider
<tschneider@sword.lightspeed.bc.ca> |
|
|
For me as the editor it
was an impossible job to edit this guide: to include |
|
|
all submissions in their
original state, to include all references to the |
|
|
authors of the
submissions. Be sure that every one of them has written two or |
|
|
three times as mush as
you might expect when browsing through this guide and |
|
|
looking at the
references. |
|
|
Thanks guys! |
|
|
* Thanks to Kai-Uwe
Clauswitz (clauswik@Mailer.Uni-Marburg.DE) for providing |
|
|
the ASCII art pict of the
Romulan Logo. |
|
|
<============================================================================> |
|
|
<====== 10.2 Questions
==================================================> |
|
|
<============================================================================> |
|
|
If you have any
questions about his guide, please send them to me. My current |
|
|
e-mail adress is
kreike@chem.vu.nl. If you have questions about playing the |
|
|
Birdmen, you can try any
of the expert player listed at the 'Credits' section |
|
|
above. |
|
|
<============================================================================> |
|
|
<====== 10.3 Additions
===================================================> |
|
|
<============================================================================> |
|
|
Additions to this guide
are welcome, if not very welcome. We are aware this |
|
|
guide isn't complete, it
won't be completed and it can't ever be completed |
|
|
simply because both
host.exe and phost.exe will keep changing, and new addons |
|
|
will be created. Please
send all additions and bugfixes to me at my current |
|
|
e-mail address:
kreike@chem.vu.nl. I'll gladly update the guide. |
|
|
Right now the guide
could use information about eliminating the Rebels and the |
|
|
Colonies. Altlist 3 and
6 are also frequently used but not discussed in this |
|
|
guide. Maybe some info
about different game setups: custom races (Where to |
|
|
spend your credits on),
custom starmaps (in general), and different game |
|
|
scenario's (Disunited
Kingdoms, Ashes of the Empire, Capture the Flag etc.) |
|
|
<============================================================================> |
|
|
<====== 10.4 Updates
====================================================> |
|
|
<============================================================================> |
|
|
You can always find the
latest version of this Guide at my homepage: the Elite |
|
|
Site. The current URL of
the site is: |
|
|
http://www.chem.vu.nl/Studenten/kreike/vgap.html |
|
|
<============================================================================> |
|
|
<====== 10.5 Complaints
==================================================> |
|
|
<============================================================================> |
|
|
I would like to redirect
all complaints and annoying messages concerning this |
|
|
Birdmen Guide and the
Birdmen in general to the 'Lenin BrotherHood', a group |
|
|
of VGAP players that
love the Evil Empire. You can find their official |
|
|
homepage at the time of
writing at URL: http://www.geocities.com/SoHo/3524. |
|
|
Why? They just shouldn't
have put that 'infamous recipe for the Cooked |
|
|
Birdman' on their site -
it did hurt my feathered soul very deeply! :-) |
|
|
<============================================================================> |
|
|
<====== 10.6 Distribution
================================================> |
|
|
<============================================================================> |
|
|
* This Guide will be
available on the NET free of charge. The ten of us we |
|
|
created the guide and we
should get the bucks. Since we're not charging |
|
|
anything, neither should
someone else. |
|
|
* You may distibute,
copy and publish (parts of) this guide by every means you |
|
|
can imagine as long as
the contents of the guide remain unmodified and our |
|
|
names remain included. |
|
|
Chapter 11 |
|
|
FAMOUS LAST WORDS |
|
|
<============================================================================> |
|
|
* This guide has been
written on my fabulous, fantastic and famous Power |
|
|
Macintosh 6100/60. If
you do like this guide, you'll probably be infected by |
|
|
a Macintosh virus, i.e.
the I-like-Macintosh virus :-) |
|
|
(I guess these words
truely will be my last...:-) |
|
|
Amsterdam - March 1997, |
|
|
Timo Kreike |
|
|
kreike@chem.vu.nl |
|
|
http://www.chem.vu.nl/Studenten/kreike/vgap.html |
|
|
|
|
|
|
|
|
|
|
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