https://vgaplanets.org/api.php?action=feedcontributions&user=Protomatter&feedformat=atomVGA Planets Wiki - User contributions [en]2024-03-28T15:11:48ZUser contributionsMediaWiki 1.39.5https://vgaplanets.org/index.php?title=Starship_Missions&diff=3163Starship Missions2013-02-11T07:31:26Z<p>Protomatter: /* Rebel Ships */</p>
<hr />
<div>=Starship Missions=<br />
==Standard Starship Missions==<br />
*'''Exploration'''- Return information about [[planets]] you visit.<br />
*'''Minesweep''' - Sweep or detect enemy [[minefields]].<br />
*'''Kill!!''' - Attack any enemy [[ship]] or [[planet]] you encounter.<br />
*'''Sensor Sweep''' - Search for enemy colonies on nearby [[planets]].<br />
*'''Land and Disassemble''' - Dismantle this [[ship]] on an owned or unowned [[planet]].<br />
*'''Try to Intercept''' - Try to [[intercept]] the [[ship]] you have selected.<br />
*'''Beam up Fuel''' - from [[Planet]] you are over<br />
*'''Beam up Duranium''' - from [[Planet]] you are over<br />
*'''Beam up Tritanium''' - from [[Planet]] you are over<br />
*'''Beam up Molybdenum''' - from [[Planet]] you are over<br />
*'''Beam up Supplies''' - from [[Planet]] you are over<br />
<br />
== Ship Specific Missions ==<br />
===Missions Available to Cloak Capable Ships===<br />
*'''Cloak''' - Make this [[ship]] invisible to enemies.<br />
===Missions Available To Torpedo Class Ships===<br />
*'''Lay Mines''' - Convert your [[torpedo]]s to deep [[space mines]].<br />
===Missions Available To bio Scanner Ships ===<br />
*'''Bio Scan''' - Search for [[native]] life on nearby [[planets]].<br />
<br />
==Race Specific Missions ==<br />
===Birdmen Ships===<br />
*'''Super Spy''' - [[Cloak]] and [[spy]] on an enemy [[planet]] for info or to change its [[friendly code]].<br />
===Evil Empire Ships ===<br />
*'''Dark Sense''' - Sense enemy [[colonies]] and [[starbase]]s on nearby [[planets]].<br />
===Crystal Torp Class Ships ===<br />
*'''Lay Web Mines''' - Will convert torps into [[Deep space]] [[Web mines]] that entrap enemy [[ships]] and drain [[fuel]]<br />
===Lizard Ships With Beam Weapons ===<br />
*'''Hisssss!''' - Increase the happiness on the planet you orbit.<br />
===Federation Ships ===<br />
*'''Super Refit''' - Upgrade this [[ship]] to the best available parts. Must be at a [[starbase]] to work.<br />
===Rebel Ships ===<br />
*'''Rebel Ground Attack''' - Sabotage the [[planet]] to destroy [[Planetary Structures|buildings]] and kill [[colonists]].<br />
* does this apply to all ships owned by the rebels such as alien hulls with beams and freighters?<br />
<br />
===Colonial and Robotic Carrier Class Ships ===<br />
*'''Build Fighters''' - Build [[fighters]] on your [[ship]] for 3 [[tritanium]], 2 [[molybdenum]] and 5 [[supplies]] each.<br />
<br />
===Privateer Ships ===<br />
*'''Rob Ship''' - Rob an enemy ship of its fuel or cargo.</div>Protomatterhttps://vgaplanets.org/index.php?title=Minefields&diff=3141Minefields2013-01-24T15:44:42Z<p>Protomatter: missing information........</p>
<hr />
<div>== Overview ==<br />
A minefield is a small area of space that is peppered with warheads that track and launch themselves at passing enemy ships that are unlucky enough to trigger one of them.<br />
<br><br />
Minefields can be created via [[mission|lay mines]] or [[mission|lay web mines]] [[mission]] on any [[ship]] with [[torpedo|torpedo tubes]] by converting the [[torpedo]]s onboard into mines and laying them in space as a hazard to enemy shipping activities.<br />
<br />
Hitting a spacemine within a minefield can [[damage]] and or [[destroy]] any vessels that pass within them. Minefields can be swept away via the [[sweep mines]] [[mission]] and eliminated by any ship armed with [[beam weapons]]. [[The Missing Colonies of Man |colonials]] can [[sweep mines]] using their onboard [[fighters]] on board at a greater range than [[beam weapon]]s, with greater effects.<br />
<br />
== Laying mines ==<br />
Minefields are formed when a starship with torpedoes chooses the mission "Lay Mines." All the ships torpedoes are taken apart by the ships chief engineer and reprogrammed to serve as deep space mines. Higher tech torpedoes are divided into several smaller units that can cover a greater area of space.<br />
<br />
If a ship lays mines inside an established minefield, the new mines will become part of the existing minefield if the minefield belongs to the ship's race.<br />
<br />
<math><br />
\operatorname{laid} =<br />
torps * position^2<br />
</math><br />
<br />
<math><br />
\operatorname{radius} =<br />
floor(sqrt(mines))<br />
</math><br />
<br />
== Laying mines in another races name ==<br />
info missing<br />
<br />
==Sweeping mines==<br />
===Standard Minesweeping===<br />
all starships with beam weapons can sweep minefields. the amount swept will depend on the number of and the power of your starships beamweapons. to perform this mission select minesweep from your starships mission menu. your ship must be within the minefields radius to effectively sweep with beam weapons.<br />
<br />
<math><br />
\operatorname{sweep} =<br />
beams * position^2 * sweeprate<br />
</math><br />
<br />
Default settings for ''sweeprate'' is 4 for normal mines and 3 for [[web mines]].<br />
<br />
===Colonial Fighter Sweeping===<br />
The Colonials can use fighters to sweep for mines. Each fighter can destroy 20 mines per turn from a range of 100 lyrs away. If the ship doing the mine sweeping has beam weapons and is within the minefield radius then the ship will also use the beam weapons to destroy mines simultaneously. <br />
<br />
The mine sweeping fighters can travel 100 light years from the carrier when on a mine sweeping mission. to perform colonial fighter minesweep missions simply select minesweep from the starships mission menu. Fighters cannot sweep [[web mines]], however.<br />
<br />
<math><br />
\operatorname{sweep} =<br />
20 * fighters<br />
</math><br />
<br />
== Triggers ==<br />
An enemy ship has a 1% chance of hitting a mine for every light year traveled (0.5% if [[Cloaking|cloaked]]). Even when a ship travels through over 50 ly, there is still a slim chance that the ship won't. The amount of damage done to a ship depends on the mass of the ship's hull. The cargo and fuel masses will not help to save the ship.<br />
<br />
<math><br />
\operatorname{damage} =<br />
floor(10000 / mass)<br />
</math><br />
<br />
A ship with a hull mass under 100 KT will be destroyed by a single mine. Most battle ships are over 500 KT so they can take 5 or more mine hits before being destroyed. A ship that is under tow (being towed) cannot be hit by a mine.<br />
<br />
=== Web Mines ===<br />
:Main article: [[Web mines]]<br />
Web mines are smaller than normal mines, but are much more difficult to travel through. There is a 5% chance of hitting a web mine for every light year that you travel through (cloaked or not). A web mine does 10% of the damage of a normal mine, but causes your ship to become stuck in the web and your ship will be forced to stop moving.<br />
<br />
== Detecting Minefields ==<br />
The range that a ship can detect an enemy minefield can be set by the host (default 200ly). You will get a report on all minefields within this detection range, both yours mines and enemy minefields. <br />
<br />
You cannot sweep enemy minefields that have friendly codes that match your ship's friendly code.<br />
<br />
== Minefield Limits ==<br />
[http://www.Planets.Nu NuHost] carries a limit of 500 minefields per game. If a game goes over this limit, then the smallest minefields are destroyed until the limit is no longer exceeded.<br />
<br />
[[category:Space Hazards]]<br />
[[category:Space Objects]]</div>Protomatterhttps://vgaplanets.org/index.php?title=Wolfpack&diff=2916Wolfpack2012-10-01T18:33:59Z<p>Protomatter: /* The Problem */</p>
<hr />
<div>= Overview =<br />
a [[VGA Planets]] combat Tactic For cloaking [[Races]]!<br />
== The Problem ==<br />
as birdmen or faschists you want to [[attack]] a particular [[Ship]] within an enemy fleet without being forced to engage the rest of the fleet, or as a privateer you wish to capture a particular ship within an enemy fleet without being forced to engage the rest of the fleet.<br />
<br />
== The Wolfpack Solution ==<br />
=== Faschists and birds solution ===<br />
<br />
a small force of cloaked vessels '''WolfPack''' lies waiting within 81 lyrs of the target. another cloaker the '''Lamb''' is at the exact location of the enemy fleet under cloak and tows away 1 of the ships to the '''wolfpak''' which is set to destroy the towed target. the '''lamb''' and the '''wolfpack''' fight together to destroy the single target.<br />
<br />
=== The privateers solution for capture ===<br />
a small force of mcbrs lies in wait cloaked as the '''wolfpack''' within 160 lyrs of the planet to be booby trapped. the booby trapped planet will have two mcbrs present the '''Lamb''' and the '''duck'''. the duck is empty of fuel and not cloaked above the planet. while the lamb is full of fuel and cloakd above the planet. the booby trapped planet should have no fuel on its surface. if there is room in the lambs tank have him bring it up before the operation begins.<br />
<br />
when the enemy vessel enters the booby trapped planet. he will notice the mcbr that is empty of fuel, but wont be able to do anything about it as you cannot attack a ship with no fuel. the '''lamb''' transfers 1kt of fuel to the '''duck'''. the '''duck''' sets his mission to rob ship and moves away from the planet to a safe location. the '''lamb''' tows the ship to the '''wolfpack''' hoping a tow capture will occur. if the enemy ship was robbed completely of fuel the ship will now belong to the privateers, if not, combat may occur with the '''lamb'''. if the privateer '''lamb''' fails to capture the ship thru combat vcr it or the target will be destroyed. if the target survives the combat vcr and is still not captured the wolfpack will then be able to rob the ship completely dry of fuel and tow capture the target the following turn.<br />
<br />
=== variations ===<br />
there are a few variations to this tactic and as long as the end result is the target captured, the '''wolfpack''' has done its job. for largers vessels such as heavy carriers or battleships with big fuel tanks the '''duck''' can be replaced with a merlin or a nutronic fuel tanker. or even have multiple ducks to rob more fuel. the point is the '''ducks''' need to rob all or as much fuel as possible so the lamb can tow capture, the wolfpack is a backup measure in most cases. and is used when the '''lamb''' fails to tow capture. in some cases the loss of a single MCBR is worth the cost of capturing heavy carriers and dreadnaughts. in this case a single '''lamb''' and '''duck''' can be used . the '''lamb''' will die at the hands of the heavy cruiser or battleship, but the '''wolfpack''' will rob it dry the following turn. another version is to not use a '''duck''' at all. but instead sacrifice the lamb each time in order to bring its target to the '''wolfpack''', and allow the '''wolfpack''' to do the robbing of fuel instead of the '''duck'''<br />
<br />
<br />
{{stub}}<br />
<br />
== Common Useage ==<br />
Most cloaking [[Races]] use this [[Tactics|tactic]].<br />
[[category:Tactics]]</div>Protomatterhttps://vgaplanets.org/index.php?title=Wolfpack&diff=2915Wolfpack2012-10-01T18:25:43Z<p>Protomatter: /* Bold text= The Wolfpack Solution = */</p>
<hr />
<div>= Overview =<br />
a [[VGA Planets]] combat Tactic For cloaking [[Races]]!<br />
== The Problem ==<br />
you want to [[attack]] a perticular [[Ship]] within an enemy fleet without being forced to engage the rest of the fleet.<br />
<br />
== The Wolfpack Solution ==<br />
=== Faschists and birds solution ===<br />
<br />
a small force of cloaked vessels '''WolfPack''' lies waiting within 81 lyrs of the target. another cloaker the '''Lamb''' is at the exact location of the enemy fleet under cloak and tows away 1 of the ships to the '''wolfpak''' which is set to destroy the towed target. the '''lamb''' and the '''wolfpack''' fight together to destroy the single target.<br />
<br />
=== The privateers solution for capture ===<br />
a small force of mcbrs lies in wait cloaked as the '''wolfpack''' within 160 lyrs of the planet to be booby trapped. the booby trapped planet will have two mcbrs present the '''Lamb''' and the '''duck'''. the duck is empty of fuel and not cloaked above the planet. while the lamb is full of fuel and cloakd above the planet. the booby trapped planet should have no fuel on its surface. if there is room in the lambs tank have him bring it up before the operation begins.<br />
<br />
when the enemy vessel enters the booby trapped planet. he will notice the mcbr that is empty of fuel, but wont be able to do anything about it as you cannot attack a ship with no fuel. the '''lamb''' transfers 1kt of fuel to the '''duck'''. the '''duck''' sets his mission to rob ship and moves away from the planet to a safe location. the '''lamb''' tows the ship to the '''wolfpack''' hoping a tow capture will occur. if the enemy ship was robbed completely of fuel the ship will now belong to the privateers, if not, combat may occur with the '''lamb'''. if the privateer '''lamb''' fails to capture the ship thru combat vcr it or the target will be destroyed. if the target survives the combat vcr and is still not captured the wolfpack will then be able to rob the ship completely dry of fuel and tow capture the target the following turn.<br />
<br />
=== variations ===<br />
there are a few variations to this tactic and as long as the end result is the target captured, the '''wolfpack''' has done its job. for largers vessels such as heavy carriers or battleships with big fuel tanks the '''duck''' can be replaced with a merlin or a nutronic fuel tanker. or even have multiple ducks to rob more fuel. the point is the '''ducks''' need to rob all or as much fuel as possible so the lamb can tow capture, the wolfpack is a backup measure in most cases. and is used when the '''lamb''' fails to tow capture. in some cases the loss of a single MCBR is worth the cost of capturing heavy carriers and dreadnaughts. in this case a single '''lamb''' and '''duck''' can be used . the '''lamb''' will die at the hands of the heavy cruiser or battleship, but the '''wolfpack''' will rob it dry the following turn. another version is to not use a '''duck''' at all. but instead sacrifice the lamb each time in order to bring its target to the '''wolfpack''', and allow the '''wolfpack''' to do the robbing of fuel instead of the '''duck'''<br />
<br />
<br />
{{stub}}<br />
<br />
== Common Useage ==<br />
Most cloaking [[Races]] use this [[Tactics|tactic]].<br />
[[category:Tactics]]</div>Protomatterhttps://vgaplanets.org/index.php?title=Wolfpack&diff=2914Wolfpack2012-10-01T18:25:10Z<p>Protomatter: /* The Wolfpack Solution */</p>
<hr />
<div>= Overview =<br />
a [[VGA Planets]] combat Tactic For cloaking [[Races]]!<br />
== The Problem ==<br />
you want to [[attack]] a perticular [[Ship]] within an enemy fleet without being forced to engage the rest of the fleet.<br />
<br />
='''Bold text'''= The Wolfpack Solution ==<br />
=== Faschists and birds solution ===<br />
<br />
a small force of cloaked vessels '''WolfPack''' lies waiting within 81 lyrs of the target. another cloaker the '''Lamb''' is at the exact location of the enemy fleet under cloak and tows away 1 of the ships to the '''wolfpak''' which is set to destroy the towed target. the '''lamb''' and the '''wolfpack''' fight together to destroy the single target.<br />
<br />
=== The privateers solution for capture ===<br />
a small force of mcbrs lies in wait cloaked as the '''wolfpack''' within 160 lyrs of the planet to be booby trapped. the booby trapped planet will have two mcbrs present the '''Lamb''' and the '''duck'''. the duck is empty of fuel and not cloaked above the planet. while the lamb is full of fuel and cloakd above the planet. the booby trapped planet should have no fuel on its surface. if there is room in the lambs tank have him bring it up before the operation begins.<br />
<br />
when the enemy vessel enters the booby trapped planet. he will notice the mcbr that is empty of fuel, but wont be able to do anything about it as you cannot attack a ship with no fuel. the '''lamb''' transfers 1kt of fuel to the '''duck'''. the '''duck''' sets his mission to rob ship and moves away from the planet to a safe location. the '''lamb''' tows the ship to the '''wolfpack''' hoping a tow capture will occur. if the enemy ship was robbed completely of fuel the ship will now belong to the privateers, if not, combat may occur with the '''lamb'''. if the privateer '''lamb''' fails to capture the ship thru combat vcr it or the target will be destroyed. if the target survives the combat vcr and is still not captured the wolfpack will then be able to rob the ship completely dry of fuel and tow capture the target the following turn.<br />
<br />
=== variations ===<br />
there are a few variations to this tactic and as long as the end result is the target captured, the '''wolfpack''' has done its job. for largers vessels such as heavy carriers or battleships with big fuel tanks the '''duck''' can be replaced with a merlin or a nutronic fuel tanker. or even have multiple ducks to rob more fuel. the point is the '''ducks''' need to rob all or as much fuel as possible so the lamb can tow capture, the wolfpack is a backup measure in most cases. and is used when the '''lamb''' fails to tow capture. in some cases the loss of a single MCBR is worth the cost of capturing heavy carriers and dreadnaughts. in this case a single '''lamb''' and '''duck''' can be used . the '''lamb''' will die at the hands of the heavy cruiser or battleship, but the '''wolfpack''' will rob it dry the following turn. another version is to not use a '''duck''' at all. but instead sacrifice the lamb each time in order to bring its target to the '''wolfpack''', and allow the '''wolfpack''' to do the robbing of fuel instead of the '''duck'''<br />
<br />
<br />
{{stub}}<br />
<br />
== Common Useage ==<br />
Most cloaking [[Races]] use this [[Tactics|tactic]].<br />
[[category:Tactics]]</div>Protomatterhttps://vgaplanets.org/index.php?title=Friendly_Codes&diff=2874Friendly Codes2012-09-12T17:20:47Z<p>Protomatter: /* Transfers */</p>
<hr />
<div>Adapted from Infolist v3.1 created by Eden Tan. <br />
<br />
<br />
== Notes Regarding FC's at planets.nu ==<br />
Friendly Codes that match exactly will prevent combat, however [http://www.Planets.Nu VGA Planets.nu] allows the use of mixed case sensitivity codes. and to prevent combat the codes must match in case sensitivity as well.<br />
<br />
Examples<br />
*HYP vs hyp = combat..does not match case sensitivity<br />
*lfm vs Lfm = Combat..does not match case sensitivity<br />
*hYp vs hYp = no combat.. matches exactly<br />
*lFm vs lFm = no combat..matches exactly<br />
<br />
however when performing funtions or missions the case sensitivty will still work<br />
<br />
Example of mkt, MKT, mKT all perform the make torpedoes mission this is true for all [http://www.Planets.Nu VGA Planets.nu] friendly codes<br />
<br />
== Planetary ==<br />
<pre><br />
att - attack all enemy ships in orbit with fuel (*)<br />
nuk - attack all enemy ships in orbit with or without fuel (*)<br />
bum - beam up MC to all ships in orbit, including enemy ships - MC is split<br />
con - have host send a listing of the current host configuration<br />
dmp - dump all parts in starbase storage bins if a SB orbits the planet. All<br />
parts will be converted to minerals and dumped onto the planet <br />
surface. Fighters and torpedoes are not dumped.<br />
<br />
Notes:<br />
*att/nuk will not work on Rebels and Fascists if that host config is enabled.<br />
*att/nuk will not work on an SSD with mission set to Imperial Assault.<br />
</pre><br />
<br />
<br />
== Ship ==<br />
=== Hyperjump-capable Probes ===<br />
<pre><br />
hyp - ships capable of hyperspace will hyperspace about 350 ly in a<br />
direction if there is enough fuel, a waypoint farther than 20 ly is <br />
set, and a nonzero warp is set **** YOU CANNOT TOW SHIPS ****<br />
</pre><br />
<br />
=== Alchemy Ships ===<br />
<pre><br />
ald - change supplies into duranium only<br />
alm - change supplies into molybdenum only<br />
alt - change supplies into tritanium only<br />
nal - do not convert supplies/minerals into minerals/fuel<br />
</pre><br />
<br />
=== Glory Device Ships ===<br />
<pre><br />
pop - explode the ship after moving if they have fuel<br />
trg - explode the ship after moving if a cloaked ship is detected and they have fuel<br />
</pre><br />
<br />
=== Ships with Torpedo Launchers ===<br />
<pre><br />
mdh - mine drop half your torpedoes<br />
mdq - mine drop one quarter of your torpedoes<br />
md# - mine drop (# * 10) torpedoes if you have them (0 corresponds to 10)<br />
miN - mine in identity N, to lay mines in other races names<br />
mkt - build torpedoes if correct cargo and money are on board<br />
msc - scoop up your mine fields and convert them back into torpedoes<br />
ntp - do not fire torpedos in battle<br />
</pre><br />
<br />
=== Ships with Fighter Bays ===<br />
<pre><br />
lfm - load minerals and supplies to build fighters (Robots, Rebels, Colonies only)<br />
ntp - do not launch fighters in battle<br />
</pre><br />
<br />
=== Transfers ===<br />
<pre><br />
bdm - beam down MC to a planet, regardless of who owns it<br />
btf - beam transfer fighters to all enemy carriers at the same location<br />
btm - beam transfer MC to all enemy ships at the same location<br />
btt - beam transfer torpedoes to all enemy ships at the same location with the same torp tech<br />
nbr - No Boarding Party - Prevents ship under Tow From Being "Tow Captured" when tow target <br />
has no fuel.<br />
</pre><br />
<br />
=== Misc ===<br />
<pre><br />
cln - clone ship at a planet with a SB. SB tech levels must be higher than<br />
the ship being cloned. Cost is 200% the MC for building the ship,<br />
and will cancel normal ship building of the SB in most cases. The<br />
money and minerals are beamed directly from the planet, and no parts<br />
on the SB are used. The Privateers and Crystals cannot clone. <br />
Ships cannot be cloned if the race can already build them.<br />
gsN - give ship to race N, where N is 1=Fed, 2=Liz, ... 9=Bots, a=Reb, b=Col<br />
An enemy ship of race N must be at the same location with colonists on board.<br />
</pre></div>Protomatterhttps://vgaplanets.org/index.php?title=Friendly_Codes&diff=2873Friendly Codes2012-09-12T17:20:29Z<p>Protomatter: /* Transfers */</p>
<hr />
<div>Adapted from Infolist v3.1 created by Eden Tan. <br />
<br />
<br />
== Notes Regarding FC's at planets.nu ==<br />
Friendly Codes that match exactly will prevent combat, however [http://www.Planets.Nu VGA Planets.nu] allows the use of mixed case sensitivity codes. and to prevent combat the codes must match in case sensitivity as well.<br />
<br />
Examples<br />
*HYP vs hyp = combat..does not match case sensitivity<br />
*lfm vs Lfm = Combat..does not match case sensitivity<br />
*hYp vs hYp = no combat.. matches exactly<br />
*lFm vs lFm = no combat..matches exactly<br />
<br />
however when performing funtions or missions the case sensitivty will still work<br />
<br />
Example of mkt, MKT, mKT all perform the make torpedoes mission this is true for all [http://www.Planets.Nu VGA Planets.nu] friendly codes<br />
<br />
== Planetary ==<br />
<pre><br />
att - attack all enemy ships in orbit with fuel (*)<br />
nuk - attack all enemy ships in orbit with or without fuel (*)<br />
bum - beam up MC to all ships in orbit, including enemy ships - MC is split<br />
con - have host send a listing of the current host configuration<br />
dmp - dump all parts in starbase storage bins if a SB orbits the planet. All<br />
parts will be converted to minerals and dumped onto the planet <br />
surface. Fighters and torpedoes are not dumped.<br />
<br />
Notes:<br />
*att/nuk will not work on Rebels and Fascists if that host config is enabled.<br />
*att/nuk will not work on an SSD with mission set to Imperial Assault.<br />
</pre><br />
<br />
<br />
== Ship ==<br />
=== Hyperjump-capable Probes ===<br />
<pre><br />
hyp - ships capable of hyperspace will hyperspace about 350 ly in a<br />
direction if there is enough fuel, a waypoint farther than 20 ly is <br />
set, and a nonzero warp is set **** YOU CANNOT TOW SHIPS ****<br />
</pre><br />
<br />
=== Alchemy Ships ===<br />
<pre><br />
ald - change supplies into duranium only<br />
alm - change supplies into molybdenum only<br />
alt - change supplies into tritanium only<br />
nal - do not convert supplies/minerals into minerals/fuel<br />
</pre><br />
<br />
=== Glory Device Ships ===<br />
<pre><br />
pop - explode the ship after moving if they have fuel<br />
trg - explode the ship after moving if a cloaked ship is detected and they have fuel<br />
</pre><br />
<br />
=== Ships with Torpedo Launchers ===<br />
<pre><br />
mdh - mine drop half your torpedoes<br />
mdq - mine drop one quarter of your torpedoes<br />
md# - mine drop (# * 10) torpedoes if you have them (0 corresponds to 10)<br />
miN - mine in identity N, to lay mines in other races names<br />
mkt - build torpedoes if correct cargo and money are on board<br />
msc - scoop up your mine fields and convert them back into torpedoes<br />
ntp - do not fire torpedos in battle<br />
</pre><br />
<br />
=== Ships with Fighter Bays ===<br />
<pre><br />
lfm - load minerals and supplies to build fighters (Robots, Rebels, Colonies only)<br />
ntp - do not launch fighters in battle<br />
</pre><br />
<br />
=== Transfers ===<br />
<pre><br />
bdm - beam down MC to a planet, regardless of who owns it<br />
btf - beam transfer fighters to all enemy carriers at the same location<br />
btm - beam transfer MC to all enemy ships at the same location<br />
btt - beam transfer torpedoes to all enemy ships at the same location with the same torp tech<br />
nbr - No Boarding Party - Prevents ship under Tow From Being "Tow Captured" when tow target <br />
has no fuel<br />
</pre><br />
<br />
=== Misc ===<br />
<pre><br />
cln - clone ship at a planet with a SB. SB tech levels must be higher than<br />
the ship being cloned. Cost is 200% the MC for building the ship,<br />
and will cancel normal ship building of the SB in most cases. The<br />
money and minerals are beamed directly from the planet, and no parts<br />
on the SB are used. The Privateers and Crystals cannot clone. <br />
Ships cannot be cloned if the race can already build them.<br />
gsN - give ship to race N, where N is 1=Fed, 2=Liz, ... 9=Bots, a=Reb, b=Col<br />
An enemy ship of race N must be at the same location with colonists on board.<br />
</pre></div>Protomatterhttps://vgaplanets.org/index.php?title=Friendly_Codes&diff=2872Friendly Codes2012-09-12T17:19:37Z<p>Protomatter: /* Transfers */ added nbr</p>
<hr />
<div>Adapted from Infolist v3.1 created by Eden Tan. <br />
<br />
<br />
== Notes Regarding FC's at planets.nu ==<br />
Friendly Codes that match exactly will prevent combat, however [http://www.Planets.Nu VGA Planets.nu] allows the use of mixed case sensitivity codes. and to prevent combat the codes must match in case sensitivity as well.<br />
<br />
Examples<br />
*HYP vs hyp = combat..does not match case sensitivity<br />
*lfm vs Lfm = Combat..does not match case sensitivity<br />
*hYp vs hYp = no combat.. matches exactly<br />
*lFm vs lFm = no combat..matches exactly<br />
<br />
however when performing funtions or missions the case sensitivty will still work<br />
<br />
Example of mkt, MKT, mKT all perform the make torpedoes mission this is true for all [http://www.Planets.Nu VGA Planets.nu] friendly codes<br />
<br />
== Planetary ==<br />
<pre><br />
att - attack all enemy ships in orbit with fuel (*)<br />
nuk - attack all enemy ships in orbit with or without fuel (*)<br />
bum - beam up MC to all ships in orbit, including enemy ships - MC is split<br />
con - have host send a listing of the current host configuration<br />
dmp - dump all parts in starbase storage bins if a SB orbits the planet. All<br />
parts will be converted to minerals and dumped onto the planet <br />
surface. Fighters and torpedoes are not dumped.<br />
<br />
Notes:<br />
*att/nuk will not work on Rebels and Fascists if that host config is enabled.<br />
*att/nuk will not work on an SSD with mission set to Imperial Assault.<br />
</pre><br />
<br />
<br />
== Ship ==<br />
=== Hyperjump-capable Probes ===<br />
<pre><br />
hyp - ships capable of hyperspace will hyperspace about 350 ly in a<br />
direction if there is enough fuel, a waypoint farther than 20 ly is <br />
set, and a nonzero warp is set **** YOU CANNOT TOW SHIPS ****<br />
</pre><br />
<br />
=== Alchemy Ships ===<br />
<pre><br />
ald - change supplies into duranium only<br />
alm - change supplies into molybdenum only<br />
alt - change supplies into tritanium only<br />
nal - do not convert supplies/minerals into minerals/fuel<br />
</pre><br />
<br />
=== Glory Device Ships ===<br />
<pre><br />
pop - explode the ship after moving if they have fuel<br />
trg - explode the ship after moving if a cloaked ship is detected and they have fuel<br />
</pre><br />
<br />
=== Ships with Torpedo Launchers ===<br />
<pre><br />
mdh - mine drop half your torpedoes<br />
mdq - mine drop one quarter of your torpedoes<br />
md# - mine drop (# * 10) torpedoes if you have them (0 corresponds to 10)<br />
miN - mine in identity N, to lay mines in other races names<br />
mkt - build torpedoes if correct cargo and money are on board<br />
msc - scoop up your mine fields and convert them back into torpedoes<br />
ntp - do not fire torpedos in battle<br />
</pre><br />
<br />
=== Ships with Fighter Bays ===<br />
<pre><br />
lfm - load minerals and supplies to build fighters (Robots, Rebels, Colonies only)<br />
ntp - do not launch fighters in battle<br />
</pre><br />
<br />
=== Transfers ===<br />
<pre><br />
bdm - beam down MC to a planet, regardless of who owns it<br />
btf - beam transfer fighters to all enemy carriers at the same location<br />
btm - beam transfer MC to all enemy ships at the same location<br />
btt - beam transfer torpedoes to all enemy ships at the same location with the same torp tech<br />
nbr - No Boarding Party - Prevents ship under Tow From Being "Tow Captured" when tow target has no fuel<br />
</pre><br />
<br />
=== Misc ===<br />
<pre><br />
cln - clone ship at a planet with a SB. SB tech levels must be higher than<br />
the ship being cloned. Cost is 200% the MC for building the ship,<br />
and will cancel normal ship building of the SB in most cases. The<br />
money and minerals are beamed directly from the planet, and no parts<br />
on the SB are used. The Privateers and Crystals cannot clone. <br />
Ships cannot be cloned if the race can already build them.<br />
gsN - give ship to race N, where N is 1=Fed, 2=Liz, ... 9=Bots, a=Reb, b=Col<br />
An enemy ship of race N must be at the same location with colonists on board.<br />
</pre></div>Protomatterhttps://vgaplanets.org/index.php?title=Friendly_Codes&diff=2871Friendly Codes2012-09-12T17:04:57Z<p>Protomatter: /* Notes Regarding FC's at planets.nu */</p>
<hr />
<div>Adapted from Infolist v3.1 created by Eden Tan. <br />
<br />
<br />
== Notes Regarding FC's at planets.nu ==<br />
Friendly Codes that match exactly will prevent combat, however [http://www.Planets.Nu VGA Planets.nu] allows the use of mixed case sensitivity codes. and to prevent combat the codes must match in case sensitivity as well.<br />
<br />
Examples<br />
*HYP vs hyp = combat..does not match case sensitivity<br />
*lfm vs Lfm = Combat..does not match case sensitivity<br />
*hYp vs hYp = no combat.. matches exactly<br />
*lFm vs lFm = no combat..matches exactly<br />
<br />
however when performing funtions or missions the case sensitivty will still work<br />
<br />
Example of mkt, MKT, mKT all perform the make torpedoes mission this is true for all [http://www.Planets.Nu VGA Planets.nu] friendly codes<br />
<br />
== Planetary ==<br />
<pre><br />
att - attack all enemy ships in orbit with fuel (*)<br />
nuk - attack all enemy ships in orbit with or without fuel (*)<br />
bum - beam up MC to all ships in orbit, including enemy ships - MC is split<br />
con - have host send a listing of the current host configuration<br />
dmp - dump all parts in starbase storage bins if a SB orbits the planet. All<br />
parts will be converted to minerals and dumped onto the planet <br />
surface. Fighters and torpedoes are not dumped.<br />
<br />
Notes:<br />
*att/nuk will not work on Rebels and Fascists if that host config is enabled.<br />
*att/nuk will not work on an SSD with mission set to Imperial Assault.<br />
</pre><br />
<br />
<br />
== Ship ==<br />
=== Hyperjump-capable Probes ===<br />
<pre><br />
hyp - ships capable of hyperspace will hyperspace about 350 ly in a<br />
direction if there is enough fuel, a waypoint farther than 20 ly is <br />
set, and a nonzero warp is set **** YOU CANNOT TOW SHIPS ****<br />
</pre><br />
<br />
=== Alchemy Ships ===<br />
<pre><br />
ald - change supplies into duranium only<br />
alm - change supplies into molybdenum only<br />
alt - change supplies into tritanium only<br />
nal - do not convert supplies/minerals into minerals/fuel<br />
</pre><br />
<br />
=== Glory Device Ships ===<br />
<pre><br />
pop - explode the ship after moving if they have fuel<br />
trg - explode the ship after moving if a cloaked ship is detected and they have fuel<br />
</pre><br />
<br />
=== Ships with Torpedo Launchers ===<br />
<pre><br />
mdh - mine drop half your torpedoes<br />
mdq - mine drop one quarter of your torpedoes<br />
md# - mine drop (# * 10) torpedoes if you have them (0 corresponds to 10)<br />
miN - mine in identity N, to lay mines in other races names<br />
mkt - build torpedoes if correct cargo and money are on board<br />
msc - scoop up your mine fields and convert them back into torpedoes<br />
ntp - do not fire torpedos in battle<br />
</pre><br />
<br />
=== Ships with Fighter Bays ===<br />
<pre><br />
lfm - load minerals and supplies to build fighters (Robots, Rebels, Colonies only)<br />
ntp - do not launch fighters in battle<br />
</pre><br />
<br />
=== Transfers ===<br />
<pre><br />
bdm - beam down MC to a planet, regardless of who owns it<br />
btf - beam transfer fighters to all enemy carriers at the same location<br />
btm - beam transfer MC to all enemy ships at the same location<br />
btt - beam transfer torpedoes to all enemy ships at the same location with the same torp tech<br />
</pre><br />
<br />
=== Misc ===<br />
<pre><br />
cln - clone ship at a planet with a SB. SB tech levels must be higher than<br />
the ship being cloned. Cost is 200% the MC for building the ship,<br />
and will cancel normal ship building of the SB in most cases. The<br />
money and minerals are beamed directly from the planet, and no parts<br />
on the SB are used. The Privateers and Crystals cannot clone. <br />
Ships cannot be cloned if the race can already build them.<br />
gsN - give ship to race N, where N is 1=Fed, 2=Liz, ... 9=Bots, a=Reb, b=Col<br />
An enemy ship of race N must be at the same location with colonists on board.<br />
</pre></div>Protomatterhttps://vgaplanets.org/index.php?title=Friendly_Codes&diff=2870Friendly Codes2012-09-12T17:04:14Z<p>Protomatter: </p>
<hr />
<div>Adapted from Infolist v3.1 created by Eden Tan. <br />
<br />
<br />
== Notes Regarding FC's at planets.nu ==<br />
Friendly Codes that match exactly will prevent combat, however [http://www.Planets.Nu VGA Planets.nu] allows the use of mixed case sensitivity codes. and to prevent combat the codes must match in case sensitivity as well.<br />
<br />
Examples<br />
*HYP vs hyp = comabt..does not match case sensitivity<br />
*lfm vs Lfm = Combat..does not match case sensitivity<br />
*hYp vs hYp = no combat.. matches exactly<br />
*lFm vs lFm = no combat..matches exactly<br />
<br />
however when performing funtions or missions the case sensitivty will still work<br />
<br />
Example of mkt, MKT, mKT all perform the make torpedoes mission this is true for all [http://www.Planets.Nu VGA Planets.nu] friendly codes<br />
<br />
== Planetary ==<br />
<pre><br />
att - attack all enemy ships in orbit with fuel (*)<br />
nuk - attack all enemy ships in orbit with or without fuel (*)<br />
bum - beam up MC to all ships in orbit, including enemy ships - MC is split<br />
con - have host send a listing of the current host configuration<br />
dmp - dump all parts in starbase storage bins if a SB orbits the planet. All<br />
parts will be converted to minerals and dumped onto the planet <br />
surface. Fighters and torpedoes are not dumped.<br />
<br />
Notes:<br />
*att/nuk will not work on Rebels and Fascists if that host config is enabled.<br />
*att/nuk will not work on an SSD with mission set to Imperial Assault.<br />
</pre><br />
<br />
<br />
== Ship ==<br />
=== Hyperjump-capable Probes ===<br />
<pre><br />
hyp - ships capable of hyperspace will hyperspace about 350 ly in a<br />
direction if there is enough fuel, a waypoint farther than 20 ly is <br />
set, and a nonzero warp is set **** YOU CANNOT TOW SHIPS ****<br />
</pre><br />
<br />
=== Alchemy Ships ===<br />
<pre><br />
ald - change supplies into duranium only<br />
alm - change supplies into molybdenum only<br />
alt - change supplies into tritanium only<br />
nal - do not convert supplies/minerals into minerals/fuel<br />
</pre><br />
<br />
=== Glory Device Ships ===<br />
<pre><br />
pop - explode the ship after moving if they have fuel<br />
trg - explode the ship after moving if a cloaked ship is detected and they have fuel<br />
</pre><br />
<br />
=== Ships with Torpedo Launchers ===<br />
<pre><br />
mdh - mine drop half your torpedoes<br />
mdq - mine drop one quarter of your torpedoes<br />
md# - mine drop (# * 10) torpedoes if you have them (0 corresponds to 10)<br />
miN - mine in identity N, to lay mines in other races names<br />
mkt - build torpedoes if correct cargo and money are on board<br />
msc - scoop up your mine fields and convert them back into torpedoes<br />
ntp - do not fire torpedos in battle<br />
</pre><br />
<br />
=== Ships with Fighter Bays ===<br />
<pre><br />
lfm - load minerals and supplies to build fighters (Robots, Rebels, Colonies only)<br />
ntp - do not launch fighters in battle<br />
</pre><br />
<br />
=== Transfers ===<br />
<pre><br />
bdm - beam down MC to a planet, regardless of who owns it<br />
btf - beam transfer fighters to all enemy carriers at the same location<br />
btm - beam transfer MC to all enemy ships at the same location<br />
btt - beam transfer torpedoes to all enemy ships at the same location with the same torp tech<br />
</pre><br />
<br />
=== Misc ===<br />
<pre><br />
cln - clone ship at a planet with a SB. SB tech levels must be higher than<br />
the ship being cloned. Cost is 200% the MC for building the ship,<br />
and will cancel normal ship building of the SB in most cases. The<br />
money and minerals are beamed directly from the planet, and no parts<br />
on the SB are used. The Privateers and Crystals cannot clone. <br />
Ships cannot be cloned if the race can already build them.<br />
gsN - give ship to race N, where N is 1=Fed, 2=Liz, ... 9=Bots, a=Reb, b=Col<br />
An enemy ship of race N must be at the same location with colonists on board.<br />
</pre></div>Protomatterhttps://vgaplanets.org/index.php?title=Friendly_Codes&diff=2869Friendly Codes2012-09-12T16:59:29Z<p>Protomatter: planets.nu differences</p>
<hr />
<div>Adapted from Infolist v3.1 created by Eden Tan. <br />
<br />
<br />
== Notes Regarding FC's at [[planets.nu ==<br />
Friendly Codes that match exactly will prevent combat, however planets.nu allows the use of mixed case sensitivity codes. and to prevent combat the codes must match in case sensitivity as well.<br />
<br />
Examples<br />
*HYP vs hyp = comabt..does not match case sensitivity<br />
*lfm vs Lfm = Combat..does not match case sensitivity<br />
*hYp vs hYp = no combat.. matches exactly<br />
*lFm vs lFm = no combat..matches exactly<br />
<br />
however when performing funtions or missions the case sensitivty will still work<br />
<br />
Example of mkt, MKT, mKT all perform the make torpedoes mission this is true for all [[planets.nu]] friendly codes<br />
<br />
== Planetary ==<br />
<pre><br />
att - attack all enemy ships in orbit with fuel (*)<br />
nuk - attack all enemy ships in orbit with or without fuel (*)<br />
bum - beam up MC to all ships in orbit, including enemy ships - MC is split<br />
con - have host send a listing of the current host configuration<br />
dmp - dump all parts in starbase storage bins if a SB orbits the planet. All<br />
parts will be converted to minerals and dumped onto the planet <br />
surface. Fighters and torpedoes are not dumped.<br />
<br />
Notes:<br />
*att/nuk will not work on Rebels and Fascists if that host config is enabled.<br />
*att/nuk will not work on an SSD with mission set to Imperial Assault.<br />
</pre><br />
<br />
<br />
== Ship ==<br />
=== Hyperjump-capable Probes ===<br />
<pre><br />
hyp - ships capable of hyperspace will hyperspace about 350 ly in a<br />
direction if there is enough fuel, a waypoint farther than 20 ly is <br />
set, and a nonzero warp is set **** YOU CANNOT TOW SHIPS ****<br />
</pre><br />
<br />
=== Alchemy Ships ===<br />
<pre><br />
ald - change supplies into duranium only<br />
alm - change supplies into molybdenum only<br />
alt - change supplies into tritanium only<br />
nal - do not convert supplies/minerals into minerals/fuel<br />
</pre><br />
<br />
=== Glory Device Ships ===<br />
<pre><br />
pop - explode the ship after moving if they have fuel<br />
trg - explode the ship after moving if a cloaked ship is detected and they have fuel<br />
</pre><br />
<br />
=== Ships with Torpedo Launchers ===<br />
<pre><br />
mdh - mine drop half your torpedoes<br />
mdq - mine drop one quarter of your torpedoes<br />
md# - mine drop (# * 10) torpedoes if you have them (0 corresponds to 10)<br />
miN - mine in identity N, to lay mines in other races names<br />
mkt - build torpedoes if correct cargo and money are on board<br />
msc - scoop up your mine fields and convert them back into torpedoes<br />
ntp - do not fire torpedos in battle<br />
</pre><br />
<br />
=== Ships with Fighter Bays ===<br />
<pre><br />
lfm - load minerals and supplies to build fighters (Robots, Rebels, Colonies only)<br />
ntp - do not launch fighters in battle<br />
</pre><br />
<br />
=== Transfers ===<br />
<pre><br />
bdm - beam down MC to a planet, regardless of who owns it<br />
btf - beam transfer fighters to all enemy carriers at the same location<br />
btm - beam transfer MC to all enemy ships at the same location<br />
btt - beam transfer torpedoes to all enemy ships at the same location with the same torp tech<br />
</pre><br />
<br />
=== Misc ===<br />
<pre><br />
cln - clone ship at a planet with a SB. SB tech levels must be higher than<br />
the ship being cloned. Cost is 200% the MC for building the ship,<br />
and will cancel normal ship building of the SB in most cases. The<br />
money and minerals are beamed directly from the planet, and no parts<br />
on the SB are used. The Privateers and Crystals cannot clone. <br />
Ships cannot be cloned if the race can already build them.<br />
gsN - give ship to race N, where N is 1=Fed, 2=Liz, ... 9=Bots, a=Reb, b=Col<br />
An enemy ship of race N must be at the same location with colonists on board.<br />
</pre></div>Protomatterhttps://vgaplanets.org/index.php?title=User_talk:ChallengeSpaceYard&diff=2818User talk:ChallengeSpaceYard2012-08-13T19:29:05Z<p>Protomatter: /* fed race advantage challenged */</p>
<hr />
<div>== Instructions ==<br />
When discussing, use '''''<nowiki>~~~~</nowiki>''''' or '''''--<nowiki>~~~~</nowiki>''''' to sign your posts. Older discussions may be periodically archived to make it easier to maintain. A [[User talk:ChallengeSpaceYard/February 2012|February 2012]] archive is available for viewing.<br />
<br />
== seeking information ==<br />
question regarding hyperspacejumps, i get confused because i play both vgap4 and vgap3<br />
when hyperjumping in vgap3 do you end up at the end of the max range of hyperjump distance regardless how far u set the waypoint indicator? for example: the falcon hyperjump ring indicates a circle of 350 lyrs. but i only want to hit a planet at 302 lyrs. will i end up at the planet? or 38 lyrs beyond? additionally does warp movement occur after the hyper jump or before? or notall during hyperjumps? thanks for your answers in advance. will write the wiki page on this once i know the facts. --Protomatter 19:47, 16 June 2012 (UTC)<br />
<br />
:In Planets 3, you usually jump a flat 350ly (regardless of ship), but you can jump to a planet anywhere between 340 and 360ly. Therefore, with the 302 example, you would end up in space. Hyperjumping overrides standard movement, and your warp factor will be zeroed out after movement. --[[User:ChallengeSpaceYard|CSY]] 00:34, 17 June 2012 (UTC)<br />
<br />
:Also. When adding to a talk page, please add new topics and replies at the bottom. --[[User:ChallengeSpaceYard|CSY]] 00:34, 17 June 2012 (UTC)<br />
== Race template inclusions ==<br />
Me again, since i cant recall on how to build tables etc, id like to see if i could bother you to add a climate template to the player races pages. basically a slide thermomenter that probably should go along the rignt side of the race picture. red means colonists die at this temp, yellow means livable but no growth. and green means livable but with growth. would be nice to see the climate likes of the races to better improve the game. see example <br />
--Protomatter 14:16, 19 June 2012 (UTC)<br />
<br><br />
[[File:thermometer1.png]]<br />
<br />
Okay, did that do it? [[User:Rbos|Rbos]] 03:04, 20 June 2012 (UTC)<br />
<br />
Not a pleasant afternoon, but an educational one. [[User:Rbos|Rbos]] 03:13, 20 June 2012 (UTC)<br />
<br />
On the plus side, backups aren't backups unless you know you can restore them - it was a good dry run. I could have gone with the old db tree and attempted to repair it, but since splitting the InnoDB tablespace into individual files required a dump/reimport anyway, I decided to go with that and knock out two birds at once - testing backups, and doing some tweaking. I also tripled the transaction log file size, which started out the ruckus. [[User:Rbos|Rbos]] 03:19, 20 June 2012 (UTC)<br />
<br />
:Looks great. When I noticed my changes disappeared, I initially thought I simply forgot to submit it. Once I found out that other changes were missing, then I noticed that something went astray. --[[User:ChallengeSpaceYard|CSY]] 05:51, 20 June 2012 (UTC)<br />
<br />
----<br />
Went to edit comments in the Aries Class transport to include alchemy information, next thing i know unknowingly to me i appear to be editing the ship template instead. please look over the template and see how bad i messed it up. --Protomatter 18:45, 30 June 2012 (UTC)<br />
<br />
:You did initially mess it up, but you've done well in cleaning up the mess. Considering the visibility of the template, and the number of pages it is used on, I have protected that template from further editing. All you have to do is type in information to each of the various ''arguments''. I've updated the [[Aries Class Transport|Aries]] example so that you can view its source. --[[User:ChallengeSpaceYard|CSY]] 19:06, 30 June 2012 (UTC)<br />
<br />
: awesome thankyou for the fix and ease to edit.--Protomatter 03:16, 2 July 2012 (UTC)<br />
<br />
== fed race advantage challenged ==<br />
ok this one might be a bit tricky.<br />
<br />
on [[The Solar Federation]] page, under race characteristics, the last sentence says '''three bonus fighter bays on any carrier and a good amount of special ships. ''' this is repeated again under racial abilities in the same page.<br />
<br />
while i think this is awesome, i dont see on any documentation that it is true.<br />
when i played vgap2 it was not true, when i played Winplan it was not true. and i just reread the race advantages on planets.nu and could not find it there either.<br />
<br />
to be honest im hoping its true. but my gut says otherwise.<br />
--Protomatter 15:24, 8 August 2012 (UTC)<br />
<br />
i guess my question is, is it true, and where do we find solid documentation on it. and if it is true, why doesn't it say on planets.nu?<br />
<br />
----<br />
further investigation yields some truths. perhaps there may be more, i just had a VCR fight kittyhawk vs superstar destroyer. inside the VCR the kittyhawk '''does in fact have 9 launch bays''' ''(reflecting a +3 fighter bay advantage for at least the kittyhawk)''. however after the fight ended i looked into the spec of the survivng kittyhawks details. and it clearly States 6 bays, so while this may be true for the kitty hawk (at least inside the vcr), it lists it as normal. now if i can get my hands on a foreign carrier i could verify even further.<br />
--Protomatter 19:29, 9 August 2012 (UTC)<br />
<br />
----<br />
Final results<br />
found the battlesimulator for this game. and used it to test information. all carriers that are owned by the feds do in fact recieve 3 extra fighter bays. as a result ships like the scorpion or bloodfang and valiant wind become veriabley formidable carriers in the hands of feds, and there is no cap on number of bays, thus ships like the virgo get 11 bays, and biocides and gorbies get 13 bays. interesting to say the least.<br />
--Protomatter 22:13, 9 August 2012 (UTC)<br />
<br />
Sorry for the delay. The feds really do benefit when they receive foreign carriers, especially carriers that are otherwise not that great, such as the [[Madonnzila Class Carrier]] and its 5 bays (becomes a whopping 8 under Fed control).<br />
<br />
Regarding your Planets 3 experience, it is very possible that some of the hosts you were playing your games in actually disabled this '''Fed Crew Bonus'''. --[[User:ChallengeSpaceYard|CSY]] 06:01, 10 August 2012 (UTC)<br />
----<br />
haha i so wish i could use that as an excuse, but unfortunately i cannot. im seriously thinking i have Alzheimer's. and i appear to be forgetting lots of things. those games you were refering to were 75% of the time hosted by me hence, so i shoulda known. i played dosplan(vgap2) more often than winplan(vgap3,3.5), i only played winplan i think maybe a year or two. then stopped playing until i was asked to try a beta game in vgap4. think a few years went by. played that for quite a few years. then quit playing it like 3 years ago, i was in the air force being shipped all over so i was off and on for vgap for quite a bit. just started back up vgap4 and vgap3 both at the same time(now that im retired), which is probably not helping me when i get confused. so while i like your excuse that you provided for me. i ashamed to say it isnt so. anyhow, thanks for keeping me straight. dont ever get old, it sux<br />
--Protomatter 19:29, 13 August 2012 (UTC)</div>Protomatterhttps://vgaplanets.org/index.php?title=User_talk:ChallengeSpaceYard&diff=2814User talk:ChallengeSpaceYard2012-08-09T22:13:20Z<p>Protomatter: /* fed race advantage challenged */</p>
<hr />
<div>== Instructions ==<br />
When discussing, use '''''<nowiki>~~~~</nowiki>''''' or '''''--<nowiki>~~~~</nowiki>''''' to sign your posts. Older discussions may be periodically archived to make it easier to maintain. A [[User talk:ChallengeSpaceYard/February 2012|February 2012]] archive is available for viewing.<br />
<br />
== seeking information ==<br />
question regarding hyperspacejumps, i get confused because i play both vgap4 and vgap3<br />
when hyperjumping in vgap3 do you end up at the end of the max range of hyperjump distance regardless how far u set the waypoint indicator? for example: the falcon hyperjump ring indicates a circle of 350 lyrs. but i only want to hit a planet at 302 lyrs. will i end up at the planet? or 38 lyrs beyond? additionally does warp movement occur after the hyper jump or before? or notall during hyperjumps? thanks for your answers in advance. will write the wiki page on this once i know the facts. --Protomatter 19:47, 16 June 2012 (UTC)<br />
<br />
:In Planets 3, you usually jump a flat 350ly (regardless of ship), but you can jump to a planet anywhere between 340 and 360ly. Therefore, with the 302 example, you would end up in space. Hyperjumping overrides standard movement, and your warp factor will be zeroed out after movement. --[[User:ChallengeSpaceYard|CSY]] 00:34, 17 June 2012 (UTC)<br />
<br />
:Also. When adding to a talk page, please add new topics and replies at the bottom. --[[User:ChallengeSpaceYard|CSY]] 00:34, 17 June 2012 (UTC)<br />
== Race template inclusions ==<br />
Me again, since i cant recall on how to build tables etc, id like to see if i could bother you to add a climate template to the player races pages. basically a slide thermomenter that probably should go along the rignt side of the race picture. red means colonists die at this temp, yellow means livable but no growth. and green means livable but with growth. would be nice to see the climate likes of the races to better improve the game. see example <br />
--Protomatter 14:16, 19 June 2012 (UTC)<br />
<br><br />
[[File:thermometer1.png]]<br />
<br />
Okay, did that do it? [[User:Rbos|Rbos]] 03:04, 20 June 2012 (UTC)<br />
<br />
Not a pleasant afternoon, but an educational one. [[User:Rbos|Rbos]] 03:13, 20 June 2012 (UTC)<br />
<br />
On the plus side, backups aren't backups unless you know you can restore them - it was a good dry run. I could have gone with the old db tree and attempted to repair it, but since splitting the InnoDB tablespace into individual files required a dump/reimport anyway, I decided to go with that and knock out two birds at once - testing backups, and doing some tweaking. I also tripled the transaction log file size, which started out the ruckus. [[User:Rbos|Rbos]] 03:19, 20 June 2012 (UTC)<br />
<br />
:Looks great. When I noticed my changes disappeared, I initially thought I simply forgot to submit it. Once I found out that other changes were missing, then I noticed that something went astray. --[[User:ChallengeSpaceYard|CSY]] 05:51, 20 June 2012 (UTC)<br />
<br />
----<br />
Went to edit comments in the Aries Class transport to include alchemy information, next thing i know unknowingly to me i appear to be editing the ship template instead. please look over the template and see how bad i messed it up. --Protomatter 18:45, 30 June 2012 (UTC)<br />
<br />
:You did initially mess it up, but you've done well in cleaning up the mess. Considering the visibility of the template, and the number of pages it is used on, I have protected that template from further editing. All you have to do is type in information to each of the various ''arguments''. I've updated the [[Aries Class Transport|Aries]] example so that you can view its source. --[[User:ChallengeSpaceYard|CSY]] 19:06, 30 June 2012 (UTC)<br />
<br />
: awesome thankyou for the fix and ease to edit.--Protomatter 03:16, 2 July 2012 (UTC)<br />
<br />
== fed race advantage challenged ==<br />
ok this one might be a bit tricky.<br />
<br />
on [[The Solar Federation]] page, under race characteristics, the last sentence says '''three bonus fighter bays on any carrier and a good amount of special ships. ''' this is repeated again under racial abilities in the same page.<br />
<br />
while i think this is awesome, i dont see on any documentation that it is true.<br />
when i played vgap2 it was not true, when i played Winplan it was not true. and i just reread the race advantages on planets.nu and could not find it there either.<br />
<br />
to be honest im hoping its true. but my gut says otherwise.<br />
--Protomatter 15:24, 8 August 2012 (UTC)<br />
<br />
i guess my question is, is it true, and where do we find solid documentation on it. and if it is true, why doesn't it say on planets.nu?<br />
<br />
----<br />
further investigation yields some truths. perhaps there may be more, i just had a VCR fight kittyhawk vs superstar destroyer. inside the VCR the kittyhawk '''does in fact have 9 launch bays''' ''(reflecting a +3 fighter bay advantage for at least the kittyhawk)''. however after the fight ended i looked into the spec of the survivng kittyhawks details. and it clearly States 6 bays, so while this may be true for the kitty hawk (at least inside the vcr), it lists it as normal. now if i can get my hands on a foreign carrier i could verify even further.<br />
--Protomatter 19:29, 9 August 2012 (UTC)<br />
<br />
----<br />
Final results<br />
found the battlesimulator for this game. and used it to test information. all carriers that are owned by the feds do in fact recieve 3 extra fighter bays. as a result ships like the scorpion or bloodfang and valiant wind become veriabley formidable carriers in the hands of feds, and there is no cap on number of bays, thus ships like the virgo get 11 bays, and biocides and gorbies get 13 bays. interesting to say the least.<br />
--Protomatter 22:13, 9 August 2012 (UTC)</div>Protomatterhttps://vgaplanets.org/index.php?title=User_talk:ChallengeSpaceYard&diff=2813User talk:ChallengeSpaceYard2012-08-09T19:29:06Z<p>Protomatter: /* fed race advantage challenged */</p>
<hr />
<div>== Instructions ==<br />
When discussing, use '''''<nowiki>~~~~</nowiki>''''' or '''''--<nowiki>~~~~</nowiki>''''' to sign your posts. Older discussions may be periodically archived to make it easier to maintain. A [[User talk:ChallengeSpaceYard/February 2012|February 2012]] archive is available for viewing.<br />
<br />
== seeking information ==<br />
question regarding hyperspacejumps, i get confused because i play both vgap4 and vgap3<br />
when hyperjumping in vgap3 do you end up at the end of the max range of hyperjump distance regardless how far u set the waypoint indicator? for example: the falcon hyperjump ring indicates a circle of 350 lyrs. but i only want to hit a planet at 302 lyrs. will i end up at the planet? or 38 lyrs beyond? additionally does warp movement occur after the hyper jump or before? or notall during hyperjumps? thanks for your answers in advance. will write the wiki page on this once i know the facts. --Protomatter 19:47, 16 June 2012 (UTC)<br />
<br />
:In Planets 3, you usually jump a flat 350ly (regardless of ship), but you can jump to a planet anywhere between 340 and 360ly. Therefore, with the 302 example, you would end up in space. Hyperjumping overrides standard movement, and your warp factor will be zeroed out after movement. --[[User:ChallengeSpaceYard|CSY]] 00:34, 17 June 2012 (UTC)<br />
<br />
:Also. When adding to a talk page, please add new topics and replies at the bottom. --[[User:ChallengeSpaceYard|CSY]] 00:34, 17 June 2012 (UTC)<br />
== Race template inclusions ==<br />
Me again, since i cant recall on how to build tables etc, id like to see if i could bother you to add a climate template to the player races pages. basically a slide thermomenter that probably should go along the rignt side of the race picture. red means colonists die at this temp, yellow means livable but no growth. and green means livable but with growth. would be nice to see the climate likes of the races to better improve the game. see example <br />
--Protomatter 14:16, 19 June 2012 (UTC)<br />
<br><br />
[[File:thermometer1.png]]<br />
<br />
Okay, did that do it? [[User:Rbos|Rbos]] 03:04, 20 June 2012 (UTC)<br />
<br />
Not a pleasant afternoon, but an educational one. [[User:Rbos|Rbos]] 03:13, 20 June 2012 (UTC)<br />
<br />
On the plus side, backups aren't backups unless you know you can restore them - it was a good dry run. I could have gone with the old db tree and attempted to repair it, but since splitting the InnoDB tablespace into individual files required a dump/reimport anyway, I decided to go with that and knock out two birds at once - testing backups, and doing some tweaking. I also tripled the transaction log file size, which started out the ruckus. [[User:Rbos|Rbos]] 03:19, 20 June 2012 (UTC)<br />
<br />
:Looks great. When I noticed my changes disappeared, I initially thought I simply forgot to submit it. Once I found out that other changes were missing, then I noticed that something went astray. --[[User:ChallengeSpaceYard|CSY]] 05:51, 20 June 2012 (UTC)<br />
<br />
----<br />
Went to edit comments in the Aries Class transport to include alchemy information, next thing i know unknowingly to me i appear to be editing the ship template instead. please look over the template and see how bad i messed it up. --Protomatter 18:45, 30 June 2012 (UTC)<br />
<br />
:You did initially mess it up, but you've done well in cleaning up the mess. Considering the visibility of the template, and the number of pages it is used on, I have protected that template from further editing. All you have to do is type in information to each of the various ''arguments''. I've updated the [[Aries Class Transport|Aries]] example so that you can view its source. --[[User:ChallengeSpaceYard|CSY]] 19:06, 30 June 2012 (UTC)<br />
<br />
: awesome thankyou for the fix and ease to edit.--Protomatter 03:16, 2 July 2012 (UTC)<br />
<br />
== fed race advantage challenged ==<br />
ok this one might be a bit tricky.<br />
<br />
on [[The Solar Federation]] page, under race characteristics, the last sentence says '''three bonus fighter bays on any carrier and a good amount of special ships. ''' this is repeated again under racial abilities in the same page.<br />
<br />
while i think this is awesome, i dont see on any documentation that it is true.<br />
when i played vgap2 it was not true, when i played Winplan it was not true. and i just reread the race advantages on planets.nu and could not find it there either.<br />
<br />
to be honest im hoping its true. but my gut says otherwise.<br />
--Protomatter 15:24, 8 August 2012 (UTC)<br />
<br />
i guess my question is, is it true, and where do we find solid documentation on it. and if it is true, why doesn't it say on planets.nu?<br />
<br />
----<br />
further investigation yields some truths. perhaps there may be more, i just had a VCR fight kittyhawk vs superstar destroyer. inside the VCR the kittyhawk '''does in fact have 9 launch bays''' ''(reflecting a +3 fighter bay advantage for at least the kittyhawk)''. however after the fight ended i looked into the spec of the survivng kittyhawks details. and it clearly States 6 bays, so while this may be true for the kitty hawk (at least inside the vcr), it lists it as normal. now if i can get my hands on a foreign carrier i could verify even further.<br />
--Protomatter 19:29, 9 August 2012 (UTC)</div>Protomatterhttps://vgaplanets.org/index.php?title=User_talk:ChallengeSpaceYard&diff=2801User talk:ChallengeSpaceYard2012-08-08T15:24:21Z<p>Protomatter: fed race advantage challenged.</p>
<hr />
<div>== Instructions ==<br />
When discussing, use '''''<nowiki>~~~~</nowiki>''''' or '''''--<nowiki>~~~~</nowiki>''''' to sign your posts. Older discussions may be periodically archived to make it easier to maintain. A [[User talk:ChallengeSpaceYard/February 2012|February 2012]] archive is available for viewing.<br />
<br />
== seeking information ==<br />
question regarding hyperspacejumps, i get confused because i play both vgap4 and vgap3<br />
when hyperjumping in vgap3 do you end up at the end of the max range of hyperjump distance regardless how far u set the waypoint indicator? for example: the falcon hyperjump ring indicates a circle of 350 lyrs. but i only want to hit a planet at 302 lyrs. will i end up at the planet? or 38 lyrs beyond? additionally does warp movement occur after the hyper jump or before? or notall during hyperjumps? thanks for your answers in advance. will write the wiki page on this once i know the facts. --Protomatter 19:47, 16 June 2012 (UTC)<br />
<br />
:In Planets 3, you usually jump a flat 350ly (regardless of ship), but you can jump to a planet anywhere between 340 and 360ly. Therefore, with the 302 example, you would end up in space. Hyperjumping overrides standard movement, and your warp factor will be zeroed out after movement. --[[User:ChallengeSpaceYard|CSY]] 00:34, 17 June 2012 (UTC)<br />
<br />
:Also. When adding to a talk page, please add new topics and replies at the bottom. --[[User:ChallengeSpaceYard|CSY]] 00:34, 17 June 2012 (UTC)<br />
== Race template inclusions ==<br />
Me again, since i cant recall on how to build tables etc, id like to see if i could bother you to add a climate template to the player races pages. basically a slide thermomenter that probably should go along the rignt side of the race picture. red means colonists die at this temp, yellow means livable but no growth. and green means livable but with growth. would be nice to see the climate likes of the races to better improve the game. see example <br />
--Protomatter 14:16, 19 June 2012 (UTC)<br />
<br><br />
[[File:thermometer1.png]]<br />
<br />
Okay, did that do it? [[User:Rbos|Rbos]] 03:04, 20 June 2012 (UTC)<br />
<br />
Not a pleasant afternoon, but an educational one. [[User:Rbos|Rbos]] 03:13, 20 June 2012 (UTC)<br />
<br />
On the plus side, backups aren't backups unless you know you can restore them - it was a good dry run. I could have gone with the old db tree and attempted to repair it, but since splitting the InnoDB tablespace into individual files required a dump/reimport anyway, I decided to go with that and knock out two birds at once - testing backups, and doing some tweaking. I also tripled the transaction log file size, which started out the ruckus. [[User:Rbos|Rbos]] 03:19, 20 June 2012 (UTC)<br />
<br />
:Looks great. When I noticed my changes disappeared, I initially thought I simply forgot to submit it. Once I found out that other changes were missing, then I noticed that something went astray. --[[User:ChallengeSpaceYard|CSY]] 05:51, 20 June 2012 (UTC)<br />
<br />
----<br />
Went to edit comments in the Aries Class transport to include alchemy information, next thing i know unknowingly to me i appear to be editing the ship template instead. please look over the template and see how bad i messed it up. --Protomatter 18:45, 30 June 2012 (UTC)<br />
<br />
:You did initially mess it up, but you've done well in cleaning up the mess. Considering the visibility of the template, and the number of pages it is used on, I have protected that template from further editing. All you have to do is type in information to each of the various ''arguments''. I've updated the [[Aries Class Transport|Aries]] example so that you can view its source. --[[User:ChallengeSpaceYard|CSY]] 19:06, 30 June 2012 (UTC)<br />
<br />
: awesome thankyou for the fix and ease to edit.--Protomatter 03:16, 2 July 2012 (UTC)<br />
<br />
== fed race advantage challenged ==<br />
ok this one might be a bit tricky.<br />
<br />
on [[The Solar Federation]] page, under race characteristics, the last sentence says '''three bonus fighter bays on any carrier and a good amount of special ships. ''' this is repeated again under racial abilities in the same page.<br />
<br />
while i think this is awesome, i dont see on any documentation that it is true.<br />
when i played vgap2 it was not true, when i played Winplan it was not true. and i just reread the race advantages on planets.nu and could not find it there either.<br />
<br />
to be honest im hoping its true. but my gut says otherwise.<br />
--Protomatter 15:24, 8 August 2012 (UTC)<br />
<br />
i guess my question is, is it true, and where do we find solid documentation on it. and if it is true, why doesn't it say on planets.nu?</div>Protomatterhttps://vgaplanets.org/index.php?title=User:Ppiclaims&diff=2750User:Ppiclaims2012-07-20T16:22:57Z<p>Protomatter: Replaced content with "
bye bye"</p>
<hr />
<div><br />
bye bye</div>Protomatterhttps://vgaplanets.org/index.php?title=User_talk:ChallengeSpaceYard&diff=2727User talk:ChallengeSpaceYard2012-07-02T03:16:06Z<p>Protomatter: </p>
<hr />
<div>== Instructions ==<br />
When discussing, use '''''<nowiki>~~~~</nowiki>''''' or '''''--<nowiki>~~~~</nowiki>''''' to sign your posts. Older discussions may be periodically archived to make it easier to maintain. A [[User talk:ChallengeSpaceYard/February 2012|February 2012]] archive is available for viewing.<br />
<br />
== seeking information ==<br />
question regarding hyperspacejumps, i get confused because i play both vgap4 and vgap3<br />
when hyperjumping in vgap3 do you end up at the end of the max range of hyperjump distance regardless how far u set the waypoint indicator? for example: the falcon hyperjump ring indicates a circle of 350 lyrs. but i only want to hit a planet at 302 lyrs. will i end up at the planet? or 38 lyrs beyond? additionally does warp movement occur after the hyper jump or before? or notall during hyperjumps? thanks for your answers in advance. will write the wiki page on this once i know the facts. --Protomatter 19:47, 16 June 2012 (UTC)<br />
<br />
:In Planets 3, you usually jump a flat 350ly (regardless of ship), but you can jump to a planet anywhere between 340 and 360ly. Therefore, with the 302 example, you would end up in space. Hyperjumping overrides standard movement, and your warp factor will be zeroed out after movement. --[[User:ChallengeSpaceYard|CSY]] 00:34, 17 June 2012 (UTC)<br />
<br />
:Also. When adding to a talk page, please add new topics and replies at the bottom. --[[User:ChallengeSpaceYard|CSY]] 00:34, 17 June 2012 (UTC)<br />
== Race template inclusions ==<br />
Me again, since i cant recall on how to build tables etc, id like to see if i could bother you to add a climate template to the player races pages. basically a slide thermomenter that probably should go along the rignt side of the race picture. red means colonists die at this temp, yellow means livable but no growth. and green means livable but with growth. would be nice to see the climate likes of the races to better improve the game. see example <br />
--Protomatter 14:16, 19 June 2012 (UTC)<br />
<br><br />
[[File:thermometer1.png]]<br />
<br />
Okay, did that do it? [[User:Rbos|Rbos]] 03:04, 20 June 2012 (UTC)<br />
<br />
Not a pleasant afternoon, but an educational one. [[User:Rbos|Rbos]] 03:13, 20 June 2012 (UTC)<br />
<br />
On the plus side, backups aren't backups unless you know you can restore them - it was a good dry run. I could have gone with the old db tree and attempted to repair it, but since splitting the InnoDB tablespace into individual files required a dump/reimport anyway, I decided to go with that and knock out two birds at once - testing backups, and doing some tweaking. I also tripled the transaction log file size, which started out the ruckus. [[User:Rbos|Rbos]] 03:19, 20 June 2012 (UTC)<br />
<br />
:Looks great. When I noticed my changes disappeared, I initially thought I simply forgot to submit it. Once I found out that other changes were missing, then I noticed that something went astray. --[[User:ChallengeSpaceYard|CSY]] 05:51, 20 June 2012 (UTC)<br />
<br />
----<br />
Went to edit comments in the Aries Class transport to include alchemy information, next thing i know unknowingly to me i appear to be editing the ship template instead. please look over the template and see how bad i messed it up. --Protomatter 18:45, 30 June 2012 (UTC)<br />
<br />
:You did initially mess it up, but you've done well in cleaning up the mess. Considering the visibility of the template, and the number of pages it is used on, I have protected that template from further editing. All you have to do is type in information to each of the various ''arguments''. I've updated the [[Aries Class Transport|Aries]] example so that you can view its source. --[[User:ChallengeSpaceYard|CSY]] 19:06, 30 June 2012 (UTC)<br />
<br />
: awesome thankyou for the fix and ease to edit.--Protomatter 03:16, 2 July 2012 (UTC)</div>Protomatterhttps://vgaplanets.org/index.php?title=User_talk:ChallengeSpaceYard&diff=2718User talk:ChallengeSpaceYard2012-06-30T18:45:38Z<p>Protomatter: </p>
<hr />
<div>== Instructions ==<br />
When discussing, use '''''<nowiki>~~~~</nowiki>''''' or '''''--<nowiki>~~~~</nowiki>''''' to sign your posts. Older discussions may be periodically archived to make it easier to maintain. A [[User talk:ChallengeSpaceYard/February 2012|February 2012]] archive is available for viewing.<br />
<br />
== seeking information ==<br />
question regarding hyperspacejumps, i get confused because i play both vgap4 and vgap3<br />
when hyperjumping in vgap3 do you end up at the end of the max range of hyperjump distance regardless how far u set the waypoint indicator? for example: the falcon hyperjump ring indicates a circle of 350 lyrs. but i only want to hit a planet at 302 lyrs. will i end up at the planet? or 38 lyrs beyond? additionally does warp movement occur after the hyper jump or before? or notall during hyperjumps? thanks for your answers in advance. will write the wiki page on this once i know the facts. --Protomatter 19:47, 16 June 2012 (UTC)<br />
<br />
:In Planets 3, you usually jump a flat 350ly (regardless of ship), but you can jump to a planet anywhere between 340 and 360ly. Therefore, with the 302 example, you would end up in space. Hyperjumping overrides standard movement, and your warp factor will be zeroed out after movement. --[[User:ChallengeSpaceYard|CSY]] 00:34, 17 June 2012 (UTC)<br />
<br />
:Also. When adding to a talk page, please add new topics and replies at the bottom. --[[User:ChallengeSpaceYard|CSY]] 00:34, 17 June 2012 (UTC)<br />
== Race template inclusions ==<br />
Me again, since i cant recall on how to build tables etc, id like to see if i could bother you to add a climate template to the player races pages. basically a slide thermomenter that probably should go along the rignt side of the race picture. red means colonists die at this temp, yellow means livable but no growth. and green means livable but with growth. would be nice to see the climate likes of the races to better improve the game. see example <br />
--Protomatter 14:16, 19 June 2012 (UTC)<br />
<br><br />
[[File:thermometer1.png]]<br />
<br />
Okay, did that do it? [[User:Rbos|Rbos]] 03:04, 20 June 2012 (UTC)<br />
<br />
Not a pleasant afternoon, but an educational one. [[User:Rbos|Rbos]] 03:13, 20 June 2012 (UTC)<br />
<br />
On the plus side, backups aren't backups unless you know you can restore them - it was a good dry run. I could have gone with the old db tree and attempted to repair it, but since splitting the InnoDB tablespace into individual files required a dump/reimport anyway, I decided to go with that and knock out two birds at once - testing backups, and doing some tweaking. I also tripled the transaction log file size, which started out the ruckus. [[User:Rbos|Rbos]] 03:19, 20 June 2012 (UTC)<br />
<br />
:Looks great. When I noticed my changes disappeared, I initially thought I simply forgot to submit it. Once I found out that other changes were missing, then I noticed that something went astray. --[[User:ChallengeSpaceYard|CSY]] 05:51, 20 June 2012 (UTC)<br />
<br />
----<br />
Went to edit comments in the Aries Class transport to include alchemy information, next thing i know unknowingly to me i appear to be editing the ship template instead. please look over the template and see how bad i messed it up. --Protomatter 18:45, 30 June 2012 (UTC)</div>Protomatterhttps://vgaplanets.org/index.php?title=Template:Ship&diff=2717Template:Ship2012-06-30T18:42:28Z<p>Protomatter: /* Built By */</p>
<hr />
<div>{{TOC right|limit=2}}<br />
<br />
[[Image:{{{ShipName|Outrider Class Scout}}}.png|thumb|left|{{{ShipName|Outrider Class Scout}}} image from [http://vgaplanets.nu VGA Planets Nu]]]<br />
== Comments ==<br />
<br />
{{{Comments|set Comments= in template. Ship description.}}}<br />
<br />
== Built By ==<br />
<br />
{{{Races|set Races= in template. Race description}}}<br />
<br />
== Material requirements and specifications ==<br />
<br />
{{ShipTableHeader}}<br />
{{ShipLineByName|name={{{ShipName}}}}}<br />
{{ShipTableEnd}}<br />
<br />
== Notes ==<br />
<br />
{{{Notes|Set Notes= in the template}}}<br />
<br />
== Addons ==<br />
<br />
{{{Addons|The '''{{{ShipName|Outrider Class Scout}}}''' does not currently have any addon-exclusive abilities.}}}<br />
<br />
<noinclude><br />
<br />
This template implements a ship table header.<br />
<br />
<br />
==Template Syntax:==<br />
<pre><br />
{{Ship<br />
|ShipName=<br />
|Races=<br />
|Comments=<br />
|Notes=<br />
|Addons=<br />
}}</pre><br />
[[Category:Templates]]</noinclude></div>Protomatterhttps://vgaplanets.org/index.php?title=Template:Ship&diff=2716Template:Ship2012-06-30T18:39:07Z<p>Protomatter: /* Built By */</p>
<hr />
<div>{{TOC right|limit=2}}<br />
<br />
[[Image:{{{ShipName|Outrider Class Scout}}}.png|thumb|left|{{{ShipName|Outrider Class Scout}}} image from [http://vgaplanets.nu VGA Planets Nu]]]<br />
== Comments ==<br />
<br />
{{{Comments|set Comments= in template. Ship description.}}}<br />
<br />
== Built By ==<br />
<br />
{{{Races|set Races= The Missing Colonies of Man}}}<br />
<br />
== Material requirements and specifications ==<br />
<br />
{{ShipTableHeader}}<br />
{{ShipLineByName|name={{{ShipName}}}}}<br />
{{ShipTableEnd}}<br />
<br />
== Notes ==<br />
<br />
{{{Notes|Set Notes= in the template}}}<br />
<br />
== Addons ==<br />
<br />
{{{Addons|The '''{{{ShipName|Outrider Class Scout}}}''' does not currently have any addon-exclusive abilities.}}}<br />
<br />
<noinclude><br />
<br />
This template implements a ship table header.<br />
<br />
<br />
==Template Syntax:==<br />
<pre><br />
{{Ship<br />
|ShipName=<br />
|Races=<br />
|Comments=<br />
|Notes=<br />
|Addons=<br />
}}</pre><br />
[[Category:Templates]]</noinclude></div>Protomatterhttps://vgaplanets.org/index.php?title=Template:Ship&diff=2715Template:Ship2012-06-30T18:36:17Z<p>Protomatter: </p>
<hr />
<div>{{TOC right|limit=2}}<br />
<br />
[[Image:{{{ShipName|Outrider Class Scout}}}.png|thumb|left|{{{ShipName|Outrider Class Scout}}} image from [http://vgaplanets.nu VGA Planets Nu]]]<br />
== Comments ==<br />
<br />
{{{Comments|set Comments= in template. Ship description.}}}<br />
<br />
== Built By ==<br />
<br />
{{{Races|set Races= in the template}}}<br />
<br />
== Material requirements and specifications ==<br />
<br />
{{ShipTableHeader}}<br />
{{ShipLineByName|name={{{ShipName}}}}}<br />
{{ShipTableEnd}}<br />
<br />
== Notes ==<br />
<br />
{{{Notes|Set Notes= in the template}}}<br />
<br />
== Addons ==<br />
<br />
{{{Addons|The '''{{{ShipName|Outrider Class Scout}}}''' does not currently have any addon-exclusive abilities.}}}<br />
<br />
<noinclude><br />
<br />
This template implements a ship table header.<br />
<br />
<br />
==Template Syntax:==<br />
<pre><br />
{{Ship<br />
|ShipName=<br />
|Races=<br />
|Comments=<br />
|Notes=<br />
|Addons=<br />
}}</pre><br />
[[Category:Templates]]</noinclude></div>Protomatterhttps://vgaplanets.org/index.php?title=Template:Ship&diff=2714Template:Ship2012-06-30T18:35:42Z<p>Protomatter: Undo revision 1980 by ChallengeSpaceYard (Talk)</p>
<hr />
<div>{{TOC right|limit=2}}<br />
<br />
[[Image:{{{ShipName|Outrider Class Scout}}}.png|thumb|left|{{{ShipName|Outrider Class Scout}}} image from [http://vgaplanets.nu VGA Planets Nu]]]<br />
== Comments ==<br />
the Aries Class Transport ship also doubles as a fuel refinery converting supplies into fuel. its the smallest and cheapest fuel refinery in the game.<br />
<br />
{{{Comments|set Comments= in template. Ship description.}}}<br />
<br />
== Built By ==<br />
<br />
{{{Races|set Races= in the template}}}<br />
<br />
== Material requirements and specifications ==<br />
<br />
{{ShipTableHeader}}<br />
{{ShipLineByName|name={{{ShipName}}}}}<br />
{{ShipTableEnd}}<br />
<br />
== Notes ==<br />
<br />
{{{Notes|Set Notes= in the template}}}<br />
<br />
== Addons ==<br />
<br />
{{{Addons|The '''{{{ShipName|Outrider Class Scout}}}''' does not currently have any addon-exclusive abilities.}}}<br />
<br />
<noinclude><br />
<br />
This template implements a ship table header.<br />
<br />
<br />
==Template Syntax:==<br />
<pre><br />
{{Ship<br />
|ShipName=<br />
|Races=<br />
|Comments=<br />
|Notes=<br />
|Addons=<br />
}}</pre><br />
[[Category:Templates]]</noinclude></div>Protomatterhttps://vgaplanets.org/index.php?title=Template:Ship&diff=2713Template:Ship2012-06-30T18:34:57Z<p>Protomatter: /* Comments */</p>
<hr />
<div>{{TOC right|limit=2}}<br />
<br />
[[Image:{{{ShipName|Outrider Class Scout}}}.png|thumb|left|{{{ShipName|Outrider Class Scout}}} image from [http://vgaplanets.nu VGA Planets Nu]]]<br />
== Comments ==<br />
the Aries Class Transport ship also doubles as a fuel refinery converting supplies into fuel. its the smallest and cheapest fuel refinery in the game.<br />
<br />
{{{Comments|set Comments= in template. Ship description.}}}<br />
<br />
== Built By ==<br />
<br />
{{{Races|set Races= in the template}}}<br />
<br />
== Material requirements and specifications ==<br />
<br />
{{ShipTableHeader}}<br />
{{ShipLineByName|name={{{ShipName}}}}}<br />
{{ShipTableEnd}}<br />
<br />
== Notes ==<br />
<br />
{{{Notes|Set Notes= in the template}}}<br />
<br />
== Addons ==<br />
<br />
{{{Addons|The '''{{{ShipName|Outrider Class Scout}}}''' does not currently have any addon-exclusive abilities.}}}<br />
<br />
<noinclude><br />
<br />
This template implements a ship table header. ''Addons='' is a paramemter that should be used on ships that currently have addon-exclusive abilities in '''Planets Nu'''.<br />
<br />
==Template Syntax:==<br />
<pre><br />
{{Ship<br />
|ShipName=<br />
|Races=<br />
|Comments=<br />
|Notes=<br />
|Addons=<br />
}}</pre><br />
[[Category:Templates]]</noinclude></div>Protomatterhttps://vgaplanets.org/index.php?title=Category:Alchemy_Ships&diff=2712Category:Alchemy Ships2012-06-30T17:53:54Z<p>Protomatter: </p>
<hr />
<div>= Overview =<br />
<br />
The Host may allow alchemy ships to perform their alchemy function or you may disable the function and the ships will behave as standard freighters. HCONFIG will configure the HOST to allow or not to allow alchemy ships.<br />
<br />
There are two classes of alchemy ships, Those that make metals and those that make Fuel<br />
<br />
== Those That Make Metal ==<br />
* [[Merlin Class Alchemy Ship]]<br />
The MERLIN CLASS ALCHEMY SHIP can convert supply units into minerals.<br />
<br />
=== the chemical reaction ===<br />
<PRE><br />
9 * (supply unit)----+---> 1 * (duranium)<br />
+---> 1 * (tritanium)<br />
+---> 1 * (molybdenum)<br />
<br />
9 KT units of supplies yield 1 KT of duranium and 1 KT tritanium and 1 KT molybdenum.<br />
</PRE><br />
The ship will continue to convert the supplies to minerals as long as the following condition is met:<br />
<br />
*(A) There is at least 9 KT of supplies on board.<br />
<br />
The Merlin Class Alchemy Ship is a tech 10 ship with 10 engines and 2700 KT of cargo room. The fuel tank can hold 450 KT of fuel. The ship's hull has a mass of 920 KT, which makes it one of the largest ships in any fleet. The ship is armed with 8 beam weapons and costs 840 magacredits to build. The ship can produce a maximum of 900 KT of minerals per turn ( 300 KT duranium, 300 KT tritanium and 300 KT molybdenum ).To transform minerals, just load the ship with supplies and wait till next turn. The supplies will be turned into<br />
minerals automatically.<br />
The ship friendly code of "NAL" will disable the alchemy function.<br />
== Those That Make Fuel ==<br />
* [[Neutronic Refinery Ship]]<br />
* [[Aries Class Transport]]<br />
<br />
The NEUTRONIC REFINERY SHIP can convert minerals plus supplies to neutronic fuel (neutronium).<br />
<br />
=== Here are three alchemy reactions that a refinery ship can use: ===<br />
<PRE><br />
1 * (duranium) + 1 * (supply unit) ---> 1 * (neutronium)<br />
<br />
1 * (molybdenum) + 1 * (supply unit) ---> 1 * (neutronium)<br />
<br />
1 * (tritanium) + 1 * (supply unit) ---> 1 * (neutronium)<br />
</PRE><br />
The neutronic refinery ship will automatically perform the refinery function if all three of the following conditions are met. The ship will continue to refine fuel until one or more of the conditions are no longer met.<br />
<br />
(A) There is at least one KT of duranium or molybdenum or tritanium on board the ship.<br />
(B) There is at least one KT of supplies on board the ship.<br />
(C) There is at least room for one KT of fuel in the fuel tank.<br />
<br />
The ship friendly code of "NAL" will disable the alchemy function.<br />
<br />
The [[Neutronic Refinery Ship]] is a tech 9 ship with 10 engines and 1050 KT of cargo room. Fuel tank will hold 800 KT of fuel. The hull is very massive, 712 KT. The ship is armed with 6 beam weapons. This ship can produce up to 525 KT of fuel per turn. The ship hull costs 970 magacredits to build.<br />
<br />
The [[Aries Class Transport]] functions in the same way but carrys less space so alchemy performed on this ship has a lower yield.<br />
<br />
To refine fuel, first unload fuel or transfer fuel to other ships. Load the ship with half supplies and half minerals (any<br />
type or mix of). Now you just wait until next turn and the fuel will be produced and stored in the refinery ship's fuel tank.</div>Protomatterhttps://vgaplanets.org/index.php?title=Category:Alchemy_Ships&diff=2711Category:Alchemy Ships2012-06-30T17:49:59Z<p>Protomatter: Created page with "= Overview = The Host may allow alchemy ships to perform their alchemy function or you may disable the function and the ships will behave as standard freighters. HCONFIG will co…"</p>
<hr />
<div>= Overview =<br />
<br />
The Host may allow alchemy ships to perform their alchemy function or you may disable the function and the ships will behave as standard freighters. HCONFIG will configure the HOST to allow or not to allow alchemy ships.<br />
<br />
There are two classes of alchemy ships, Those that make metals and those that make Fuel<br />
<br />
== Those That Make Metal ==<br />
* [[Merlin Class Alchemy Ship]]<br />
The MERLIN CLASS ALCHEMY SHIP can convert supply units into minerals.<br />
<br />
=== the chemical reaction ===<br />
<PRE><br />
9 * (supply unit)----+---> 1 * (duranium)<br />
+---> 1 * (tritanium)<br />
+---> 1 * (molybdenum)<br />
<br />
9 KT units of supplies yield 1 KT of duranium and 1 KT tritanium and 1 KT molybdenum.<br />
</PRE><br />
The ship will continue to convert the supplies to minerals as long as the following condition is met:<br />
<br />
*(A) There is at least 9 KT of supplies on board.<br />
<br />
The Merlin Class Alchemy Ship is a tech 10 ship with 10 engines and 2700 KT of cargo room. The fuel tank can hold 450 KT of fuel. The ship's hull has a mass of 920 KT, which makes it one of the largest ships in any fleet. The ship is armed with 8 beam weapons and costs 840 magacredits to build. The ship can produce a maximum of 900 KT of minerals per turn ( 300 KT duranium, 300 KT tritanium and 300 KT molybdenum ).To transform minerals, just load the ship with supplies and wait till next turn. The supplies will be turned into<br />
minerals automatically.<br />
The ship friendly code of "NAL" will disable the alchemy function.<br />
== Those That Make Fuel ==<br />
* [[Neutronic Class Refinery Ship]]<br />
* [[Aries Class Transport]]<br />
<br />
The NEUTRONIC REFINERY SHIP can convert minerals plus supplies to neutronic fuel (neutronium).<br />
<br />
=== Here are three alchemy reactions that a refinery ship can use: ===<br />
<PRE><br />
1 * (duranium) + 1 * (supply unit) ---> 1 * (neutronium)<br />
<br />
1 * (molybdenum) + 1 * (supply unit) ---> 1 * (neutronium)<br />
<br />
1 * (tritanium) + 1 * (supply unit) ---> 1 * (neutronium)<br />
</PRE><br />
The neutronic refinery ship will automatically perform the refinery function if all three of the following conditions are met. The ship will continue to refine fuel until one or more of the conditions are no longer met.<br />
<br />
(A) There is at least one KT of duranium or molybdenum or tritanium on board the ship.<br />
(B) There is at least one KT of supplies on board the ship.<br />
(C) There is at least room for one KT of fuel in the fuel tank.<br />
<br />
The ship friendly code of "NAL" will disable the alchemy function.<br />
<br />
The [[Neutronic Refinery Ship]] is a tech 9 ship with 10 engines and 1050 KT of cargo room. Fuel tank will hold 800 KT of fuel. The hull is very massive, 712 KT. The ship is armed with 6 beam weapons. This ship can produce up to 525 KT of fuel per turn. The ship hull costs 970 magacredits to build.<br />
<br />
The [[Aries Class Transport]] functions in the same way but carrys less space so alchemy performed on this ship has a lower yield.<br />
<br />
To refine fuel, first unload fuel or transfer fuel to other ships. Load the ship with half supplies and half minerals (any<br />
type or mix of). Now you just wait until next turn and the fuel will be produced and stored in the refinery ship's fuel tank.</div>Protomatterhttps://vgaplanets.org/index.php?title=Aries_Class_Transport&diff=2710Aries Class Transport2012-06-30T17:40:13Z<p>Protomatter: </p>
<hr />
<div>{{Ship<br />
|ShipName=Aries Class Transport |Races= |Comments= |Notes= }}<br />
<br />
[[Category:Ships]]<br />
[[Category:Alchemy Ships]]</div>Protomatterhttps://vgaplanets.org/index.php?title=Neutronic_Refinery_Ship&diff=2709Neutronic Refinery Ship2012-06-30T17:39:42Z<p>Protomatter: </p>
<hr />
<div>{{Ship<br />
|ShipName=Neutronic Refinery Ship |Races= |Comments=The Neutronic Refinery Ship is along with the Rush and Golem Class Carriers one of the most expensive ship hulls. It produces 1kt of neutronium fuel for the cost of 1kt supplies + 1kt of any mineral. Like the Merlin Class Alchemy Ship it can be the economic backbone of already exploited planetary clusters and usually is found close to important star-bases and bovinoid planets. In combat it is fairly tough to destroy, although it can only be equipped with 6 beam weapons, and its fairly large cargo hold can be used for the evacuation from important planets.<br />
|Notes= <br />
<br />
* Can produce up to 525kt of Neutronium per turn<br />
<br />
* 1 supply + 1 mineral = 1 neutronium<br />
<br />
* Range:<br />
<br />
Empty: 700ly<br />
<br />
Full: 355ly <br />
<br />
* Fuel consumption per lightyear:<br />
<br />
Empty: 1,14kt<br />
<br />
Full: 2,25kt<br />
<br />
* Combat<br />
<br />
- write here -<br />
<br />
* Can tow<br />
<br />
=== Notes ===<br />
<br />
Ranges and fuel consumption were taken from a Neutronic Refinery ship equipped with Heavy Blasters and Transwarp Drives in non-stop-flight.<br />
<br />
The 'full' range can be extended by loading minerals and supplies that will produce fuel during flight.<br />
}}<br />
<br />
[[Category:Ships]]<br />
[[Category:Alchemy Ships]]</div>Protomatterhttps://vgaplanets.org/index.php?title=Merlin_Class_Alchemy_Ship&diff=2708Merlin Class Alchemy Ship2012-06-30T17:39:21Z<p>Protomatter: </p>
<hr />
<div>{{Ship<br />
|ShipName=Merlin Class Alchemy Ship |Races=All races |Comments=The Merlin Class Alchemy Ship produces 1kt of [[Duranium]], [[Tritanium]] or [[Molybdenum]] for the cost of 3kt supplies each.<br />
<br />
The Merlin Class can be the economic backbone of already exploited planetary clusters and usually is found close to important star-bases and bovinoid planets. In combat it is fairly tough to destroy, although it can only be equipped with 8 beam weapons.<br />
<br />
Its gigantic cargo hold (the largest of all ships) can be used for the evacuation of colonist from important planets, if the necessary amount of fuel is at hand.<br />
|Notes=<br />
=== General Performance ===<br />
* Can produce up to 900kt of minerals per turn<br />
<br />
==== Range (ly) ====<br />
*Empty: 365 ly<br />
* Full: 112 ly <br />
<br />
==== Fuel consumption per lightyear ====<br />
*Empty: 1,23kt<br />
*Full: 4,02kt<br />
<br />
==== Misc ====<br />
* Performs alchemy for 9 supplies into 1 of each mineral (or 3 minerals of a single kind, using ''ald'', ''alt'', or ''alm'')<br />
* Can tow<br />
<br />
=== Combat Performance ===<br />
The Merlin makes an excellent last ditch [[fighter]]-killing ship with its eight [[beams]]. However, its extreme [[mass]] makes it vulnerable to destruction by carriers, and capture by higher grade [[torpedo]] ships.<br />
<br />
=== Additional Notes ===<br />
Ranges and fuel consumption were taken from a Merlin Class Alchemy Ship equipped with Heavy Blasters and Transwarp Drives in non-stop-flight.<br />
<br />
}}<br />
<br />
[[Category:Ships]]<br />
[[Category:Alchemy Ships]]</div>Protomatterhttps://vgaplanets.org/index.php?title=Megacredit&diff=2707Megacredit2012-06-30T17:35:53Z<p>Protomatter: Redirected page to Megacredits</p>
<hr />
<div>#redirect[[Megacredits]]</div>Protomatterhttps://vgaplanets.org/index.php?title=Factories&diff=2706Factories2012-06-30T17:35:01Z<p>Protomatter: Redirected page to Planetary Structures</p>
<hr />
<div>#redirect[[Planetary Structures]]</div>Protomatterhttps://vgaplanets.org/index.php?title=Supplies&diff=2705Supplies2012-06-30T17:33:40Z<p>Protomatter: /* Overview */</p>
<hr />
<div>= Overview =<br />
The supplies produced by your [[factories]] can be carried by [[starship]] to new [[planets]] to be used to build new [[Planetary Structures]].You can also sell supply units for one [[megacredit]] each.<br />
<br />
[[Alchemy ships]] can use supplies to make [[minerals]] and [[fuel]].<br />
<br />
Supplies are also used to [[repair]] [[damage]]d [[ships]]. Five [[KT]] units of supplies will [[repair]] 1% of damage to a [[starship]] (''automatically''). <br />
[[Category:Resources]]</div>Protomatterhttps://vgaplanets.org/index.php?title=Happiness&diff=2702Happiness2012-06-28T05:00:53Z<p>Protomatter: /* Happiness */</p>
<hr />
<div>= Overview =<br />
<br />
The populations will become upset with you if the [[tax]] rate is too high or if there is over population. They may become upset if there are too many [[mines]], [[factories]], or [[defense posts]] due to environmentalist movements. Over several [[turn]]s the populations of a [[planet]] may become very unhappy. If they ever become too unhappy they will start a riot or even a civil war. If this happens they will kill each other and destroy your [[mines]], [[factories]] and [[defense posts]]. If a riot starts the [[tax]] rate will be instantly set to 0% to prevent a civil war.<br />
<br />
==== Related pages ====<br />
* [[Taxes]]<br />
* [[Planetary Structures]]</div>Protomatterhttps://vgaplanets.org/index.php?title=Engine_Tech_Levels&diff=2695Engine Tech Levels2012-06-25T10:34:14Z<p>Protomatter: Redirected page to Engine Tech Level</p>
<hr />
<div>#redirect[[Engine Tech Level]]</div>Protomatterhttps://vgaplanets.org/index.php?title=Cargo&diff=2694Cargo2012-06-24T22:48:49Z<p>Protomatter: /* Vault Cargo */</p>
<hr />
<div>=Cargo Space=<br />
Cargo Space is the space within a ship or vessel that allows the transport of [[metals]], [[fuel]], [[colonists]], [[Supplies]], [[torpedo]]es, [[Fighter]]s, or [[megacredits]]. All cargo is measured in units of KT [[killiton]]s.<br />
Cargo space is separated in cargo hold types, Fuel cargo, Standard Cargo and vault.<br />
<br />
===Fuel Cargo===<br />
fuel Cargo is separated from standard cargo. and can only hold neutronium <br />
<Pre>1 unit of neutronium equals 1 KT</Pre><br />
<br />
===Standard Cargo===<br />
standard cargo will hold all other goods up to the ship designs limit of cargo space in kt<br />
<Pre><br />
1 fighter = 1 kt<br />
1 torpedo = 1 kt<br />
1 supply = 1 kt<br />
1 Duranium metal = 1 kt<br />
1 Tritanium metal = 1 kt<br />
1 Molybdenum metal = 1 kt<br />
100 colonists = 1 clan = 1 kt<br />
</Pre><br />
<br />
===Vault Cargo===<br />
Specifically designed for carrying megacredits only. all ships have 1 vault. all [[ship]] vaults are the same, and all vaults have a capacity to carry 10,000 [[megacredits]] at no additional weight in kt. in other words [[megacredits]] have no weight even in the amount of 10,000.<br />
<br />
=== Jettison Cargo ===<br />
Cargo can in an emergency be jettison into deep space to make the [[ship]] lighter so the ship can travel faster or to prevent an [[enemy]] from seizing the cargo if the [[ship]] is in danger of being [[capture]]d. [[Ships]] can transfer cargo from and to any other ship located at the same location in space.</div>Protomatterhttps://vgaplanets.org/index.php?title=Disguising_Ship_Movement&diff=2693Disguising Ship Movement2012-06-24T06:40:53Z<p>Protomatter: </p>
<hr />
<div>Don't give your enemies too much information.<br />
<br />
[[File:hide_movements.png|thumb|Do not let your enemies see something like this (taken from the [http://www.vgaplanets.nu vgaplanets.nu] UI)]]<br />
<br />
Especially don't let them guess from where you're coming and where you're going to.<br />
<br />
If you want to fly your [[Large Deep Space Freighter|LDSF]] from one planet A to planet B and you need 2 turns for crossing the distance then do this:<br />
* set the target waypoint somewhere in the middle of the two, but below the distance you can go in one turn.<br />
* do not set the target waypoint directly on a straight line between the two planets.<br />
<br />
If possible don't let anyone see your ships in open space at all. Prefer to go over planet orbits only especially in the beginning phase.<br />
The only reason to avoid your orbits is if you know that cloakers might be lurking there.<br />
[[Category:Tactics]]</div>Protomatterhttps://vgaplanets.org/index.php?title=Engines&diff=2692Engines2012-06-24T06:11:27Z<p>Protomatter: Redirected page to Engine Tech Level</p>
<hr />
<div>#redirect[[Engine Tech Level]]</div>Protomatterhttps://vgaplanets.org/index.php?title=Engine_Tech_Level&diff=2691Engine Tech Level2012-06-24T06:11:03Z<p>Protomatter: /* Engine Tech Levels */</p>
<hr />
<div>= Overview =<br />
Engines are ship modules that propel said ships at varying warp speeds and fuel efficiencies. Every type of engine is rated to a certain warp factor: a Transwarp Drive is fuel-efficient at warp 9, whereas a StarDrive 1 is only fuel-efficient at warp 1.<br />
<br />
The fuel usage of a given engine increases dramatically as you overclock the engine past its recommended rating.<br />
<br />
While a StarDrive 1 engine '''can''' travel at warp 9, it is tremendously wasteful of fuel and is not recommended.<br />
<br />
Unless otherwise reasonable, always put the best engine you can afford onto your ships!<br />
==== Engine Tech Table ====<br />
<br />
<br><br />
<br />
{| class="wikitable" border="1" cellpadding="5" cellspacing="0" style="border-collapse:collapse;"<br />
|- style="background:#333333; color:#FFFFFF;"<br />
| align="Center" | Tech<br />
! align="Center" | Eng Type <br />
! align="Center" | Mass<br />
! align="Center" | MC<br />
! align="Center" | Dur<br />
! align="Center" | Trit<br />
! align="Center" | Moly<br />
! align="Center" | Max Efficient Speed<br />
! align="Center" | Max Efficient distance<br />
|- align="Center"<br />
| 1<br />
| Stardrive 1<br />
| ?<br />
| 1<br />
| 1<br />
| 5<br />
| 0<br />
| Warp 1<br />
| 2 lyrs<br />
|- align="Center"<br />
| 2<br />
| Stardrive 2<br />
| ?<br />
| 2<br />
| 2<br />
| 5<br />
| 1<br />
| Warp 2<br />
| 4 lyrs<br />
|- align="Center"<br />
| 3<br />
| Stardrive 3<br />
| ?<br />
| 3<br />
| 2<br />
| 3<br />
| 5<br />
| Warp 3<br />
| 9 lyrs<br />
|- align="Center"<br />
| 4<br />
| Superstardrive 4<br />
| ?<br />
| 10<br />
| 3<br />
| 3<br />
| 7<br />
| Warp 4<br />
| 16 lyrs<br />
|- align="Center"<br />
| 5<br />
| Nova Drive 5<br />
| ?<br />
| 25<br />
| 3<br />
| 3<br />
| 7<br />
| Warp 5<br />
| 25 lyrs<br />
|- align="Center"<br />
| 6<br />
| Heavynova Drive 6<br />
| ?<br />
| 53<br />
| 3<br />
| 3<br />
| 15<br />
| Warp 6<br />
| 36 lyrs<br />
|- align="Center"<br />
| 7<br />
| Quantam Drive 7<br />
| ?<br />
| 170<br />
| 3<br />
| 3<br />
| 15<br />
| Warp 7<br />
| 49 lyrs<br />
|- align="Center"<br />
| 9<br />
| Hyper Drive 8<br />
| ?<br />
| 200<br />
| 13<br />
| 3<br />
| 25<br />
| Warp 8<br />
| 64 lyrs<br />
|- align="Center"<br />
| 10<br />
| Transwarp Drive<br />
| ?<br />
| 300<br />
| 16<br />
| 3<br />
| 35<br />
| Warp 9<br />
| 81 lyrs<br />
<br />
|}<br />
{{stub}}<br />
*Missing Mass data Please add if you know.<br />
=== Fuel Usage ===<br />
{| class="wikitable" border="1" cellpadding="5" cellspacing="0" style="border-collapse:collapse;"<br />
|- style="background:#333333; color:#FFFFFF;"<br />
| align="Center" | Engine Type<br />
! align="Center" | Warp 1 <br />
! align="Center" | Warp 2<br />
! align="Center" | Warp 3<br />
! align="Center" | Warp 4<br />
! align="Center" | Warp 5<br />
! align="Center" | Warp 6<br />
! align="Center" | Warp 7<br />
! align="Center" | Warp 8<br />
! align="Center" | Warp 9<br />
|- align="Center"<br />
| Stardrive 1<br />
| 100%<br />
| 200%<br />
| 300%<br />
| 400%<br />
| 500%<br />
| 600%<br />
| 700%<br />
| 800%<br />
| 900%<br />
|- align="Center"<br />
| Stardrive 2<br />
| 100%<br />
| 108%<br />
| 300%<br />
| 400%<br />
| 500%<br />
| 600%<br />
| 700%<br />
| 800%<br />
| 900%<br />
|- align="Center"<br />
| Stardrive 3<br />
| 100%<br />
| 106%<br />
| 108%<br />
| 338%<br />
| 500%<br />
| 600%<br />
| 700%<br />
| 800%<br />
| 900%<br />
|- align="Center"<br />
| Superstardrive 4<br />
| 100%<br />
| 104%<br />
| 105%<br />
| 106%<br />
| 300%<br />
| 322%<br />
| 496%<br />
| 487%<br />
| 900%<br />
|- align="Center"<br />
| Nova Drive 5<br />
| 100%<br />
| 104%<br />
| 105%<br />
| 106%<br />
| 104%<br />
| 292%<br />
| 292%<br />
| 366%<br />
| 900%<br />
|- align="Center"<br />
| Heavynova Drive 6<br />
| 100%<br />
| 104%<br />
| 105%<br />
| 106%<br />
| 104%<br />
| 104%<br />
| 251%<br />
| 335%<br />
| 900%<br />
|- align="Center"<br />
| Quantam Drive 7<br />
| 100%<br />
| 104%<br />
| 105%<br />
| 106%<br />
| 104%<br />
| 104%<br />
| 108%<br />
| 303%<br />
| 530%<br />
|- align="Center"<br />
| Hyper Drive 8<br />
| 100%<br />
| 100%<br />
| 100%<br />
| 100%<br />
| 100%<br />
| 100%<br />
| 102%<br />
| 109%<br />
| 529%<br />
|- align="Center"<br />
| Transwarp Drive<br />
| 100%<br />
| 100%<br />
| 100%<br />
| 100%<br />
| 100%<br />
| 100%<br />
| 100%<br />
| 100%<br />
| 100%<br />
|}<br />
<br />
=== When not to use the best engine ===<br />
<br />
There are situations where putting a suboptimal engine onto a ship hull is reasonable. In any situation where the ship is not expected to move under its own power, or when resources are so very slim and the situation is desperate enough to warrant it, you may put lower-tech engines into the hull to save resources. Here are some examples:<br />
* A [[Merlin Class Alchemy Ship]] can often be [[Towing|towed]] by a freighter or other starbase utility ship, such as a [[Q Tanker]] or megacredit ferry ship. <br />
* A defensive picket ship expected to station around a starbase indefinitely will only rarely need to move.<br />
* An area under active assault can often be improved by a powerful ship with low-tech engines. If you are expecting to be attacked, an additional large ship can throw another barrier in the way of your opponent.<br />
* A "sacrificial" ship does not need high-tech engines. Tow it in and set it to attack first.<br />
* Fighter building ships, such as the [[Q Tanker]] or [[Gemini Class Transport]] are often left in one place for extended periods building fighters.<br />
* [[Hyperjump]] ships (e.g. the [[Falcon Class Escort]] or the [[PL21 Probe]] are usually moved via hyperjumping. A hyperjump ship is of advantage even with low tech engines.<br />
[[category:Starship Components]]</div>Protomatterhttps://vgaplanets.org/index.php?title=Warp_speed&diff=2690Warp speed2012-06-24T06:09:24Z<p>Protomatter: Redirected page to Engine Tech Level</p>
<hr />
<div>#redirect[[Engine Tech Level]]</div>Protomatterhttps://vgaplanets.org/index.php?title=Warp_speed&diff=2689Warp speed2012-06-24T06:09:09Z<p>Protomatter: Redirected page to Engine Tech Levels</p>
<hr />
<div>#redirect[[Engine Tech Levels]]</div>Protomatterhttps://vgaplanets.org/index.php?title=Priority_Build_Points&diff=2688Priority Build Points2012-06-24T06:07:50Z<p>Protomatter: </p>
<hr />
<div>= Overview =<br />
== The Ship Limit ==<br />
VGA Planets caps the number of ships in a game at 500.<br />
== Priority Build Points ==<br />
Priority Points are a system that by default kicks in once 450 ships have been built in a game, and allows the player to prioritize which starbases, and which players, build ships once they are destroyed in-game at the total ship limit. PBPs are intended to motivate players to go out and destroy enemy ships, in order to be permitted to build your own.<br />
<br />
== Earning Priority Build Points ==<br />
* destroying a ship gets you 1 point per 100kt of ship hull (rounded up) destroyed.<br />
* 1 PBP if you set off a [[Glory Device]].<br />
* 1 PBP per 100kt of hull destroyed by [[Glory Device]]s<br />
* 1 PBP for recycling a ship<br />
<br />
A ship destroyed by a planet does not earn any PBPs.<br />
<br />
== Spending priority build points ==<br />
<br />
* Every ship built or cloned will cost you 1 PBP per 50KT of hull (rounded up).<br />
<br />
== The Build Queue ==<br />
<br />
Priority build points only come into play if one player has more than 20 PBP. If a player does, then their starbases will be allowed to build in order of the priority specified by their friendly code (PB1, PB2, PB3 ...) until their points drop below 20, at which point the normal build queue starts. If no PBn is specified, the lowest starbase ID will build.<br />
<br />
If no players are over 20 PBPs, then starbases will build in order of planet ID.<br />
<br />
When building with priority build points it is important to understand the differences between the regular build queue and the priority queue. Ship building occurs at 2 points during [[host]]. Those points are before combat and after combat. If a ship slot becomes available before combat, either through [[recycling]], [[colonization]], [[ion storms]], or any other means, then the first build phase occurs. Any player with more than 20 PBP's will build their ships first in the priority queue. After that, the normal queue will cycle through building ships until 500 ships are reached once again. Once combat has occurred, PBP's are awarded to the players and then the starbases build once again leaving off where they were at after the first build phase. <br />
<br />
This building activity can be tracked through your messages. But you must know where the regular ship queue is at and what starbases you have selected as part of the priority queue using the PBx friendly codes.<br />
<br />
== Strategies ==<br />
<br />
* Some people dedicate starbases early-game to manufacture PBPs and/or fill the ship list by churning out cheap ships and recycling them.<br />
* If you have more than 20 PBPs you may be able to both clone and do a normal build at the same starbase at the same time.</div>Protomatterhttps://vgaplanets.org/index.php?title=Ship_limit&diff=2687Ship limit2012-06-24T06:05:36Z<p>Protomatter: Redirected page to Priority Build Points</p>
<hr />
<div>#redirect[[Priority Build Points]]</div>Protomatterhttps://vgaplanets.org/index.php?title=Clone&diff=2686Clone2012-06-24T06:04:01Z<p>Protomatter: </p>
<hr />
<div>= Overview =<br />
[[Friendly Codes]] '''cln''' Clone. Tells the [[Starbase]] that you own and are in orbit with to make an exact copy of the [[ship]] with this code. The [[starbases]]' [[tech levels]] must be equal to or greater than the [[ship components]] being cloned. This will in most cases cancel out the normal [[starship]] building on the [[starbase]] any [[turn]] that there is a [[starship]] with this code in orbit. The cost of cloning a [[ship]] ([[megacredits]]) is 200% of the original cost of building the [[ship]]. The [[Privateers]] and [[Crystals]] can not clone. You can not clone [[ships]] that your [[race]] can already build.<br />
<br />
== The Ship Limit ==<br />
Once the games 500 [[ship limit]] is reached no more cloning can take place. If you have more than 20 [[Priority Build Points]]<br />
you can both build a normal [[ship]] at a [[starbase]] while you are also cloning the [[ship]].<br />
<br />
==== Notes ====<br />
The [[warp speed]] and [[waypoint]] of any [[ship]] that is being cloned (has the friendly code to cln) is set to 0 during the [[movement phase]] of the game.</div>Protomatterhttps://vgaplanets.org/index.php?title=Super_Refit&diff=2685Super Refit2012-06-24T05:57:12Z<p>Protomatter: /* Overview */</p>
<hr />
<div>= Overview =<br />
[[The Solar Federation]] is the only [[race]] that can upgrade the [[tech levels]] of old [[starships]]. If a [[Federation]] [[[ship]] sets their [[mission]] to "Super Refit" and is at a [[Federation]] [[starbase]] for one [[turn]]. The chief engineer will remove the [[engines]], [[beam weapons]] and [[torpedo]] launchers and replace the [[components]] with the highest tech level [[components]] available from the [[starbase]]'s [[components]] inventory. If a higher tech [[components]] is not available the chief engineer will not swap [[components]]. Old [[components]] taken off the [[ship]] will be placed in storage. Super refit requires a full set of [[parts]] for the [[ship]] to work correctly. <br />
<br />
====For Example:====<br />
To super refit a [[Nova Class]] you need at least 10 [[beams]] of any one type on the [[starbase]] and at least 10 [[torpedo]] tubes of any one type on the [[starbase]]. Normal [[ship]] building takes place before the super refit, so if some other [[ship]] uses the refitting ship's [[components]] before hand, the super refit will not take place and the ship will be left with no weapons. <br />
<br />
==== NOTE ==== <br />
If the Nova has 10 [[torpedo]]tubes and 10 [[beam]] before the super refit, it will have the same weapons after if there were not a full set of better [[components]] on the [[starbase]].</div>Protomatterhttps://vgaplanets.org/index.php?title=Warp_Chunnel&diff=2684Warp Chunnel2012-06-24T05:55:35Z<p>Protomatter: Created page with "= Overview = Chunneling is the process where a Firecloud Class Cruiser Creates a temporal rift in the subspace time continuum. This rift is a maelstrom of tachyon energy formed …"</p>
<hr />
<div>= Overview =<br />
<br />
Chunneling is the process where a Firecloud Class Cruiser Creates a temporal rift in the subspace time continuum. This rift is a maelstrom of tachyon energy formed in the shape of a tunnel.<br />
<br />
To open a Warp Chunnel a Firecloud needs to have at least 50 KT of fuel. <br />
then change friendly code to the Ship ID number of another Firecloud. This causes a targeting subspace signal to be generated. The Firecloud then projects a stream of accelerated tachyon particles that cause a rift in the subspace time continuum. The generation of this high energy beam uses up 50 KT of fuel from the projecting Firecloud. This rift is anchored to the destination Firecloud.<br />
<br />
Once the Chunnel is generated the Chunneling Firecloud moves into the Chunnel. This causes the Chunnel to collapse. As the Chunnel collapses it pushes the Firecloud (and any other starships that were at the same point in space as the Firecloud) along in front of it as it collapses. This movement expends no fuel on the Chunneling starship(s), since they are being pushed along by the collapsing Chunnel (subspace temporal rift).<br />
<br />
== Side Effects of Chunneling ==<br />
Needless to say, traveling through a high energy rift comprised of tachyon particles can have an adverse effect on your starship systems. Any starship completing a Chunnel will exit subspace with its shielding systems inoperative. The Chunnel, in effect, strips the starship(s) of their shields for that turn. By the next turn the shielding systems will be functioning again.<br />
<br />
== How to Initiate a Chunnel ==<br />
<br />
To start a Chunnel, as stated above, the traveling (or initiating) Firecloud needs to set its friendly code to the ID number of the Firecloud it wishes to travel to. Both Fireclouds need to have their warp factor set to zero (0). If the warp factors are not set to zero or the ether of the Fireclouds are under tow the Chunnel will not occur.<br />
<br />
For ID numbers 1 to 99 place leading zeros in front of the number. I.E. 001, 023, 099.<br />
<br />
Chunneling happens as part of the movement phase of the host. It is the last segment of the movement phase. So it is possible for starships to move TO the Firecloud before it Chunnels and then move with it, shutting down the warp systems during the Chunnel.<br />
<br />
Cloaked starships moving through a Chunnel will remain cloaked.<br />
<br />
A ship belonging to a race other than the race of the Firecloud opening a chunnel at the same point in space as the firecloud must have a warp speed of 0, be cloaked, out of fuel or have a friendly code that matches the friendly code of the ship opening the chunnel to enter the chunnel (way point setting does not matter). The chunnel ship's race can enter the chunnel at any warp speed as can cloaked ships or ships with matching friendly code belonging to all races. <br />
<br />
If fleet of enemy ships that warp onto a planet that is hiding a firecloud with its chunnel engaged only the enemy ships with a warp speed of 0 will enter the chunnel. The only ships that can move onto a planet with a warp speed of 0 are ships that are being towed. None of the ships that moved their under their own power will enter the chunnel, but any ships that they are towing will.<br />
<br />
A pair Fireclouds can not use a chunnel if ANYSHIP with fuel locks a tow beam on it, the warp speed and waypoint setting of the ship locking the beam does not matter.<br />
<br />
Minimum range of chunnel: 100 LY<br />
Maximum range of chunnel: 5000LY</div>Protomatterhttps://vgaplanets.org/index.php?title=Freighters&diff=2683Freighters2012-06-24T04:49:36Z<p>Protomatter: Created page with "= Overview = Freighters also known as Transports are a sub class of starship. They carry no armaments whatsoever, but generally have a larger than normal cargo area for t…"</p>
<hr />
<div>= Overview =<br />
Freighters also known as Transports are a sub class of [[starship]]. They carry no armaments whatsoever, but generally have a larger than normal [[cargo]] area for the transport of resources. freighter [[hull]] designs are quite common and have been found in the hands of many [[races]].</div>Protomatterhttps://vgaplanets.org/index.php?title=Components&diff=2682Components2012-06-24T00:17:53Z<p>Protomatter: Redirected page to Category:Starship Components</p>
<hr />
<div>#redirect[[:category:Starship Components]]</div>Protomatterhttps://vgaplanets.org/index.php?title=Engines&diff=2681Engines2012-06-24T00:16:24Z<p>Protomatter: /* Engine Tech Table */</p>
<hr />
<div>=Engines=<br />
Engines are ship modules that propel said ships at varying warp speeds and fuel efficiencies. Every type of engine is rated to a certain warp factor: a Transwarp Drive is fuel-efficient at warp 9, whereas a StarDrive 1 is only fuel-efficient at warp 1.<br />
<br />
The fuel usage of a given engine increases dramatically as you overclock the engine past its recommended rating.<br />
<br />
While a StarDrive 1 engine '''can''' travel at warp 9, it is tremendously wasteful of fuel and is not recommended.<br />
<br />
Unless otherwise reasonable, always put the best engine you can afford onto your ships!<br />
==== Engine Tech Table ====<br />
<br />
<br><br />
<br />
{| class="wikitable" border="1" cellpadding="5" cellspacing="0" style="border-collapse:collapse;"<br />
|- style="background:#333333; color:#FFFFFF;"<br />
| align="Center" | Tech<br />
! align="Center" | Eng Type <br />
! align="Center" | Mass<br />
! align="Center" | MC<br />
! align="Center" | Dur<br />
! align="Center" | Trit<br />
! align="Center" | Moly<br />
! align="Center" | Max Efficient Speed<br />
! align="Center" | Max Efficient distance<br />
|- align="Center"<br />
| 1<br />
| Stardrive 1<br />
| ?<br />
| 1<br />
| 1<br />
| 5<br />
| 0<br />
| Warp 1<br />
| 2 lyrs<br />
|- align="Center"<br />
| 2<br />
| Stardrive 2<br />
| ?<br />
| 2<br />
| 2<br />
| 5<br />
| 1<br />
| Warp 2<br />
| 4 lyrs<br />
|- align="Center"<br />
| 3<br />
| Stardrive 3<br />
| ?<br />
| 3<br />
| 2<br />
| 3<br />
| 5<br />
| Warp 3<br />
| 9 lyrs<br />
|- align="Center"<br />
| 4<br />
| Superstardrive 4<br />
| ?<br />
| 10<br />
| 3<br />
| 3<br />
| 7<br />
| Warp 4<br />
| 16 lyrs<br />
|- align="Center"<br />
| 5<br />
| Nova Drive 5<br />
| ?<br />
| 25<br />
| 3<br />
| 3<br />
| 7<br />
| Warp 5<br />
| 25 lyrs<br />
|- align="Center"<br />
| 6<br />
| Heavynova Drive 6<br />
| ?<br />
| 53<br />
| 3<br />
| 3<br />
| 15<br />
| Warp 6<br />
| 36 lyrs<br />
|- align="Center"<br />
| 7<br />
| Quantam Drive 7<br />
| ?<br />
| 170<br />
| 3<br />
| 3<br />
| 15<br />
| Warp 7<br />
| 49 lyrs<br />
|- align="Center"<br />
| 9<br />
| Hyper Drive 8<br />
| ?<br />
| 200<br />
| 13<br />
| 3<br />
| 25<br />
| Warp 8<br />
| 64 lyrs<br />
|- align="Center"<br />
| 10<br />
| Transwarp Drive<br />
| ?<br />
| 300<br />
| 16<br />
| 3<br />
| 35<br />
| Warp 9<br />
| 81 lyrs<br />
<br />
|}<br />
{{stub}}<br />
*Missing Mass data Please add if you know.<br />
=== Fuel Usage ===<br />
{| class="wikitable" border="1" cellpadding="5" cellspacing="0" style="border-collapse:collapse;"<br />
|- style="background:#333333; color:#FFFFFF;"<br />
| align="Center" | Engine Type<br />
! align="Center" | Warp 1 <br />
! align="Center" | Warp 2<br />
! align="Center" | Warp 3<br />
! align="Center" | Warp 4<br />
! align="Center" | Warp 5<br />
! align="Center" | Warp 6<br />
! align="Center" | Warp 7<br />
! align="Center" | Warp 8<br />
! align="Center" | Warp 9<br />
|- align="Center"<br />
| Stardrive 1<br />
| 100%<br />
| 200%<br />
| 300%<br />
| 400%<br />
| 500%<br />
| 600%<br />
| 700%<br />
| 800%<br />
| 900%<br />
|- align="Center"<br />
| Stardrive 2<br />
| 100%<br />
| 108%<br />
| 300%<br />
| 400%<br />
| 500%<br />
| 600%<br />
| 700%<br />
| 800%<br />
| 900%<br />
|- align="Center"<br />
| Stardrive 3<br />
| 100%<br />
| 106%<br />
| 108%<br />
| 338%<br />
| 500%<br />
| 600%<br />
| 700%<br />
| 800%<br />
| 900%<br />
|- align="Center"<br />
| Superstardrive 4<br />
| 100%<br />
| 104%<br />
| 105%<br />
| 106%<br />
| 300%<br />
| 322%<br />
| 496%<br />
| 487%<br />
| 900%<br />
|- align="Center"<br />
| Nova Drive 5<br />
| 100%<br />
| 104%<br />
| 105%<br />
| 106%<br />
| 104%<br />
| 292%<br />
| 292%<br />
| 366%<br />
| 900%<br />
|- align="Center"<br />
| Heavynova Drive 6<br />
| 100%<br />
| 104%<br />
| 105%<br />
| 106%<br />
| 104%<br />
| 104%<br />
| 251%<br />
| 335%<br />
| 900%<br />
|- align="Center"<br />
| Quantam Drive 7<br />
| 100%<br />
| 104%<br />
| 105%<br />
| 106%<br />
| 104%<br />
| 104%<br />
| 108%<br />
| 303%<br />
| 530%<br />
|- align="Center"<br />
| Hyper Drive 8<br />
| 100%<br />
| 100%<br />
| 100%<br />
| 100%<br />
| 100%<br />
| 100%<br />
| 102%<br />
| 109%<br />
| 529%<br />
|- align="Center"<br />
| Transwarp Drive<br />
| 100%<br />
| 100%<br />
| 100%<br />
| 100%<br />
| 100%<br />
| 100%<br />
| 100%<br />
| 100%<br />
| 100%<br />
|}<br />
<br />
=== When not to use the best engine ===<br />
<br />
There are situations where putting a suboptimal engine onto a ship hull is reasonable. In any situation where the ship is not expected to move under its own power, or when resources are so very slim and the situation is desperate enough to warrant it, you may put lower-tech engines into the hull to save resources. Here are some examples:<br />
* A [[Merlin Class Alchemy Ship]] can often be [[Towing|towed]] by a freighter or other starbase utility ship, such as a [[Q Tanker]] or megacredit ferry ship. <br />
* A defensive picket ship expected to station around a starbase indefinitely will only rarely need to move.<br />
* An area under active assault can often be improved by a powerful ship with low-tech engines. If you are expecting to be attacked, an additional large ship can throw another barrier in the way of your opponent.<br />
* A "sacrificial" ship does not need high-tech engines. Tow it in and set it to attack first.<br />
* Fighter building ships, such as the [[Q Tanker]] or [[Gemini Class Transport]] are often left in one place for extended periods building fighters.<br />
* [[Hyperjump]] ships (e.g. the [[Falcon Class Escort]] or the [[PL21 Probe]] are usually moved via hyperjumping. A hyperjump ship is of advantage even with low tech engines.<br />
[[category:Starship Components]]</div>Protomatterhttps://vgaplanets.org/index.php?title=Components&diff=2680Components2012-06-23T23:55:23Z<p>Protomatter: Redirected page to Ship Components</p>
<hr />
<div>#redirect[[Ship Components]]</div>Protomatterhttps://vgaplanets.org/index.php?title=Clone&diff=2679Clone2012-06-23T23:54:58Z<p>Protomatter: /* Cloning */</p>
<hr />
<div>= Overview =<br />
[[The Solar Federation]] is the only [[race]] that can upgrade the [[tech levels]] of old [[starships]]. If a [[Federation]] [[[ship]] sets their [[mission]] to "Super Refit" and is at a [[Federation]] [[starbase]] for one [[turn]]. The chief engineer will remove the [[engines]], [[beam weapons]] and [[torpedo]] launchers and replace the [[components]] with the highest tech level [[components]] available from the [[starbase]]'s [[components]] inventory. If a higher tech [[components]] is not available the chief engineer will not swap [[components]]. Old [[components]] taken off the [[ship]] will be placed in storage. Super refit requires a full set of [[parts]] for the [[ship]] to work correctly. <br />
<br />
====For Example:====<br />
To super refit a [[Nova Class]] you need at least 10 [[beams]] of any one type on the [[starbase]] and at least 10 [[torpedo]] tubes of any one type on the [[starbase]]. Normal [[ship]] building takes place before the super refit, so if some other [[ship]] uses the refitting ship's [[components]] before hand, the super refit will not take place and the ship will be left with no weapons. <br />
<br />
==== NOTE ==== <br />
If the Nova has 10 [[torpedo]]tubes and 10 [[beam]] before the super refit, it will have the same weapons after if there were not a full set of better [[components]] on the [[starbase]].</div>Protomatterhttps://vgaplanets.org/index.php?title=Web_mines&diff=2678Web mines2012-06-23T20:49:41Z<p>Protomatter: /* Host Settings for webmines: */</p>
<hr />
<div>= Web Minefields =<br />
Web mines are a special kind of space mines that can only be laid by [[The Crystal Confederation]]. All [[ships]] with [[torpedo]] [[launch tubes]] owned by the [[The Crystal Confederation|Crystallines]] can use the [[mission]] "Lay [[Web mines]]"<br />
<br />
Like normal [[space mines]], web mines will [[damage]] enemy [[ships]] that hit a webmine. Web Mines Damage% = 1000 / ( the hull mass )<br />
The difference is that a webmine hit will stop the [[ship]] (set to [[warp]] 0) and drain [[fuel]]. (50kt [[fuel]] or 1/6 of the [[ships]] [[fuel]] whatever is the greater amount)<br />
<br />
The chance of hitting a web mine is higher then hitting a normal [[mines|mine]] ( 5% for a web mines / 1% for a normal mine)<br />
Also [[Cloaking|cloakers]] have a 5% chance to hit a webmine (0,5% for a normal mine)<br />
<br />
== Webmine lay ==<br />
<br />
<table border="1" cellspacing="0" cellpadding="5" border="0" width="300" bgcolor="Light Steel Blue4"><br />
<tr bgcolor=#CFECEC valign="bottom"><br />
<td align="left" width="50"><b>Torpedo type</b></td><br />
<td align="right" width="32"><b>Webmines per torpedo</b></td><br />
</tr><br />
<tr valign="bottom"><br />
<td align="left" width="50"><b>Mark 1 Photon</b></td><br />
<td align="right" width="32"><b>1</b></td><br />
</tr><br />
<tr valign="bottom"><br />
<td align="left" width="50"><b>Proton Torpedo</b></td><br />
<td align="right" width="32"><b>4</b></td><br />
</tr><br />
<tr valign="bottom"><br />
<td align="left" width="50"><b>Mark 2 Photon</b></td><br />
<td align="right" width="32"><b>9</b></td><br />
</tr><br />
<tr valign="bottom"><br />
<td align="left" width="50"><b>Gamma Bomb</b></td><br />
<td align="right" width="32"><b>16</b></td><br />
</tr><br />
<tr valign="bottom"><br />
<td align="left" width="50"><b>Mark 3 Photon</b></td><br />
<td align="right" width="32"><b>25</b></td><br />
</tr><br />
<tr valign="bottom"><br />
<td align="left" width="50"><b>Mark 4 Photon</b></td><br />
<td align="right" width="32"><b>36</b></td><br />
</tr><br />
<tr valign="bottom"><br />
<td align="left" width="50"><b>Mark 5 Photon</b></td><br />
<td align="right" width="32"><b>49</b></td><br />
</tr><br />
<tr valign="bottom"><br />
<td align="left" width="50"><b>Mark 6 Photon</b></td><br />
<td align="right" width="32"><b>64</b></td><br />
</tr><br />
<tr valign="bottom"><br />
<td align="left" width="50"><b>Mark 7 Photon</b></td><br />
<td align="right" width="32"><b>81</b></td><br />
</tr><br />
<tr valign="bottom"><br />
<td align="left" width="50"><b>Mark 8 Photon</b></td><br />
<td align="right" width="32"><b>100</b></td><br />
</tr><br />
</table><br />
<br />
== Webmine sweep ==<br />
<table border="1" cellspacing="0" cellpadding="5" border="0" width="350" bgcolor="Light Steel Blue4"><br />
<tr bgcolor=#CFECEC valign="bottom"><br />
<td align="left" width="40"><b>Beam type</b></td><br />
<td align="right" width="40"><b>Mines swept</b></td><br />
<td align="right" width="40"><b>Webmines swept</b></td><br />
</tr><br />
<tr valign="bottom"><br />
<td align="left" width="50"><b>Laser</b></td><br />
<td align="right" width="32"><b>4</b></td><br />
<td align="right" width="32"><b>3</b></td><br />
</tr><br />
<tr valign="bottom"><br />
<td align="left" width="50"><b>X-ray</b></td><br />
<td align="right" width="32"><b>16</b></td><br />
<td align="right" width="32"><b>12</b></td><br />
</tr><br />
<tr valign="bottom"><br />
<td align="left" width="50"><b>Plasma bolt</b></td><br />
<td align="right" width="32"><b>36</b></td><br />
<td align="right" width="32"><b>27</b></td><br />
</tr><br />
<tr valign="bottom"><br />
<td align="left" width="50"><b>Blaster</b></td><br />
<td align="right" width="32"><b>64</b></td><br />
<td align="right" width="32"><b>48</b></td><br />
</tr><br />
<tr valign="bottom"><br />
<td align="left" width="50"><b>Positron beam</b></td><br />
<td align="right" width="32"><b>100</b></td><br />
<td align="right" width="32"><b>75</b></td><br />
</tr><br />
<tr valign="bottom"><br />
<td align="left" width="50"><b>Disruptor</b></td><br />
<td align="right" width="32"><b>144</b></td><br />
<td align="right" width="32"><b>108</b></td><br />
</tr><br />
<tr valign="bottom"><br />
<td align="left" width="50"><b>Heavy blaster</b></td><br />
<td align="right" width="32"><b>196</b></td><br />
<td align="right" width="32"><b>147</b></td><br />
</tr><br />
<tr valign="bottom"><br />
<td align="left" width="50"><b>Phaser</b></td><br />
<td align="right" width="32"><b>256</b></td><br />
<td align="right" width="32"><b>192</b></td><br />
</tr><br />
<tr valign="bottom"><br />
<td align="left" width="50"><b>Heavy Disruptor</b></td><br />
<td align="right" width="32"><b>324</b></td><br />
<td align="right" width="32"><b>243</b></td><br />
</tr><br />
<tr valign="bottom"><br />
<td align="left" width="50"><b>Heavy Phaser</b></td><br />
<td align="right" width="32"><b>400</b></td><br />
<td align="right" width="32"><b>300</b></td><br />
</tr><br />
</table><br />
<br />
== Host Settings for webmines: ==<br />
<br />
Web mine decay rate: 5 %<br />
<br />
Five percent of all webmines plus one additional webmine vanish from each webminefield each turn as a result of natural causes, like flying spacedebris.<br />
<br />
<br />
Webminefield sweep rate: 3<br />
<br />
One laser type beam on a ship will sweep three spacemines from a webminefield. Higher tech beams sweep more webmines, depending on their type<br />
<br />
<br />
Web minefield sweep range: 0<br />
<br />
Webmines can only be swept from within the web. or from up to 100 [[lyrs]] away by [[The Missing Colonies of Man|Colonial]] [[fighters]].<br />
<br />
<br />
=== Related Topics ===<br />
*[[Minefields]]<br />
*[[Torpedo]]es</div>Protomatter