Grouping ships

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2813 days, 5 hours, 13 minutes ago
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squidbeastie
Grouping shipsWrite Reply

This may be a noob question: but can I group ships so the fight together? I'm getting a little sick of stacking them, only to have them picked off one by one!

Sorry if the answer is already in the forum: there dosn't seem to be a search option for the forum...

2813 days, 4 hours, 6 minutes ago
View capnkill's profile
capnkill
RE: Grouping shipsWrite Reply
Nope, ships can only fight 1 at a time, but you can dictate the order they fight in by assigning them friendly codes.

All numerical friendly codes fight first.

So if you had a ship with a friendly code of 150, it will fight before a ship with friendly code 200, or 999, or ab2 or xa2 or 1a3...etc..etc..

However if you have 3 ships, friendly codes, 150, 250 and 350, and an enemy ship with a cloaking device has a mission to intercept your ship with the 350 code, it will fight that ship first, that is called a "Cloak Intercept".

Hope this helps.

There was an addon for this game called the Killing Floor... which I THINK allowed multiple ship battles in combat, but I've never played with it, nor is it available for NU VGAP.
2813 days, 3 hours, 21 minutes ago
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squidbeastie
RE: Grouping shipsWrite Reply

Ah ha!

That all makes sense, thank you very much :) The friendly codes are a strange mechanic to me, so I'll be forgetting to set that for many games to come: fear my deadly escort of light freighters!

2813 days, 0 hours, 40 minutes ago
View donaldworrell's profile
donaldworrell
RE: Grouping shipsWrite Reply
ships with numeric "123" codes fight before ships with alpa "qwe" codes.

The lower numbers and lower alpha codes fight first.

When a ship is built it has a random alpa code.  You have to look at this before you let your ships get into a fight.
2812 days, 20 hours, 10 minutes ago
View lord helmet's profile
lord helmet
RE: Grouping shipsWrite Reply
To see the Battlevalue you can use the "fleet view" on the spreadsheets of your ship list (accessible from the dashboard). Sort your ships by current coordinates (X-Y) or by target coordinates (Tx-Ty) to group the ships in one position (or future position).
2812 days, 15 hours, 27 minutes ago
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squidbeastie
RE: Grouping shipsWrite Reply

Thanks all!

I was a bit out out to loose my wonderfull early game lead against the computer (learning on a blitz game) evaporated when it built good ships and my tiny efficient gun boats got picked off one by one :)

Another noob question: I'm building Starbase after star base after I found that, seemingly at random, some start with level 10 hull or torpedo tech. I've not see one with improved engines or beams yet. Is this a bug or a feature?

2812 days, 14 hours, 54 minutes ago
View oliphaunt's profile
oliphaunt
RE: Grouping shipsWrite Reply
Donaldworrell wrote:

The lower numbers and lower alpha codes fight first.

I wasn't aware there was something like a "lower alpha code".  I thought every alpha code is treated as a battle value of 1000, possibly modified by Kill! mission or Primary Enemy, and then the order of identical battle values is determined by ship ID.
2812 days, 14 hours, 34 minutes ago
View lord helmet's profile
lord helmet
RE: Grouping shipsWrite Reply
http://www.donovansvgap.com/help/starbases.htm Tech levels 10 is a feature provided by natives!
2812 days, 10 hours, 48 minutes ago
View capnkill's profile
capnkill
RE: Grouping shipsWrite Reply
@donaldworrel

All codes that include at least one letter are equal in value.   So "xxx" is the same as "12x"

@squidbeastie

As mentioned, some natives give you tech 10 when you build a SB over one of their planets:

Ghipsodial = Tech 10 engines
Amphibian = Tech 10 beams
Silicanoid = Tech 10 torpedoes
Humanoid = Tech 10 hulls

The other bonuses from the rest of the natives:

Avian = You can tax them much higher than other natives without their happiness dropping, so great for $$
Insectoid = Double the amount of tax you'd normally get, once again, great for $$
Bovinoid = You get 1 supply unit per clan.  This is the most valuable type of planet if the temperature is good and all that because with a Merlin supplies = minerals!
Amorphous = Evil worms that eat your clans, cannot be taxed, worst natives by far.  Usually these planets are avoided, but if there are good minerals on the surface and in the ground, its worth dropping enough clans to build mines to clean the planet out, because you only lose 5 clans per turn to the worms, so you can usually compensate for that without much problem.

I think that's it.

Also as mentioned, the Donovan's website is invaluable for most of the questions you will end up asking yourself as you go through the game.  We're always glad to help as well, but if you need an immediate answer to something then 99.999999% of the time you will find it at Donovan's:

http://www.donovansvgap.com/

I highly recommend going there, going to "Race Guides" and then reading up the guides for the race you are playing, it definitely helps to bring you up to speed with some concepts and such.

Also its good to read your enemies guides as well :)

And finally, here's a great little site where you can calculate a bunch of different things when you need to, should be in your VGAP favorites as well:

http://www.vgaplanets.ca/vgapcalc.php

Good luck!