Clean Tips And Dirty Tricks. I've felt that since the...

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1900 days, 7 hours, 36 minutes ago
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siggi
Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Clean Tips And Dirty Tricks.

I've felt that since the forum changed into the activity thingamajig there's been a substantial lack of strategic discussions and advice sharing.

So just for fun here are a few tricks for the beginners among you. Most of this is known or should be known by all veterans but it never hurts to try :)


1. Forcing Surrender.
Did a probe just land on your starbase? Would you like that probe? Try setting your planetary friendly code to HYP and set mission to "force surrender".
This particular trick works more than you would think , in fact I've lost a probe myself this way despite knowing it.
The same goes for carriers from races that can build fighters on ships. Set friendly code to lfm.
Torp ships? Set it to mkt.
10% of the time it works every time!

2. Avoiding Intercepts.

Most of the time it's useful to have ships with low id numbers. The sole exception (or at least sole as far as I remember) is when it comes to intercepts.
Now say you just attacked an enemy starbase and managed to win. The downside is you only have one ship left at 90% damage , you're behind enemy lines ,and your nearest support fleet will take at least 3 turns to arrive. Normally that ship is doomed.
However if it has a high enough id number (400+) there's an easy solution. Set warp speed to 1 or 2 and set mission to intercepting one of your nearby ships. Or any of your ships really. Intercept is done in order of id. So if a lower id ship tries to intercept you it will wind up in the spot where you moved from.
A good use of this for rebels is hypering in falcons with supplies. You not only avoid interceptions , you can also repair the ship on the go.

3. The Crash Chunnel.

This is only for borgs or if you somehow manage to trade/steal/beg for fireclouds.
Going up against the crystals and there are webminefields everywhere?
Set up a chunnel as you would normally. Now take the ship that you are chunneling to and fly it straight into the nearest webminefield.
What you're hoping for is to hit a mine.
As soon as that happens your firecloud will reset his speed to 0 enabling a chunnel.
So instead of nibbling at the edges of a webminefield you'll be (hopefully) smack dab in the middle with all your ships set to minesweep.
And next turn the field will (again hopefully) be gone. If not and if the crystal keeps laying new mines you can always chunnel back out. Just make sure to keep enough fuel in case it's needed.
The first time I did this particular trick against a crystal it pretty much doomed his entire empire.
It did take two tries however since that was also the very first time I managed to fly 81 ly through a webminefield without hitting A SINGLE MINE!!!
First and only time for that matter.

Now bear in mind this is just a *very* small example of tricks you can pull. There are hundreds of small tricks and new ones seem to crop up regularly.
I'll probably add to this thread some more I know , but best to start small just to keep the thread alive :)

I'd also encourage everyone to add their own favourite tricks to this thread. Does'nt matter if it's a common or obscure trick , chances are at least someone will learn something new.
1900 days, 6 hours, 43 minutes ago
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furey
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
You and an ally can both swap goods ship to ship in the same turn.

Example, I have a LDSF with 1200 Dur and he has a LDSF with 1200 Moly, we can both set our ships to transfer cargoes to each other.

Next turn arrives, I have 1200 Moly and he has 1200 Dur.
1900 days, 4 hours, 47 minutes ago
View randy smith's profile
randy smith
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
5. Preventing combat with intercepting ships.

This trick requires two ships. Ship #1 is the ship you wish to protect (ex. Loki, minesweeper, etc.) and ship #2 is the escorting ship (ex. a stronger ship or cloaker).

Issue orders for movement for ship #1, and place only enough fuel on board such that ship #1 ends its movement with zero fuel. Have ship #2 travel to the same destination point in space as ship #1. Enemy ships that attempt to intercept ship #1 will fight ship #2 instead, or fight nothing if ship #2 is cloaked. This is especially helpful against enemies with cloaked intercept. Ship #1 will still perform fuel-dependent missions which are executed pre-movement.

The main risk of this maneuver is that you risk losing ship #1 to capture if ship #2 is destroyed or doesn't make it to the destination point for any reason. You also run the risk of failure of the maneuver if ship #1's weight changes during the host run; mine scooping by ship #1 is a particular risk.

There are several variants on how you can move ship #1 and ship #2 together--one towing/intercepting the other, or via two independent moves--depending on when you want movement to take place, or the pre/post-move missions that you need for the ships to accomplish.
1900 days, 1 hours, 9 minutes ago
View iso--t's profile
iso--t
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
The trick with the firecloud was new to me. I already knew, that firecloud is the worst enemy for crystals, but this trick is horrible :)
1899 days, 19 hours, 26 minutes ago
View figak's profile
figak
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
6. Fast mineral donation with an extra side-dish of clans.

Two problems:

Your ally has a base where you feed him minerals to build ships for you. You regularly send a freighter to the base and then beam down all the cargo. Beam down takes 1 turn.

It is possible for players to transfer ship-to-ship minerals, supplies, cash (btm), torpedos and fighters. What about clans?

The solution:

What you need is a base.

How:

Race A has a base set to any code and mission unload freighters

Race B shares intel (or ally) with race A. Race B sends a ship to the above mentioned base with a mathching code.

CARGO will be unloaded quickly, you saved 1 turn of time. Due to host order, base unload is after movement in the same host run.

Cargo is Dura, Moly, Trit, Supplies AND COLONISTS.
1899 days, 19 hours, 13 minutes ago
View veldan's profile
veldan
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Don't forget that cash is also involved in the unload all freighters SB mission. Really useful to transfer cash in one turn, especially by hyp ships.
1899 days, 6 hours, 14 minutes ago
View attercob's profile
attercob
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Oooh, I wouldn't have mentioned the firecloud trick. Last time Joshua found out about move and chunnel in the same turn firecloud trick, he nerfed that shit right out. You might consider letting this thread die before he notices. :D
1899 days, 3 hours, 43 minutes ago
View randy smith's profile
randy smith
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
This is a good thread, so bump. I mean....

7. Basic PBP farming

Have a tech 1 starbase with little to work with for the turn? Build a stardrive 1 SDSF at the starbase, then recycle it next turn. 11 megacredits for one PBP; probably the best per-megacredit buy in the game.
1899 days, 1 hours, 38 minutes ago
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ghostwriter
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
yep, good thread.

8. moving a pair of ships into/through a web minefield with minimal Ne loss.

have either ship tow the other ship for as far as you feel lucky. the towing ship should have only enough Ne to arrive empty. thus, both ships will always end the turn in the same location. also, if your tower hits a web mine, then no additional Ne is lost because there is not any Ne to take.

9. you know how to repair ship damage in space - use supplies. you repair one percent of damage for each 5 supplies. this is especially useful when you navigate web minefields where you only take 10 kT of damage. keep supplies on your ships when you move so that when you do (for you surely will) hit a mine, you can repair it on the same turn as you take the damage.

credit for #9 rightfully belongs to ikester. he taught it to me
1899 days, 0 hours, 31 minutes ago
View trollfactory's profile
trollfactory
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
10. Build those extremely useful neutronic fuel carriers at low-tech or low-ressources bases. Stardrive1 is a good choice so you can use these empty fuel carriers as nearly free money-transporters within your empire. You can overdrive them to Warp9, putting up to 10.000 credits without extra weight, flying 81LY with a minimum of fuel of 6 or 7kt. If it is necessary, put the fuel fuel load on the neutronic and tow it - gives you more fuel transport capacity than most ships. In most cases it is a more useful ship than the SDSF.
1899 days, 0 hours, 13 minutes ago
View trollfactory's profile
trollfactory
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
11. Planets at the frontline
Often you can conquer planets at a frontline but you're unable to hold them and you may loose them again to your opponent. After a successful combat you find one own clan on your new planet. If you keep the clan on you new planet, your opponent will attack the planet with a ship and get it back the next turn. But if you load the clan (and surely all useful ressources and fuel - don't forget to change the FC) the planet becomes neutral. Your opponent will be unable to attack the planet but he has to drop one own clan and so he loses at minimum one turn before he can use the planet for himself again. In most cases combat ships are loaded with torps/fighters and supplies but no clans. If this is the case, without clans on board his ship, your opponent will be unable to take the planet back. As you only know the new friendly code you set after leaving the planet, you have the chance to come back and beam up ressources or fuel if you're still unable to keep the planet.
1898 days, 22 hours, 56 minutes ago
View trollfactory's profile
trollfactory
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
12. HYP money transfer
With HYP-ships at your disposal, these ships become less useful in later stages of the game as planets are colonized and defended by your opponents so they tend to be destroyed or captured. You have to think about a better usage instead of sitting around unemployed. Set up far-distance-money transfer lines to support your frontlines with enough cash to build starbases, torps and fighters right at the front. Combined with hint #10, pool your cash at some central planets using neutronic fuel carriers, transfer it to a HYP-Ship and jump with the cash-loaded vessel to your frontline planets where your combat ships are waiting for it to build torps and fighters for the next attack.
1898 days, 22 hours, 15 minutes ago
View trollfactory's profile
trollfactory
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
@randy+smith
a question about #7
Is this really useful? In the end you want to hold the majority of ships / ship slots - not PBPs. PBPs are only a priority to get a ship build. So, once you got the SDSF you hold one ship slot you deny to your opponents. Why is it useful to give up these ship slot recycling the SDSF for one PBP giving perhaps one free ship slot to others? For example you recycle 10 SDSF getting 10 PBP perhaps building one big ship in exchange. But you give up 9 ship slots and your enemies build 9 ships the same time you build one. Isn't it better for your empire to keep the 10 SDSF instead of recycling them (assuming you're not that short of ships and in urgent need of one big capital ship to rescue your empire? In this case you surely have more trouble than think about farming PBP?)
1898 days, 19 hours, 51 minutes ago
View mjs68508's profile
mjs68508
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
During normal builds, build the big ships.

With pbp's build the small ships.

Have more star bases than anyone else.

Keep your pbp level at 20 so you can build a big ship in an emegency (like when those nasty borg zip a firecloud into your area towed by a Meteor).

Always have 5-20 small ships ready to build with pbp's behind the ship queue.

----------------------------------------------------------

Example:

Borg normal builds: Cubes, alchemy ships
Borg pbp builds: Fireclouds, LDSF, Super Freighters, Fuel Carriers

Empire normal builds: Gorbies, alchemy ships
Empire pbp builds: SSD's, SSF's, LDSF, Super Freighters, Fuel Carriers

-------------------------------------------------------------

I think #7 is about building at a new star base right in front of the ship queue, where a SDSF is all you can afford (or at the beginning of the game before the ship queue starts).
1898 days, 18 hours, 7 minutes ago
View randy smith's profile
randy smith
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Trollfactory--#7 is a tactic, per the thread. Sometimes, certain tactics are the right thing to do, and sometimes they're not. #7 is no different.
1898 days, 17 hours, 49 minutes ago
View trollfactory's profile
trollfactory
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
11. Do not donate ressources to your enemy
If you know a planet will fall to your enemy, usually there's no way to rescue those stockpiled raw materials to prevent falling into enemies hand. Next turn your enemy will throw dur, tri and moly against you in form of torps and minefields. If the planet has a starbase and some supplies or cash simply build a huge stock of MK1-torps. This will use up most of the raw materials - best way for one of the three raw materials down to zero to prevent building torps by your enemy. If the starbase is destroyed, the MK1-torps are gone. If not (by SSD or ground attack), your enemy won't use up 500 MK1 torps. Be sure to transform any supply-surplus into credits so he won't find supplies to repair his ships in case the SB is destroyed.
1898 days, 16 hours, 23 minutes ago
View ted's profile
ted
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
#1 counter tactic:
Since some smart guys think they can fas your cloaker via mkt you can use this as fcode to prevent minefields damage . Of course you need not forget to change the fcode after you reach a enemy starbase.

12. torps conversion:
Mainly as crystal you have a alot of mark4 rubys from the game start. No need to waste minerals to build new mark4 torps. Use a mk7/8 to lay mines and scoope up them into mk4.
1898 days, 15 hours, 11 minutes ago
View dostetres's profile
dostetres
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Thanks for that one Trollfactory, it never crossed my mind!
1898 days, 15 hours, 8 minutes ago
View ted's profile
ted
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
13. minefield control:
You meet even in champion games crystals who think laying alot of webfields is the best weapon. But that's wrong. The key of success for the crystal is to slightly resize web mines if a enemy fleet enter them. Keep you field into motion! With a low id scooper and another ship with extra cargo to reduce the free cargo of your scooper you can easy control a web field. Decrease it a few ly's before your opponent can sweep them. Even if you see a enemy ship enter into you aera and is like 30 - 60 lj in front of your minefields you should increase the field one turn and so on.

Another thing is fast torps reinforcement via minefield beam for the crystal. Since minefield scoop start with the lowest id of your fields you should even as crystal lay in the beginning a few very small normal fields. You can later increase this normal minefields and use them to beam torps form the background into your ship.
1898 days, 14 hours, 32 minutes ago
View tom n's profile
tom n
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
14. Minefields within minefields. A crystal can lay a web MF in another race's ID within their normal MF. This can make concentric circles of MF's for the approaching enemy to deal with. One caveat is these type web fields will do damage when stuck, but will NOT drain 25kt fuel per turn as the Crystal MF will.

I try to always send my Crystal mine layers in pairs to enable the laying of these small (1-20 torp) fields as the second ship resupplies. The issue with me, after a year or so of playing Crystals (or Borgs, for that matter) is all these logistics take SO much time, and I get overwhelmed and start longing for the more straight-forward races.

As for MJS's point on PBP control...a necessary and time consuming evil. I'm at turn 270 in one game and this strategy wears me out. I have about 50 mid and large sized ships, and 110 probes, SDSFs, Migs, and NFCs. I've recently started building larger ships with the PBP queue and just hope to regain the points later.
1898 days, 13 hours, 47 minutes ago
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anaconda
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Helios Sector, that seems like a crazy game. 270 turns, and the leader has got ~100 planets. pwwwwhhhhh
1898 days, 12 hours, 59 minutes ago
View trollfactory's profile
trollfactory
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
15. Web Mine Intelligence
Those who never took over a crystal command themselves may not be aware about the special web mine intelligence. Every time an enemy ship hits a web mine the web mine field sends a report to the crystal commander:

From: Enemy Distress Call
TRANQUILITY CLASS CRUISER ID#448 has struck a WEB mine!
Damage is at: 6
We are stuck in the web! We are burning fuel to keep our shields up!

Once an enemy ship runs out of fuel, the web field recognizes this and sends a report:

From: Scanner Report
FALCON CLASS ESCORT ID#420 is out of fuel and energy. They can no longer attack us.

So it is very important to know the crystal commander always knows the status of enemy ships within his web mines.
1898 days, 10 hours, 40 minutes ago
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megalomaniac
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Hail,

Ok, I figured I might as well contribute my 4 cents. I have verified and used these frequently when the circumstances arise.

16. Websweep without fuel loss
-You CAN sweep webmines without actually being in them. The minefield Preview can be wrong for webmines because the preview only shows you sweeping webs if you are within the web field. In actuallity, you can sweep from outside the web without risking fuel loss. If a small sliver of your pixel is covered in web, you will sweep it without fuel loss. If the center dot is covered, you will sweep it as well, but you will suffer fuel loss as you are now considered as being in the webfield and will have an accurate minefield preview. Your minefield preview won't be accurate when the central dot is not covered, but you will still sweep the webs.
http://planets.nu/#/activity/928316




17. Double load mins for ftr building races (true for any race you can push
You can also 'double load' a gemini to build ftrs by pushing cargo to an allied ship or fueless hostage as explained below. This lets you keep building an extra load of ftrs while traveling off planet.

1. Load a gemini with materials to build 36 fighters.
2. Push it onto a ship of another race who's cargo you know to be full (maybe a fuelless hostage or ally)
3. Set FC "lfm"

LFM will happen first, leaving 40 fighters on the gemini, then the ship-to-ship transfer is attempted, but fails since the target is full, and the stuff is put back on the gemini. End result is a ship with fighters AND stuff to build next turn. Which could be nice if you were moving between planets more than a jump away.




18. Transferring between two of your own ships when both are completely full
Jettisoning into space for use as INFINTE temporary storage. You can then swap loads and nothing will be jettisoned.




19. Know your enemy. This starts with a little research of their prior game history. Once the game starts, there is a lot of info in the Military score that you can mine and get an accurate picture of enemy fleets until multiple SBs, minefields and free ftrs fill the universe. Even then, there is still pretty useful info that I summarized previously:
http://www.planetsmagazine.com/strategy/advancedstrategy/how-to-score-in-planets/


Cheers,

MEGALOMANIAC, The Benevolent Despot
1898 days, 4 hours, 36 minutes ago
View veldan's profile
veldan
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
20. Advanced cloning/cloning, you can clone a ship twice in a single turn! Provided you do it at two different starbases. Determine if you want to build in the Priority queue or the regular queue. Ensure you have enough PBP's to get a priority build this turn if you recycle a ship (and are going to build it as a Priority build). Set ships fcode to 'cln', set its waypoint to another starbase at least one turn away. Ensure enough cash and minerals will be available at both bases and that the tech levels are correct. Remember by using the unload all freighters mission you can send some minerals and cash on board the cloning ship if need be.

-- First clone goes off in the first build phase, since this build phase occurs before movement, this requires a ship to be recycled at a starbase (if after ship limit and using advanced cloning). You will probably do this build as a priority build, but if timed correctly can be done as a regular queue build.

Ship is cloned, and then flies to the second starbase

-- Second clone goes off in the second build phase, since this build phase occurs after movement and after combat, you may have some PBPs gained (Merlins?) to do this as a Priority Build (there is no peaceful way to get PBPs for the second build phase), but if timed correctly can be done in the regular build phase. If you are seeking to do this in the regular build phase and you want to ensure that the build occurs, you can do the "Land and Disassemble" mission on something to free up a ship slot after the first build phase.

Check my Lizard Gorbie clones in Galaxtia sector. I started with one, and nearly finished the game with the same number as the Empire! I did it in a single turn all in the regular queue thanks to two very well positioned planets.

http://planets.nu/#/sector/47791

This is a great way to make multiple clones very quickly of light ships like Falcon escorts. All you need to do is ensure that you WILL have enough ship slots open, enough PBPs (if necessary) in each build phase, and enough resources. It gets harder to do with Heavies, but some unique geography with SB ID's could come to your advantage.
1898 days, 3 hours, 12 minutes ago
View randy smith's profile
randy smith
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
21. The Frycutus maneuver.

Ships come out of a chunnel with shields down and beams uncharged. If you have Fireclouds, then you can use this chunnel effect to your advantage.

On the same turn that enemy ships arrive at Firecloud #1 with warp speed zero, chunnel Firecloud #1 to Firecloud #2. Have a ship or ships that you will use to destroy the enemy located at Firecloud #2, with a numerical friendly code lower than Firecloud #2's ship ID. Firecloud #1 and ships it brought along will be without shields, while your ships waiting at Firecloud #2 will have full shields.

Ships can be at warp zero and at the same point as your Firecloud #1 if:

- the enemy ship is already at the same point in space, doesn't move, and warp is set to 0.

- an enemy is towing his/her own ship to the point in space where Firecloud #1 is located (ex. in a Cobol-towing-Virgo scenario, the Virgo will be chunneled away to Firecloud #2 and rendered shieldless, while the Cobol will stay put).

- you tow an enemy ship to Firecloud #1. Both your ship and the enemy's will be chunnelled along. If you have cloakers, then you can use them to tow an enemy ship to your Firecloud #1 very effectively.

In a recent game as the Cyborg (Teris-Ceti sector), I acquired cloaking ships. With cloakers and Fireclouds using this maneuver, I was able to consistently defeat multiple tech 10 ships of an opposing carrier race with a single stardrive 1, x-ray Biocide, in orbit over a starbase planet; the steady stream of minerals beamed aboard allowed for easy replenishment of fighters for the Biocide.

The psychological effect of destroying an enemy ship hundreds of light years away from where it was on the previous turn can be quite potent, as well.
1898 days, 0 hours, 1 minutes ago
View trollfactory's profile
trollfactory
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
22. Movement without fuel

You often find your ship in situations where it runs out of fuel - miscalculation, web mine fields, robbed, stuck in enemy territory as cloaker and the cloaking device used up the last fuel on board.
So it's very useful to know you can always move your ship without fuel:
Set your warp speed to 1 and you see you won't use up fuel.
The next turn your ship moved for one LY, the wapr speed is reset to zero again but you can set it again to Warp 1 and move 1LY again the following turn.
Even if you need several turns to crawl to your next planet or ship for refuel, it is always a better choice to move at warp 1 instead of sitting around. Sometimes it may not help, if you're towed by the enemy - but better to have try instead of doing nothing. Never give up!
1897 days, 23 hours, 57 minutes ago
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gudmo
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
22 - Correction, your speed doesn't matter when traveling without fuel, only the distance travelled. You can in a small ship move up to 3 ly per turn without fuel. But in a fully loaded carrier you cannot move at all as even 1 ly will cost fuel.
1897 days, 22 hours, 30 minutes ago
View attercob's profile
attercob
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
The cut-off is 1000 kt. Any heavier and you can't move.
1897 days, 17 hours, 28 minutes ago
View figak's profile
figak
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
23. The poor borg decloaker

If you don't have access to Lokis, Glory devices or webs. There is the poorman's decloak that the borg can do.

Have one firecloud chasing ion storms, ideally the firecloud is loaded (in case the storm goes above 150meV) with torpedos.

When you have chunnel to make and you suspect there will be uninvited guests free riding then go first to this "ion chaser" firecloud. Bring a mk7 firecloud or something stronger (anni with gamma bombs) as well. When you set the chunnel, also set the ion chaser to lay mines.

Your ships will comeout of chunnel and any cloaker will be in the ion storm. Now move your ships in formation within the ionstorm and chunnel away. Just leave the anni on kill at chunnel spot.

Next turn the cloaker will be decloaked by the ion storm. If he didn't move your anni will capture/kill it. If he moved he should hit a mine.

Chasing ion storms is hard, Nebula's are easier (and decloak is within the turn of the chunnel).
1897 days, 13 hours, 10 minutes ago
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mule
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Subscribe! I've got to start making a list. :)
1897 days, 13 hours, 1 minutes ago
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frostriese
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
@Figak: Has to re-read the Chunnel help page ... the criteria to enter a chunnel are odd ;-)

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).

Cloakers will enter in any case - thats totally new for me ... I know the warp 0 and matching FC scenario.

@All contributors: Great - to get the opportunity to grab the basic hints, here! Awesome that you share your knowledge! Thanks alot.
1897 days, 12 hours, 26 minutes ago
View attercob's profile
attercob
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
I want to add to what @Megalomaniac said about sweeping webmines without fuel loss. His observation that you can be just touching the webminefield to be able to sweep it, without risking actually entering it, is an important one. But this observation should be combined with the regular strategy of sweeping webmine fields.

Host order goes like this:
Minesweep
Web mine Drain
Movement

This means you can begin the turn inside a webminefield, sweep to get out of it, and move back inside it, all in one turn, with webdrain occuring in the brief interval when you were not inside the minefield.

On another note, Falcons with Heavy Phasers are not bad minesweepers, and can store enough fuel to HYP into a double webminefield, and Hyp out again after minesweeping both.
1897 days, 10 hours, 57 minutes ago
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mechnomaniac
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
will that work with bird ships if you set it to ntp and force surrender??
1897 days, 9 hours, 50 minutes ago
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megalomaniac
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Hail,

I guess I can add two more


24 Cloak detectors for when you don't have a Loki
-BUM code - On all those low clan planets, leave a supply. Sell said supply for an MC. Change planet friendly code to bum and you will know when the planet is visited by a cloaker

-btm code - This will also tell you when an enemy cloaker has arrived. Use it on at least one of your non-mobile ships at your planets


25. w0 Intercept for ship tracking
-So what are you doing with all those w1 engine lady royales making cash? All the SDSF awaiting recycling? All the Merlin ships awaiting queue control?
Simply set w0 and intercept any ship you can see no matter how far and you will know its destination the following turn even if it lands in a planet. Cloakers will however disappear if they cloak at the start of the turn and you won't be able to tell where they went. This is useful to track any ship, but it is particularly useful to know when a Falcon that can RGA you is landing exactly 350 LY from your SBs/HW. Also nice to track the carriers and gravitronic ships if they don't cloak that turn.

Cheers,

MEGALOMANIAC, The Benevolent Despot
1897 days, 9 hours, 49 minutes ago
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megalomaniac
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Hail,

I should add that the receiving Firecloud can warp0 intercept while still accepting a chunnel.

Cheers,

MEGA
1897 days, 9 hours, 48 minutes ago
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soundwich
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Mega,

#24 rules!!
1897 days, 9 hours, 46 minutes ago
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mechnomaniac
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
someone answer me!
1897 days, 9 hours, 40 minutes ago
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siggi
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
@mechnomaniac I'm gonna go with no. You can't force surrender birds on superspy missions.
1897 days, 7 hours, 24 minutes ago
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mechnomaniac
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
lame....in theory it "should" work.
1897 days, 7 hours, 17 minutes ago
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siggi
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
In theory it would make the superspy mission useless:)
1897 days, 6 hours, 1 minutes ago
View randy smith's profile
randy smith
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
26. Privateer fuel rob counter.

If you have a ship over a planet you own, this maneuver can minimize the amount of fuel your ship will lose from a Privateer rob.

Place all of the ship's fuel on the planet except 1 kt, set the ship mission to beam up neutronium, and make sure that your planet and ship have matching friendly codes. The Privateer will rob your ship dry of 1 kt of fuel; after the rob (i.e., later in the host order), your ship will beam up fuel from the planet until either the ship's fuel tank is full or the planet is emptied of fuel.

If your planet is taken by ground assault, you will still beam up the fuel if your ship's and the planet's friendly codes match.

For added protection against a Privateer tow off of your planet to a deep space rob (usually by a wolfpack), make sure that your ship's weight will be different at the end of the host run than it was at the beginning of the host run. Higher weights at the end of host make it more likely for the towing Privateer ship to run out of fuel and not make it to the rob point. Lower weights at the end of host make it more likely for the towing Privateer ship to still have fuel after the tow, and thus be attacked if your ship's primary enemy is set to Privateer.

Countering a Privateer fuel rob in deep space is far more straightforward. Simply set your ship's primary enemy to Privateer, vary your position in deep space in an unpredictable fashion every turn, and don't run out of fuel; a rob in deep space using this counter is only possible if a Privateer attacks your ship and both ships survive combat to the next turn.
1897 days, 5 hours, 55 minutes ago
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mechnomaniac
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
@ siggi, no...you would just need 5 wimpy ships, and several big ones.....lol
1897 days, 5 hours, 51 minutes ago
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mechnomaniac
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
harder....not useless.
1897 days, 5 hours, 50 minutes ago
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mechnomaniac
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
not to mention, while the most popular, the ntp application is not the only utilization of friendly code manipulation.
1896 days, 9 hours, 21 minutes ago
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coen1970
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
27. Where did that ship go (without showing yourself)?
Intercept ship that is visible (deep space or orbiting your planet) with a ship e.g. in orbit of a distant planet. Set warp 0 and mission intercept. Next turn, you did not move, but see the other´s end position. Especially nice to track moves of scouting EE probes.
1896 days, 7 hours, 48 minutes ago
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megalomaniac
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Hail,

I think 27 and 25 are pretty much the same. You certainly want to know who the EE is darksensing but even more important to track those Falcons that can RGA you. If you are Rebel and know your enemy is tracking you, you may wish to move from one planet to another before jumping in to RGA, just like the Borg can do a multiple chunnel to strand tag along cloakers in a minefield before heading to their secure areas (OR simply have one of the chunneling ships on btm code and you will know if cloakers are tagging along)

Cheers,

MEGA
1896 days, 3 hours, 35 minutes ago
View randy smith's profile
randy smith
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
27. Chasing a ship out of a warp well.

To catch a ship in a warp well around a planet, two ships are required. Each ship should be able to destroy the enemy ship single-handedly, and should be sent to start their chase from the relevant planet.

Set ship #1 to intercept the enemy, at warp 1. Ship #1 will move after the enemy ship until the ship is cornered on the outer edge of the warp well.

Set ship #2 to intercept the enemy, at warp 9. Ship #2 will fall back into orbit around the planet if the enemy ship remains in the warp well, but will intercept the ship successfully if the ship tries to run for it out of the warp well.

Of course, if the enemy is a cloaker, then additional remedies (Loki, mines, etc.) must be used in conjunction with your two ships to successfully catch your foe.
1896 days, 3 hours, 19 minutes ago
View ville kauppinen's profile
ville kauppinen
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Not really, Loki decloaks everything (except immune) within 10 ly so stationary Loki is enough as decloaking is done before and after movement ;)
1896 days, 3 hours, 18 minutes ago
View ville kauppinen's profile
ville kauppinen
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Blah, ignore that. Wanted for n+1 time: edit / delete buttons.
1895 days, 18 hours, 28 minutes ago
View bluejay's profile
bluejay
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Subscribe. Reading some of these threads is almost as good as playing.
1895 days, 17 hours, 37 minutes ago
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battle toast
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Subscribe
1895 days, 17 hours, 20 minutes ago
View figak's profile
figak
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Mega, 27 and 25 give you a lot more than that!

You can track merchant traffic of your enemy, work out his trade routes and key planets and plan how to attack them (the ships, the routes and the planets).

All you need is to be able to see the enemy ship and any other ship of yours can do the intercepting. Lovely. In THOST " You must be within 200 ly of a ship to intercept it." (According to Donovans). In NU there is no limit!

This difference has been reported before but I don't recall why it has remained this way.
1895 days, 2 hours, 9 minutes ago
View randy smith's profile
randy smith
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
33. The glory device trap gambit.

Using glory devices against non-cloaking ships is problematic, in that the timing of the pop friendly code command can often be off compared to the timing of the target enemy ship's travels. Experienced players facing glory devices might vary their ship position, or timing of arrival at a certain position, unpredictably in order to decrease the odds of being hit by a glory device. However, by having your glory device start at the same point in space as its target, your likelihood of a glory device pop activation catching its target increases.

For this trap, you require a two-engine glory device-armed ship, and a cloaking ship with clans on board. Place both ships over a friendly or unowned planet. Leave the glory device fuelless, and the cloaking ship at the same point in space, cloaked with fuel.

When an enemy ship arrives, he will find himself at the same point in space as your glory device, without combat taking place between the two. There are now several ways to improve your odds of your pop command damaging the enemy target ship (counter in parentheses):

- Have your glory device tow the enemy ship while executing the pop friendly code command. Place sufficient fuel onto the glory device from your cloaker to tow the ship. The glory device can tow the target into the planet's warp well to keep the target in place over the planet, or tow the target to another point in space in range, possibly to damage other targets. (The target ship can break the tow.)

- Have your glory device intercept the enemy ship at warp 9 while executing the pop friendly code command. Again, place sufficient fuel onto the glory device for your cloaker for the glory device to travel its maximum single turn range. (The target ship can move into the warp well.)

- Have your glory device intercept the enemy ship at warp 1 while executing the pop friendly code command, transferring sufficient fuel to the glory device to do so. (The ship can move off of the planet normally at a warp speed greater than 1.)

- The surest way to successfully damage the enemy ship is to tow the enemy ship into the planet warp well with your cloaker set to warp 2 or higher, and intercept the enemy ship with your glory device with warp set to 9, with pop friendly code activated (there are some ways to avoid even this, but they may involve a second enemy ship and exploitation of the ship ID code order; see some of the other ideas in this thread to imagine how!). The enemy ship will either be kept in place with a tow or be intercepted on its run away from the tow; if the former takes place, your cloaker will be damaged by the glory device as well and will come out of cloak for likely combat.

With exception of the last choice, there is a possibility that your glory device will detonate and miss its target. However, your odds of success are better than the odds of choosing the exact coordinate of deep space at the right time at which an experienced player will place his/her enemy ship.

The true benefit of the glory device gambit is that it makes your enemy ship waste a move in an attempted counter to avoid damage. Another choice in addition to the above is to not detonate your glory device; use the clans on board your cloaker to successfully ground assault the planet in question at the same time, while allowing the enemy ship to execute a counter move. As you now own the planet, your enemy will not see what happened with the glory device, public PBP count notwithstanding. Even with no change in your PBP count, perhaps you moved the glory device to another planet....? Regardless, a wasted move on your foe's part, and more uncertainty added to his/her plans of advance.

Other considerations include ensuring that your cloaker is not at the same point in space as the glory device detonation, or having sufficient supplies on board for repair, or sacrificing the cloaker (as above, perhaps to tow a second enemy ship at the location). Also, whether to employ the trg friendly code in the meantime, or whether to place 1 kt of fuel on the non-detonating glory device to prevent tow capture after arrival of an enemy ship, are other potential considerations. These considerations will vary by your circumstances.

Lastly, if your enemy ship has a gravitronic accelerator, then a lot of the above will not work; the silver lining with gravitronic accelerator ships is that, in experienced hands, they are likely to be utilized against you in ways for which the glory device trap gambit will not ever have an opportunity to be applied.
1895 days, 1 hours, 35 minutes ago
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megalomaniac
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply



Hail,

I think this functions as #32. I don't really see what the other #32 Last best move is hoping to accomplish. As described initially the ship gets towed and killed. Even with the fuel dump proposed by Stone, you zero out your fuel but you are still moving warp 9 at the end of your movement, I though the reset to warp zero for zero fuel happend the following turn so at warp 9 you get sucked back into the planet and the other ship can intercept you. You can hope to beam up fuel and run if the planet is unowned and you have the lower id or you could hope to zero out your fuel over a tough planet that can kill the intercepting ship (assuming its not an immune rebel/Fascists or powerful ship.
If the warp is actually set to zero the instant you run out of fuel and you calculate it perfectly to end up in a warp well, you are unfueled in some warp well and are more likely to end up losing the ship to capture rather then combat.

Cheers,

MEGA

PS Anyone know for sure if running out of fuel within a warp well keeps you in the warp well (ie warp set to zero immediately) or if you fall into the planet (ending warp speed considered to be the original warp>1 speed you were running with)
1895 days, 1 hours, 7 minutes ago
View commander koski's profile
commander koski
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
34. Save havens for HYP ships

You should know that if you hyperjump to a planet, only the two closest warpwell squares have gravity well effect on them. So there are four (4) squares in warpwell at each horisontal and vertical end of the warpwell, those 3 ly away spots inside the warpwell, where HYP ships end without being pulled to the planet. I usually use those spots to safely transfer pillaged money back home when in hostile space.

This is mentioned in http://www.donovansvgap.com/help/movement.htm#warpwell

In Nu instructions this is said in a very indirect fashion :) http://planets.nu/documentation/friendly-code-hyp

The tip mentioned in 32. is faulty - if you move faster than warp 1 and run out of fuel in warpwell you will be sucked to the planet. For example, in one of my games two turns ago I transferred fuel from a cloaker to a nefarious, which then towed a gorbie three ly into the warp well with warp setting 9 so that the fuel ran out in the second ly, and definitely before it got to the third ly (I set the movement to 150 ly away, just to be sure. :D ). Also the towed ship is sucked to the planet. (then pop - I used this to save time, one important turn so the cavalry arrives in time)

I also regularly fly into the warp well of enemy planets with a Large Deep Space Freighter towing a cloaker so that the LDSF runs out of fuel in the warp well, gets sucked to the planet with the towed cloaker, the cloaker gives fuel to the LDSF which in turn drops clans for ground combat and flies away escaping tow.
1895 days, 1 hours, 0 minutes ago
View commander koski's profile
commander koski
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Correction: in my towing Gorbie example I first set the waypoint for the Nefarious three ly away and checked the fuel consumption so that the Nefarious will run out of fuel for sure, and after that set the waypoint for the Nefarious 150 ly away so if something goes wrong and the tow lock is broken, then if something tries to tow the Nefarious, the Nefarious will escape the tow lock and pop where I want it to.
1895 days, 0 hours, 45 minutes ago
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fkite
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
@Megalomaniac A ship gets sucked onto a planet if it runs out of fuel while in a warp well with warp>1. In THost there was a way to escape interceptor at the same point (see http://phost.de/~stefan/movement.html), but i'm not sure if that works for NU.
1894 days, 22 hours, 13 minutes ago
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finnw
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
@fkite yes, escaping intercept using rounding errors definitely works on Nu.
1893 days, 23 hours, 25 minutes ago
View thin lizzy's profile
thin lizzy
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
36. Cloak prevents rob. If you end up uncloaked at a privateer ship you can cloak away next turn before getting robbed. The dirty part is that this also works in Ion Storms, because the host order says: Cloak.. Rob .. Ion Storm Decloak.
1893 days, 22 hours, 41 minutes ago
View thin lizzy's profile
thin lizzy
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
37. The Invincible LDSF.

When flying through cloaker territory let your LDSF end up empty over owned (and fortified) planets to avoid cloak intercept attacks or cloaked p.e. attacks.

When the freighter moves on first set the LDSF/STF to it's destination planet and remember the fuel needed (must be more than 25kt). Load exactly that amount needed onto the LDSF but set a waypoint beyond the destination planet (further than 81ly from the starting point). Like this it will break possible tow locks but end up at shorter distances by running empty over the warp well.
1893 days, 22 hours, 19 minutes ago
View thin lizzy's profile
thin lizzy
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
38. Fast unload in Combat Zones. Set Starbases to 'Unload All Freighters' to transfer the cargo to the base before a freighter can be attacked.

39. Load torps before combat. In emergency situations with either incoming and empty torpers or allied torpers (with matching fcode) set the base to 'Load Torps Onto Ships' to arm them before combat and or to destroy minerals and cash before loosing the base. Happens after movement.

40. Load fuel before combat. Works similar to #39, but helps unloading the planet from fuel in case of a possible permanent loss of the planet.
Ships that are built in the first build cycle are refueled in that process too, so in the early game a freshly built ship can be moved between an incoming fleet and the base, but not armed with ammunition in the same process. Happens after movement.

41. Ion Storm Cloak
If your cloaking ship starts its journey outside an Ion Storm, it will end up cloaked inside

42. Ion Storm Intercept
While normal waypoints in Ion Storm Class 4 or 5 are being shifted, the Intercept Mission still works

43. Ion Storm Combat
If your intercepting and attacking ships start their journey outside Ion Storms Class 4 and 5 and fight ships that are caught in there, the enemy ships won't have shields, but your ships have

44. Navigating in Ion Storms:
Heavy ships can surf and navigate in Ion Storms Classes 4 and 5
without getting great damage - somewhere on the net is the Lizard Ion Storm Compass to make the waypoint adjustments easier.
1893 days, 22 hours, 13 minutes ago
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gudmo
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
You know @Siggi it is now your job to write all these tips up in a Planets Magazine article :D
1893 days, 22 hours, 8 minutes ago
View attercob's profile
attercob
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
41 doesn't work if the ion storm moves over your cloaked ship during it's movement. Ion storms always win initiative, so they get to move and mess up your shit before you get to roll dodge or saving throws.

If your cloaked ship is outside the storm before movement, but the ion storm moves over your cloaked ship during its movement, your ship will get decloaked, and then you'll move.

I've lost a few cloaked ships that way when I didn't notice that a storm was going to move over my cloaked ship, right before i went to scout possible enemy positions.
1893 days, 18 hours, 38 minutes ago
View thin lizzy's profile
thin lizzy
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
good point, ions of course move before ships - same for #43 of course :) always try to move sideways into an storm..

45. Staying out of Intercept range:
Set you ship's waypoint to 82ly from a planet - like this you can't be intercepted from there but can attack the planet next turn using the Warp Well.
1893 days, 18 hours, 9 minutes ago
View randy smith's profile
randy smith
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
46. Triangulating hyperjumps.

PL21 probes and Falcon class escorts can travel to any single point in space within 700 ly in range and within two turns. Simply place one hyperjumping circle over the exact point of your ship, and the other over the exact point you wish to travel to. Make your first jump to one of the two exact points where your two hyperjumping circles intersect, and the second jump to your final destination.

Your main choice will be with regard to which of the two hyperjumping circle intersections you choose. Usually, one intersection is towards the inside of the board, while the other is towards the outside of the board. Choosing the inside provides more intel, but also allows for more of your rivals to see your ship, compared to the outside intersection. Be mindful of what you get, or lose, from choosing the inside hyperjumping point versus the outside.
1893 days, 17 hours, 29 minutes ago
View tom n's profile
tom n
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
This excellent thread is going to make all readers better players, and indeed winning here at NU gets more difficult as time goes on. We all better bring our "A" games.

47. If your plan it to use two turns to HYP then regular move to a planet between 360 and 440 light years away (rather than burning the 100 fuel using a double jump), use the HYP on the second turn. Your ship may well go unnoticed when it sits a few light years away from a planet in your home territory, then can HYP directly to the destination planet.
1893 days, 16 hours, 55 minutes ago
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wmerkel
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
To 47: ... you an use this idea between 260-340 ly, too! :)
1893 days, 16 hours, 47 minutes ago
View thin lizzy's profile
thin lizzy
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
00. If your ship has to move longer than 81 ly through open space, only set it to fly in 81 ly bits. Like this you don't display where the ship came from and where it will go.

48. Never move in straight lines and never show where you exactly came from. Stay unpredictable.

49. If you have to run through open space with a non-cloaker, switch on 'toggle range' and look if you can use #45 on multiple targets.
1893 days, 16 hours, 27 minutes ago
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megalomaniac
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Hail

I would add that 45 can also hold true for the Borg probe and increase range of the Falcon/EE probe. Have an ally or one of your own far flung ships meet the probe in space and you effectively extend its continuous jump range. For the empire probe or Falcon, he can make 3 jumps and land exactly on an allied ship and get completely refueled.

6. Triangulating hyperjumps.

PL21 probes and Falcon class escorts can travel to any single point in space within 700 ly in range and within two turns. Simply place one hyperjumping circle over the exact point of your ship, and the other over the exact point you wish to travel to. Make your first jump to one of the two exact points where your two hyperjumping circles intersect, and the second jump to your final destination.

Your main choice will be with regard to which of the two hyperjumping circle intersections you choose. Usually, one intersection is towards the inside of the board, while the other is towards the outside of the board. Choosing the inside provides more intel, but also allows for more of your rivals to see your ship, compared to the outside intersection. Be mindful of what you get, or lose, from choosing the inside hyperjumping point versus the outside.


Cheers,

MEGA
1893 days, 16 hours, 6 minutes ago
View seveiht's profile
seveiht
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
50. Use your warp wells.

A) Always use your warp wells for travel. It saves you fuel, 1000s of units of fuel over the game.
Set your waypoint to the closest point in the warp well instead of directly to the planet. It also has the added benefit that you travel through fewer minefields LYs if on the offensive.

B) HYP range is extended by up to 2.8 LYs if you use the warp well for hyper jumping. Setting your waypoint up to +/- 2 LY in x and/or y will pull your jumper into the planet so even though that planet is 339 LYs from your current position you can still arrive at the panet. This also works for non-hyp ships but nu does this automatically for you for non-hyp ships.

C)This was stated above, but you don't always want to arrive at the planet, but you need something to remain in the safety of the warp well. Jump to +/- 3 LY in x OR y (not both) from the planet will have your jumper land in the warp well. Great for minesweeping if you need some extra, better for bringing in supplies with a falcon to repair a damaged ship or to bring in a little extra fuel if you really need it.
1893 days, 16 hours, 4 minutes ago
View seveiht's profile
seveiht
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
50.C is for hyper jumping only.
1893 days, 16 hours, 1 minutes ago
View seveiht's profile
seveiht
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
In regards to #7.

7.rebel :: As a rebel player build falcons instead of sdsf, they are a bit more expensive, though not much, and even with warp 1 engines they can still hyper jump.

Later on you can recycle them to refit them with higher tech weaponry and engines.
1893 days, 13 hours, 9 minutes ago
View randy smith's profile
randy smith
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
51. Load supplies when attacking starbases.

There is a ship repair/mkt phase between ship-to-ship combat and ship-to-planet combat. When attacking enemy starbases with your ships, consider loading your ships with as many supplies as you can, so that the enemy starbase can face a stronger/fully repaired ship after enemy ships have done what they can to wear down your attack fleet.

Credit to player Kurgul for teaching me this, via putting me on the planet side of this successful tactic.

A corollary tactic involves Cyborg torpedo ships and the mkt ship friendly code. If you place sufficient megacredits and empty cargo space on a Cyborg torpedo ship with the mkt friendly code on a planetary attack, you'll have a chance to make torpedoes out of the minerals you beam aboard from destroyed enemy ships, which you can then use against the enemy planet.
1893 days, 12 hours, 24 minutes ago
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frostriese
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Hail,

to add my thoughts

50. Barren / undeveloped planets as demilitarized zone

Keep one or two planets on your outer edge undeveloped as strip to slowdown incoming strike forces. Most players and most first wave strike forces will be surprised by getting no fuel and the range of their operations will be limited. You gain some time to get your ships ready and fight back the intruders. Didn't work, if Cobols assist the strike force :-(

51a. Stay behind the lines

If you have some cloakers at your hands, let them stay behind the enemy fleet and awaiting the incoming support ships. That hurts the morale of the fighting crews :-) Thats pure fun, when you have advanced cloakers ready.

51b. Drop clans to re-own the planets

Load some clans onboard your stay behind forces. Drop the clans instead of attacking the planets.
1893 days, 12 hours, 19 minutes ago
View mjs68508's profile
mjs68508
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
51b addendum - Attacker fights first. So, if there is 1 clan on the planet and you drop 1 clan, your clan will kill the enemy and the enemy will not be around to kill the clan you dropped. You will own the planet.
1893 days, 11 hours, 51 minutes ago
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robodoc
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
@MJS Huh? Assuming no lizards or fascists are involved, the clans should kill each other and leave the planet unowned. I do this from a cloaker if there is an enemy ship in orbit. This prevents the enemy from easily beaming up fuel and supplies from the planet, while also preventing him from re-capturing the planet unless he has clans onboard.
1893 days, 11 hours, 46 minutes ago
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mjs68508
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Hmmm, maybe I have only done this as a Fascist.
1893 days, 10 hours, 52 minutes ago
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megalomaniac
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Hail,

Yes, I believe you zero out and the planet becomes unowned. Now if you drop that second clan to his one non liz/fascists clan, the planet is yours

Cheers,

MEGA


BTW, this wonderful accumulation of knowledge would make a fine addition to the Planets Magazine (Hint Siggi). Also I missed Furey early addition because it was NOT numbered as number 4. Number 18 is somewhat similar but allows for swapping between own ships when both are full cargo so could be renumbered nearer to his in the editting (HINT HINT)

1893 days, 8 hours, 12 minutes ago
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siggi
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
@megalomaniac and Gudmo this thread has actually turned out better than I hoped and yes I will eventually compile , categorize and edit this together. With props given to all those who've participated:)
I'll probably start in a week or two , should have plenty of material by then.
1893 days, 7 hours, 47 minutes ago
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siggi
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
52. Just recently in one of my games I was talking to an opponent who was under the assumption that you always have to be within a minefield to sweep it. And that's what it says in the documentation. This is however incorrect , you can sweep regular mines from 5 ly away. With webmines however you need to be in the field to sweep.
1893 days, 7 hours, 1 minutes ago
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glyn
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
I disagree with the "30. SHORT WAYPOINTS".

All it does is flag you as someone who has read strategy guides. I can still guess where you are going based on other factors and just draws more attention to yourself.

It is much better to show a false destination.

For example, I'd pick a planet 4 turns away near my true destination... after moving 81 ly and displaying my path to others, I'd change the false destination a few ly off so that next turn I still display the path more or less the same, but anyone trying to meet the ship at its predicted path from last turn would be off by a a couple ly's. Rinse repeat, except when 1 turn from the true destination, you finally reroute to it.

Seriously, when I see players 'religiously' end ship waypoints in deep space, it's insulting that you think that would fool people.
1893 days, 6 hours, 53 minutes ago
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megalomaniac
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Hail Siggi,

Number 52 is technically correct, but in practice, as per #16 you can sweep web mines without fuel loss. You will likely need to edit the wording which mostly depends on whether you consider yourself in the field if you have a sliver of web occupying the pixel your ship is in and find that you can sweep the web without fuel loss and without the interface recognizing in preview that you are sweeping the web. My interpretation is that if the pixel central dot isn't covered and the interface doesn't predict me sweeping webs, I am not actually in the web so I am sweeping from just outside the web. You could look at it the other way and say you are in the web because you are sweeping it, but you need to reconcile that you are doing so without fuel loss and the mine preview doesn't recognize that you are sweeping. In the end, either interpretation works.



16. Websweep without fuel loss
-You CAN sweep webmines without actually being in them. The minefield Preview can be wrong for webmines because the preview only shows you sweeping webs if you are within the web field. In actuallity, you can sweep from outside the web without risking fuel loss. If a small sliver of your pixel is covered in web, you will sweep it without fuel loss. If the center dot is covered, you will sweep it as well, but you will suffer fuel loss as you are now considered as being in the webfield and will have an accurate minefield preview. Your minefield preview won't be accurate when the central dot is not covered, but you will still sweep the webs.


http://planets.nu/#/activity/928316


Cheers,

MEGA
1893 days, 6 hours, 17 minutes ago
View attercob's profile
attercob
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
@Megalomaniac I don't fully understand the significance your placing on your tip #16.

You won't suffer fuel loss to webdrain, even if the center dot is covered by a webminefield, provided you are minesweeping, because minesweep occurs before webdrain, and the field will shrink before anything gets drained from you.

You can even move back into webminefield on the same turn, using the preview and not suffer webdrain because movement happens after webdrain.

The usefulness of your tip is more in that you can get within minesweep range without risking the %5 hit chance, because you can get in range without entering the field, provided the square has a sliver of webminefield touching it. However, in this instance you're really relying on the accuracy of the webmine preview.
1893 days, 5 hours, 41 minutes ago
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marvelin
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
FC 'tricks' are bugs. They are caused by overuse of using FC's to increase game functionality. They should be fixed.
1893 days, 4 hours, 53 minutes ago
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megalomaniac
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply

Hi Aftercob,

I think the webmine sweep started out of the frustration I experienced actually trying to visualize the borders of the web field when there were a ton of webs and regular overlapping fields. I believe this was under the old interface and certainly was before I started using many of the cool scripts we now have that deal with color etc... Fkite showed me where to black out various minefields so I could see other minefields and details I was unable to see at the time.

You are right, it's only 5% risk you are saving per single LY traveled in a single field. I usually went for the intersection of double web fields so this was closer to 10% risk I averted. I could sweep 2 webs at once without risking a web mine hit. A Borg cube could lose 210 fuel with a single hit if it had a full tank and this would get pretty costly very quickly. (The 1.1% damage was barely a scratch on the bumper which 6 supplies would fix). If the stars were properly aligned, you could likely sweep 3 webs at once avoiding the nearly 15% chance of taking a web hit but I never had the opportunity.

With regards to the minefield preview, I do recall it never showed any minesweeping when the central dot wasn't covered but I think it did show sweeping when it was covered. Keep in mind these were pretty massive fields and the 5% decay seemed barely noticeable. It has however been a long time because I don't really bother with the little sweeps anymore as I enjoy barreling into the web and chunneling in massive high beam reinforcements as someone else mentioned in this thread. It is much more enjoyable and likely to cause the Tholians angina if not full blown cardiac arrest!

Cheers,

MEGA
1893 days, 3 hours, 39 minutes ago
View attercob's profile
attercob
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Hello Metalmaniac, :D

It was just the emphasis of avoiding webdrain while sweeping that I was commenting on, because you can avoid webdrain rather easily while sweeping naturally.

With regards to avoiding that 5% (or more) chance to hit a mine to get in sweep range, I agree totally, that's huge. And for that reason, I'm glad you posted your tip, because I didn't know that before, and will definitely be thinking about it in my future conflicts with crystals.

My only problem with this strategy is that if it doesn't lend itself to extended webfield clearing operations. If it doesn't show a minesweep preview, then it makes plotting your move to the next minesweep position problematic. You'd either have to guess with considerable risk, or wait till next turn, and skip a turn sweeping. It's also only useful for solo mine sweepers, as further minesweepers at the same outer edge will not be able to sweep once the lowest ID sweeper causes the minefield to shrink. Even the slightest shrinkage will pull any other ship on the edge out of range to sweep.

It also seems to imply a disagreement in the rules between the Nu webclient, and the Nu host. Since the Nu Webclient is projecting the minefield previews, it's the one being hardnosed about the rules minesweeping ranges. But the Nu Host seems to be a little more laid back about it.

The rampaging entangled Firecloud chunneller sounds like a brutal strategy against crystals. The Borg seem to have a solution for any race. They are like galactic smartphones when it comes to dealing with enemy strategies. They have an App for that. It makes me feel bad for enjoying playing them so much, cause they just seem like such a cheeseball race play.
1892 days, 9 hours, 25 minutes ago
View emork the lizard king's profile
emork the lizard king
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
@Mega: Blitz was my first thought when I started reading :) ... then I realized that I need a foreign ship.
1885 days, 16 hours, 32 minutes ago
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megalomaniac
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Hail,

Just to bump this thread along. I have used the 'crash chunnel' before, but I plan on testing it while towing a cube which makes it even more dangerous. The warp gets reset to zero when the towing FCC crashes into a web. I am not positive if the mission gets reset to exploration so the tow lock gets dropped as well allowing for chunneling in of more ships. The added advantage is that you have a fully shielded cube to handle batte instead of unshielded ones. Granted, unless the Crystals have acquired Gorbie type ships, it might not make a huge difference :) This smells a bit too close to the tow/drop/chunnel which did get (appropriately) nerfed so it might not work anyway.


3. The Crash Chunnel.

This is only for borgs or if you somehow manage to trade/steal/beg for fireclouds.
Going up against the crystals and there are webminefields everywhere?
Set up a chunnel as you would normally. Now take the ship that you are chunneling to and fly it straight into the nearest webminefield.
What you're hoping for is to hit a mine.
As soon as that happens your firecloud will reset his speed to 0 enabling a chunnel.
So instead of nibbling at the edges of a webminefield you'll be (hopefully) smack dab in the middle with all your ships set to minesweep.
And next turn the field will (again hopefully) be gone. If not and if the crystal keeps laying new mines you can always chunnel back out. Just make sure to keep enough fuel in case it's needed.
The first time I did this particular trick against a crystal it pretty much doomed his entire empire.
It did take two tries however since that was also the very first time I managed to fly 81 ly through a webminefield without hitting A SINGLE MINE!!!
First and only time for that matter.



Cheers,

MEGA
1885 days, 12 hours, 9 minutes ago
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frostriese
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Hi all,

may be as number -1 and -2:

-2) don't underestimate the time to make a complete turn including spending time to make arrangements with other players and make some planing about the next 3-5 turns (at least).

As rule of thumb (for humans with a meaningful Real Life - depends on your expectations) for me - don't play more than three games (your played races is an active one) ... one in the early stage, one in the midgame and one short before finishing.

-1) talk to other players - get an idea of their ideas and desires and try to put them into your own plans (a good article for that: http://www.planetsmagazine.com/strategy/advancedstrategy/strategic-diplomatic-positioning/)

Frostie
1870 days, 8 hours, 4 minutes ago
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siggi
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
58? Lost count really :)
Aggressive Downsizing.

This is only applicable in campaign games or any game with stellar cartography.
Going up against Carriers with torp ships and losing 1-2 for every carrier.
Find a radiation halo , fly your torp ships into the radiation and kill of the crew until there are only around 50 or so left.
Put the downsized crewed ship in first against a carrier , it will fire off a few round and then instead of being destroyed it will be captured. And then you have a second ship to finish off the carrier and recapture your ship. Simple as pie.
Except , you know , wildly complicated and can go wrong in so many ways.
So more like a chocolate lava cake than pie.
1749 days, 1 hours, 52 minutes ago
View big beefer's profile
big beefer
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
To counter Gnerphk's suggestion above, I would recommend:

7b. Keep a pbp buffer in place at all times once the ship limit hits. Essentially the goal here is to make sure that you don't accidentally spend pbps on a regular queue build. The basic method is to set your bases that the queue has just passed to build a 1 pbp ship (of your choice), and give them all a low priority pbX code, like pb8.

Then you have no problems if a bunch of ship slots suddenly open up, or you get a bunch of pbps by surprise. You will simply store the pbps in the small ships you build until you want to use them, and then recycle them.

1748 days, 15 hours, 57 minutes ago
View mjs68508's profile
mjs68508
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
A lot of ideas here are out of date and useless. All beginner games are PQ games. Since the build Queue dominates the game, any discussion about builds or the early game for the regular game is often a bad idea for new players in a PQ game.

For example, the Fascist should crank out many Nefs early with his new bases that have low tech. He can build Vickies later as the queue creaks along. In PQ games it is the opposite. He should not build W1-W6 Nefs early. Instead, he should take minerals/cash home and build Vickies while they are pbp free. He can save the pbp's from unused bases and build nice w9 Nef's and Coldpains after the ship limit. If needed for Robots or Crystals, these can have Heavy Phasers.

PQ is a huge change (neither better or worse). But, many tactics will have the opposite effect as before.

Writing any strategy manual, including Planets Magazine, is way out of date and counter-productive to newbies.
1748 days, 15 hours, 53 minutes ago
View gnerphk's profile
gnerphk
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
I don't follow, MJ. Should we then stop writing?
1748 days, 15 hours, 35 minutes ago
View mjs68508's profile
mjs68508
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
That is a good question, Gnerphk. I am enjoying my PQ game. But, the Build Queue dominates the game in both the PQ and non-PQ game. Yet, they are hugely different. I don't know the answer. But, there will be just as many newbies who read this and then are easily destroyed as there are newbies who read this and are helped, probably more.

I would guess that after turn 70, the games are a lot alike. But, there are 3 phases in a PQ game:

1. Pre ship limit (Turns 1-35?)
2. Post ship limit with huge reserves of pbp available (Turns 36-70?)
3. Post ship limit with PBP reserves depleted

So, since the build queue and economics heavily influence the game and the tactics of PQ games are often the opposite of non-PQ games, much of the current advice on strategy and tactics will cause newbies to be easily destroyed.

But, I don't know what can be done. Perhaps the best thing to do is ignore the fact and let the newbies who read advice be destroyed. It will winnow out the less dedicated faster.
1748 days, 13 hours, 51 minutes ago
View figak's profile
figak
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
I find that the same thought process gives different outcomes when the circunstances are different.

So one could write about how to think/what to think about, not what to do.
1525 days, 9 hours, 51 minutes ago
View gnerphk's profile
gnerphk
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Hey! The "Search" function really works!
1525 days, 9 hours, 23 minutes ago
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siggi
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Ahhh yes. The thread I meant to compile into a useful article....
Think I still have the notes. Right next to my Fascist Guide.
Sigh if only I weren't a lazy writer :/
1524 days, 8 hours, 52 minutes ago
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meteor
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
want some more?

59.
aka 50 D)
When travelling with a Cobol go to the opposite warp well of your destination to create some more fuel.
1519 days, 22 hours, 38 minutes ago
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martinr
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
And related:

60.

Pay attention when moving to warp wells to save fuel when over burning low tech engines.

The way point is not cancelled the turn after and you will constantly move to the warp well. With a heavy ship you may burn fuel for these hops at warp speeds beyond the warp of the engine to the warp well then falling to the planet. So burning up the fuel you saved and beyond!

:-)
1519 days, 18 hours, 19 minutes ago
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rkious
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Did this ever get added to www.planetsmagazine.com ?If it has not it should be. This is full of good info ...
1519 days, 18 hours, 15 minutes ago
View gnerphk's profile
gnerphk
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Actually, I'm hoping to draft a serious documentation article from it for the Nu site.

Funny thing is how many of these items boil down to Host Order.
1519 days, 18 hours, 5 minutes ago
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rkious
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
You are right Gnerphk . A printed copy of the host order and a great imagination goes a long way.
1519 days, 15 hours, 30 minutes ago
View tom graves's profile
tom graves
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
The Warp Engine Factory. Early in games, you'll build a SB on a non-ghip world and will not have the money to buy up engines. One solution is building an Alchemy ship with Warp 9 engines at the Homeworld and then recycling it at the new SB. You get all the lovely minerals and 10 Warp 9 engines (5-10 ship slots worth) to build ships at your new SB.
1519 days, 14 hours, 44 minutes ago
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ra
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Rather than use the money to get to tech 10 hulls on the ghipsoidal planet to build the merlin and transport the merlin to the non-ghipsoidal world (hint: humanoid) for recycle, why not just transport the money to the non-ghipsoidal world (humanoid) for the tech 10 engines instead and build your merlin and keep it?...Ra
1519 days, 11 hours, 15 minutes ago
View gnerphk's profile
gnerphk
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Heh. I used to do this with the Scorpius, pre-limit.

@Ra - Homeworld rather than Humanoid.
1519 days, 10 hours, 25 minutes ago
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ra
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Well in my case, same thing. Not all species are so lucky...Ra :)
1519 days, 9 hours, 44 minutes ago
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draka
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Does the double clone still work (and does it work without a full ship limit)
if i fly a ship with cln from one to another base will i get 2 clones?
1519 days, 9 hours, 39 minutes ago
View gnerphk's profile
gnerphk
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Clone-and-build doesn't work under PQ, and there's no opportunity to double-clone in that system, since all cloning there takes place during the first build phase.

I'm not sure how it would work with PBP (Classic) or with Advanced Cloning outside of the PQ. I presume you're talking about towing the thing?
1519 days, 9 hours, 36 minutes ago
View gnerphk's profile
gnerphk
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Edit last: I'm not sure how it would work with Advanced Cloning in the PBQ (Classic) system, is what I meant to say. Standard cloning doesn't take place at all during the second build phase.
1518 days, 16 hours, 45 minutes ago
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draka
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Ok, thanks, good to know, i see that also other things don't work any more, i did intercept with warp 0 and i just lost the target.
1518 days, 16 hours, 31 minutes ago
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anaconda
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
wait, intercepting with warp 0 should still work. there might be something else going on, like your target being intercepting also, and you have smaller ID or something?
1518 days, 16 hours, 23 minutes ago
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rkious
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Had intercept with warp 0 fail twice here lately and thought I was doing something wrong. Will try it a couple of times with warp 1 and warp 0 and see(if they disabled doing it with warp 0 it still should work with warp 1 but give away your location and the fact you are tracking them.
1518 days, 16 hours, 19 minutes ago
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anaconda
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Sunday week ago it still worked like a dream. Maybe people are moving more by using intercpets themselves?
1518 days, 15 hours, 10 minutes ago
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rhunter
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
warp 0 intercept worked fine the past two turns of one of my games.
1518 days, 13 hours, 39 minutes ago
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draka
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
maybe its because of the range it didn't work last turn. it was more then 400 ly.
1518 days, 13 hours, 32 minutes ago
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anaconda
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Did you check the ship IDs?
1518 days, 8 hours, 52 minutes ago
View thin lizzy's profile
thin lizzy
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Minesweeping: When being in need for heavy sweeping, position your high id ships further to the center and your low id ships further to the edge of the minefield.
sounds complicated but makes a big difference.
1518 days, 6 hours, 34 minutes ago
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ghostwriter
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
perhaps high ID ships closer to the center and low ID ships closer to the edge would be easier to understand.

the reason is that ships sweep in ID order, thus you sweep the minefield from the outer part to the center part (for greatest efficiency.)
1518 days, 6 hours, 30 minutes ago
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spoiler
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
We learn as we go. Status "a" in game that you requested information regarding ships. Ships just disappeared as if never existed.
1518 days, 6 hours, 12 minutes ago
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ra
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Can I interest you in a Pl21 probe? It's just the right size for you...Ra
1518 days, 6 hours, 11 minutes ago
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ra
RE: Clean Tips And Dirty Tricks. I've felt that since the...Write Reply
Sorry, wrong thread...Ra