SkulkrinBait
Morkin Admin
Haxx0rs == Suxx0rs! v4
Posts: 6,680
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Post by SkulkrinBait on Sept 4, 2006 18:03:11 GMT
I thought we could all post all the things we've learned in this thread, feel free to contribute!
1. Firing order exploit.
If you put individual ship types into their own fleets, you can set them all to firing order of 1.
2. Plan Z
You can invade enemy planets by creating large fleets of transports. By using the firepower calculator you can work out how many transports you need to get through the defences. Make sure you have enough anti-PDS ships to take out any PDS as ground forces are poor at this and finally make sure you will have enough ground forces to win a ground battle.
3. Trading
You can use the "player trading" option to sell ships, ground units and resources to other players for a nominal sum.
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SkulkrinBait
Morkin Admin
Haxx0rs == Suxx0rs! v4
Posts: 6,680
|
Post by SkulkrinBait on Sept 5, 2006 5:54:47 GMT
4. Home Planets
You can tell if a planet is a home planet has a number of 12 or less as the last part of it's coordinates (not sure if this is 100% reliable) or if the resources on the planet are all show as -standard- on a geology probe report.
5. A tip we've not tried is to share resource planets. A planet with a lot of resource facilities could be "given" to a player who has not finished researching technologies once the original owner has done so.
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