eproxy
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Oceans old & new
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Post by eproxy on Jan 9, 2007 16:10:20 GMT
I could do with knowing if the following fleet config would take any losses against a 1 point isle;
5 SW 5 SM 5 SF (reaseach currently unknown)
Or if anyone has a farming fleet config that works just involving SM, SW, ST or SF.
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Arminius
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Post by Arminius on Jan 9, 2007 16:37:42 GMT
I could do with knowing if the following fleet config would take any losses against a 1 point isle; 5 SW 5 SM 5 SF (reaseach currently unknown) Or if anyone has a farming fleet config that works just involving SM, SW, ST or SF. Yes. You'd need something like 3LWS, 3SWS, 5SMS, and 4 stone/4spear. Farming without large warships always means losses.
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eproxy
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Oceans old & new
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Post by eproxy on Jan 9, 2007 21:18:40 GMT
Bah, there goes one of my plans >: (
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Freiegeister
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Post by Freiegeister on Jan 9, 2007 23:16:05 GMT
Smallest I safely use is: 2LW 2SM 1SF
Good for hitting every score 1 in range daily if you can be bothered...
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Shendemiar
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Post by Shendemiar on Jan 15, 2007 2:27:24 GMT
For warfare purposes, have at least 1 Large MERCHANT ship around.
Sometimes its handy if fleet only travels at 4 knots.
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AeroS
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Post by AeroS on Feb 4, 2007 15:27:18 GMT
1. If I send a coloship against an island that can not be colonised(owner has only 1 island), will I automatically lose my colo ship? 2. If I send 2 coloships in the same fleet against a rulerless island, will I have a better chance of success? if yes, could I lose both ships? 3. If I send a coloship against my own island can I be successful and lose the coloship? I asked the third question in case the answer to #2 is a "no", in which case I would think about sending 2 colo attempts in a row, seconds apart. I would just be afraid that I would be successfull both times at the cost of an extra colo ship.
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Arminius
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Post by Arminius on Feb 4, 2007 15:40:44 GMT
#1: you would only lose it if you have too little fighting power. With a big enough fleet of LWS that should not be a problem.
The other two I haven't tried.
What I do is to launch my second col-ship so that it's still in cancellation range when the first one hits the isle. Or, simply send it without catapults to hit 50 minutes later, which gives you time to build up the main house (make sure you'll have enough resources available!) and thus the colonisation will fail.
I wouldn't risk having two ships hit immediately one after the next....
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AeroS
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Post by AeroS on Feb 4, 2007 15:42:24 GMT
thanks
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eproxy
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Post by eproxy on Feb 4, 2007 17:04:18 GMT
#2 I have no idea, although looking at the answer to #3 I'd perhaps think that yes you could lose both. This would infer though that both CS's were acting independantly, therefore giving a 75% chance of colonisation (25% chance of losing both). #3 Yes you can colonise your own isle (I've done it on IKUK). This means you can lose an extra coloship although you are still not garunteed to either colonise the isle with either or colonise it with both. My own strategy would be to send them an hour apart, then you'd have chance to build up the MH if your first was successful (ie don't send cats in the second). Remember though; if your first isn't successful the enemy might then build up the MH, but only if they can get online, it helps to keep an eye on them
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AeroS
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Timmons[HAWK]
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Post by AeroS on Feb 4, 2007 19:29:04 GMT
anyone have info on how far out a watch tower can call back a fleet at all levels?
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SkulkrinBait
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Post by SkulkrinBait on Feb 4, 2007 19:45:55 GMT
10% of it's "viewing" range.
So level 20 it's 3.84 nM best to double check if you're risking a colony ship, try with a SW
;D
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Arminius
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Post by Arminius on Feb 4, 2007 20:00:43 GMT
At 2kn it's just under two hourse journey time (1.92 hrs)
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