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[Fed Battle]

Playing With Yourself! - Part 5

"Written laws are like spider`s webs; they will catch, it is true, the weak and poor, but would be torn in pieces by the rich and powerful."
                    Anacharsis
                    Scythian prince of the sixth century BC

(You have just come from here - the Turn 2 page)

The Feds - Turn 3
    VCR
    Base
    HQ
    Ship Building
    Some Basic Hot Keys
    Enough Chat! - Ships
Birds, turn 3
    Tech
    Homeworld base
    Ships
THE END - FOR NOW!!!

The Feds - Turn 3

In Planets4.exe - from the FILES menu, select game 1 (Testgame). Open the Feds turn
(select player 1, "Unpack RST file")
turn2fedsmap
[ Olly comment - this is what I got this time - PLEASE NOTE - I have played and replayed this thing as it progressed so in this replay I couldn't see the Bird base (when in a previous play-test - I could) It's not important though - we're already "cheating" anyway as random factors will mess up things and we need to get through this!]

[Olly comment again - Looks like new green circles around Lacerta and Cango - 2 my freighters are on their way to Boring Planet and Wolf 359 (which is where I sent them while dropping off stuff on the way) - great! - it all worked! The last freighter still seems to be on it's way to Mann though! Also - a bit worried about that Green cross and red thing North of Shaddan though?]

VCR

The first thing everyone looks at in their turn is the fights! Click on the VCR icon on the top toolbar  to bring up the VCR screen. My test game shows two "Events", but these are both the same (a minor bug) - [Olly Comment - Actually I got 4 events!!! ]. They show a fight between the Bird Wing ("Revenge of the Birds") and Fed ship ("Planned Obsolescence"). If you start (Start VCR) the combat and watch, first thing you notice is 310 ticks of boring nothing, because the ship is still set to attack on 2nd wave. Wings don't have that as an option. Also see how there is no planet? The Wing Intercepted the ship in deep space, like it was told to.

Battles are chaotic things and not entirely predictable. When I - Paul - first ran this tutorial scenario, my results were:

A : The Bird wing swept in and shot at the Nebula about 6 times in rapid succession, killing the Nebula almost instantly.
paulsbattle

However, we were both running the scenario in parallel. And Olly's version ran more like:


B :  The Bird Wing circled around cautiously, taking occasional shots. The Fed Nebula kept repairing the damage, because this is a special Fed power (the "Scotty Bonus") which happens if they have a High Guard (HG) on board. Uniquely, they can repair shields etc in mid battle if they have a HG on board. You can see this in the battle by clicking on the Fed ship and watching the numbers (or bars) going down when the Wing hits it, then regenerating slowly.
After three or four basic combats, the battle ended inconclusively. At the end of combat, the Fed ship uses its repair units to repair ALL damage. The Wing lost several fighters.

There's a little footnote here.

turn2fedsmapA

On the map, you can see where the battle occurred - on mine (Paul's)  I can see the (red) enemy Wing. If I click on it and call up its Datapad (a button on the ), I can tell some details about it.

IF in your running of this - the Birds trashed the Nebula then : At the same point in space is a new kind of object. It is called Planned Obsolescence, but it's now a Wreckage Pod.  (Actual map icons are enlarged in the yellow oval in this picture)

wreckagepod

Pods are a new kind of object
and it is convenient for the game program to show wreckage as a pod, with which it has a lot in common. It has a new kind of control screen, and claims to belong to race 1, but I think you'll find it really belongs to "race 255" (ie, no one) if you try to give it commands, like re-naming it. You can capture wreckage pods from a ship's NAV screen.
Sometimes they contain useful stuff like fuel.

In my test game, the Feds can also see the two remaining Bird ships heading their way. A wise commander would, at this point, attempt to keep his unarmed freighters away from these threats.

But I'm going to ignore such trifling details because you should understand how to move ships and suchlike by now?
Let's move on to some
New Stuff.

[Incidentally: in real games, it is very unusual for players to start this near to each other. Normally it takes several turns just to spot your first enemy ship.]

AND  ---- Remember: in a real game, you would look at your Messages each turn. ---

BASE

Back at the Fed Home World Base, (not any of your new colonised worlds) bring up the Structures screen. build another 5 Cities or so.

Don't build Farms - we're about to do that in a different way!
Bring up the Base Overview screen and look for a button like a red "X".
fedministers
It is just to the right of the "LOG" button. Click the X. It changes to a green "M". *This means that helper sub-programs, called "Ministers", are allowed to affect this base.

Bring up the Base Switches screen. In my test game I have about 12,000mc. I shall transfer 8,000mc into the Central Account. Click on "Government Centre" in the Switches screen and adjust the slider so you have this much going in to the Central Account.

NOTE - People often forget to adjust the slider from turn to turn. They often open a new turn to find they've transferred ALL their cash into the Central Account and can't build anything. Sob.

HQ

Now open up the HQ  screen (top toolbar). In the TECH sub screen you should have over 11,000mc in the Central Account. Advance the following techs:-

Engines because your ships need to move as fast as possible for obvious reasons. And it's cheap.
Hull to build better ships to kill Birds with.
Planet taking it to tech 2. You need to begin building "Pod Launchers" soon.
Point Defense Useful and cheap. PD weapons are the ones that shoot down incoming fire and enemy fighters.
Large Weapons For a forthcoming Bird Cull.
Generators Fairly cheap (500mc) and moderately useful. Lets you use bigger weapons than your engines alone can power.
Shields Keeps you alive longer.

NEW STUFF: Now switch to the MINISTERS sub screen of "HQ". Select
"Bases". From this, click the Build Farms (If Climate Supports) button.
fedministers2
If you now return to the Fed Base and look at the Struct screen, you'll see that there are 10 farms queued up to be built this turn. (If not, you probably overlooked clicking the red X on the base overview screen a few stages back.)

Imagine being able to do that when you have an empire of 50 planets.
What a time saver! I suggest you have a good look at the Ministers screen in HQ. You'll see there are all kinds of empire-wide orders you can issue: structure building, ship control, etc.

SHIP BUILDING

The intelligent thing to do now, would be to kill that dangerous enemy Wing (and ships). And the best way to do that, at this stage, would be with another Wing - because you can't yet build a ship which can take on that monster Wing.

Tactics Digression
Another option in a game with more players, would be to tell a player
like the Evil Empire (EE), "I think the Bird homeworld is at x,y and he has stripped his HW defences to raid me. He's wide open." The EE can use hyperspace to drop in unexpectedly on people. There are ways of blocking hyperspace travel but not for all races, and not until you get to higher hull tech levels. The primary defence against the EE in the early game is the homeworld's fighters. The EE has a huge incentive to kill other players as soon as possible, because the EE starts out strong, then usually grows... but not as quickly as other races who breed faster... a compound interest effect occurs and the EE drop further and further behind everyone else. Unless they can find and knock out a few rivals early!

But we're playing the Federation. And Captain Kirk was never known for acting logically. So instead, I'm going to show you how to build a ship.

 From the BASE overview screen, click the Ship subscreen.
 From here, hit SELECT HULL. (You can't miss it!)
 From here, select NOCTURNE CLASS DESTROYER.
You may want to use the Holds / Power, Weapons and Specifications buttons to look at this ship's abilities. One to note is that under the "Specifications", Shield Power is shown as 400.

fedselecthull1
Now hit "OK".
We jump to a new screen.
fedselecthull2
Click Small Weapons. A list of
available weaponry appears - including the pulsed lasers we built last turn. Click on those several times, until the maximum (6) have been transferred to the middle part of this screen.

For Large Weapons, select a couple of weapons and add them to the recipe. ( I used 2 Heavy Lasers (Olly))

For Point Defense, we have some free stuff - take say 3 holo decoys (these help against fighters) and an Intercept (no use at all against fighters, but quite good versus ships).

Engines... pick an engine... some ships need several. They must all be the same type( I used a Lasno-1 (Olly))

Shields... now, remember that this ship's shield rating is 400? That's the max it can use. All shield names include a number (like Fleece S-30) indicating their power. Note that the client will allow you to put that expensive 3000 point shield on the Nocturne. What you will find, however, is that it will ONLY act like a 400 point shield in battle. ( I used a Fleece -S30 (Olly))

Armour : just click on the green arrow pointing left and the correct
amount will get used from stock. I don't think it's particularly well displayed.

Now click DONE, then BUILD SHIP in the next screen, to build the ship.

Wahoo! Ship build order done !

A footnote about ship building is here.

Some new controls to experiment with

SOME BASIC HOT KEYS

Range Finding Circles  (Numeric - "0")
Click on the Wing at your homeworld, making it the Hammer. It is composed of Io fighters, which have a speed (range) of 110 LY (Light Years). Let's see what's in range. Press the following key on the NUMERIC (square) keypad: "0".
Circles, centred on the Wing, appear on the screen. (If not, maybe your NUM LOCK light is off?)

These rings are "filtered" depending on how much the map is "zoomed in/out"
Red rings are at 100LY intervals - as you zoom in further
White rings at 10LY intervals will appear
If you zoom in further - NO rings will appear (a bit sad that - bug maybe?)

Centre Map Numeric ("5")
Now click on another object, off to the side of the map, making it the Hammer object. And press "5" on the numeric keypad. See how the map jumps to centre on the new object?

Map Zoom (Numeric +, -)
Odd - these used to work - hmm   8)
Ah. For some reason these are now on the numeric keypad only. Tim must have changed that in the last client upgrade.

Ship Speed (Top Keyboard keys 1 - 9)
Make one of your ships the hammer object. Try pressing the (non numeric) number keys, like 1 or 9. See how the speed jumps? The important one is 9, this sets speed to max. (don'f forget to leave the ship that way)

  -----------

Data Grid
This is brought up by a button 10 to the right of "FILES" on the top toolbar .
 I've used a screenshot from a more developed game to show you
how you can list and compare lots of objects at once - in this case, I was looking to see how many ships the enemy had, and of what types.
datagrid2
Use the Type and Sort by selection tools to choose what to list...

It looks REALLY scary at first but imagine the power of being able to organise
all your bases by fuel, during a fuel shortage... or find out where that "lost" ship of yours is ("I know I have another destroyer, but the map is cluttered." You can find it on the datagrid and then jump to it by making it the hammer.) Basically it is a database, allowing you to do all the neat things spreadsheets are famed for, and allows you to list and organise just about every property of bases, ships, wings etc that you can think of. People are always thinking of new uses for it. There is even a way to export it to Excel, though of course it changes each turn.

HOT KEY Digression OVER

So - close all that - and select the Home World base again

Let's review what orders we have given this Base.

On the top toolbar click the "Pending Orders" button.
Clicking this shows
you a summary of the important orders (not structure building) for the current hammer object.

If you click on Ship Launch entry on the left of this screen, you will see the ship we just ordered built, described.
shiplaunch1

Note also that there is a "Delete"
button. In VGAP4 you can undo any command. Very useful.

Enough Chat! - SHIPS

Let's deal out some "Fed Justice" to that enemy Bird Wing.

RIGHT click on that Bird wing (red) and make it the Anvil.

LEFT click on your own Wing (green) at your homeworld. Let's see if 50 Io fighters can kill 50 (or so) Bird fighters.

Bring up the Fed Wing's Overview Screen. I believe Speed is alreay set to max (110). Click on Nav to switch to that screen. Click on the Intercept "Set" button. A "Quick Pick" screen pops up. See the bit on here where it says "lock onto anvil object"? If that shows the Bird wing, click "OK".

Now let's set the Io fighters' attack options. Click on the ATTACK button to bring up their attack options screen.
Turn OFF "Quick Strike
and Run",
Turn ON "Anti Fighter" and "Close to Point Blank".
REASON:
this will make the Ios better against the Bird fighters, whose weapons have a better range. The Ios are going to get more shots in if they try to close with the enemy. "Quick Strike" flybys would be better against ships.

Now let's finish ordering the freighters around.

Make Whoop Whoop Holler the Anvil, click on its Transfer screen. Tell it to Transfer to "the planet at the next waypoint" (Boring Planet). Onto Boring Planet, drop all remaining cash, colonists, supplies, food on board; and beam up all metals and fuel you can carry.

Set the freighter's next waypoint (number 2) as your homeworld, by left-clicking the  Waypoint 2 button on the top toolbar, then left-clicking on your homeworld. We don't want to hang around this area when we suspect the Birds lie dangerously close to or North.

The other freighter (Assymetric Dog) down south has already been set up to transfer stuff to planet Mann when it arrives. But we may as well give it a second waypoint so it doesn't waste time on turn 4. Make Assymetric Dog the Hammer and click on the Waypoint 2 button on the top toolbar. Then left-click on the next planet, Mao 5, in that area (you may have to expand the map scale to see what you're doing).

If the Nebula "Planned Obsolescence" survived the battle with the Birds, why not send it to the Bird homeworld (Wayne's World) to see what happens... select Planned Obsolescence and pull up its Nav screen. If it is set for Intercepting The Revenge Of The Birds - clear that - and it should revert to waypoint one - Wayne's World...

That's the Feds done.

Hit the FILES button, then MAKE TRN FILE.

Birds, turn 3

TECH

(from the HQ button): you should have over 10k in your central account.
Upgrade EVERYTHING except Superweapons and Hyperdrive, which
are no use to you. You'll still have change left over.

Let's try something new. From the HQ button you can also access a screen called EXOTIC TECH. Open that.
Here we find a whole heap of things to
waste excess money on. The reason these are here, is that at the end of the game you will have too much money(!). So there are some very expensive ways you can spend it to get an edge. The idea is that no matter how much money you have, you will never be able to afford all of these.
exotics
The Exotic Tech screen opens up on the "Pods Ships" subscreen. Click the button labelled "Agnomic Emitter A". This will boost your ships' shields - for all of your ships! If a boosted ship falls into enemy hands, they don't get this bonus: it only applies to ships you own. The cost is an initial one off payment of 1000mc and a "continuous payment" thereafter of 100mc / turn.

The square button goes green if you click it, meaning the Exotic will be activated in the coming turn. If the round red button below was green, it would mean it is already active, and all you need to pay is the maintenance cost.

If you scan through these sub screens you will see some mouth watering boosts.
WARNING! Anyone who spends money on Exotic Techs this early in
the game is probably wasting it. Why, you ask? Answer: because unlike normal techs, or structures, these are transitory investments which suck money up, need extra money to run them once they're bought, and don't produce an economic return. You can't afford them yet. The only exceptions - Exotic Techs worth paying for in the early game - are arguably Pod [speed] Kicker A and (after turn 20) Tank-O-Tronic A, because these help you grow your empire faster, and there is a lot of disagreement over whether even these are really worth it.

Some of these Exotics take many turns to save up for, and if your economy takes a downturn you find a cascading effect as you cannot keep up the maintenance payments... so you lose more battles and territory... so you have less money to keep them going... in general, don't buy these until you need them. It is very nice to know your shields are boosted, but if you don't (normally) actually expect a fight for several turns, it is throwing money away.

  ---

Homeworld base

: AND make sure it IS the Homeworld screen !!!
Overview screen:
To the right of the "LOG" button, click the red X, so Ministers can
auto-build stuff for you.

In the Switches screen, turn the Government Centre down to 8,000mc.

In the Struct screen, build a
Pod Launcher and
10 farms.
[Actually
due to another cock up we don't have the planet tech needed for a pod launcher yet. no matter. Queue it anyway.]
Build all the cities you can again - but keep supplies positive.

Let's build a ship.

Hit the Base's Ship button.
Now hit SELECT HULL
Select WHITE FALCON CLASS CRUISER / OK
Small weapons: fit 6 pulsed lasers
Large weapons: fit 1 particle cannon
Point Defence: fit 2 Intercepts
Generators: ignore
Engines: fit two FTL5 warp drives
Shield: Fit Fleece S30
Armour: fit as much as will fit on board (click the top green arrow
once)
Hit DONE
Back to previous screen. Hit BUILD SHIP

Now go to the Parts screen and queue up some weapons etc for building ships next turn...
(I'm going to skip that because by the time you build that ship, on turn 5, this tutorial will have progressed beyond this level of detail and be discussing strategy.)

Now click on planet Gieneh, NE of your homeworld. See how there is a new Base of yours there? Make that the hammer, openup its Structures screen, and build
10 farms,
10 mines and a
pod launcher there.

SHIPS

Ship LUMBERJACK
Set this to Intercept (Nav screen) enemy Fed ship Whoop Whoop Holler! if you can see it. If not, just keep heading for Boring Planet, where it was last seen heading for. The idea is to destroy it.

Ship DEAD PARROT
Head for planet Shaddan. Idea is to end the turn at the same position as our Wing. That's because the Wing will run out of fuel en route south, but it will refuel off a ship if they end the turn at the same point. Wings (fighters) use so little fuel compared to a ship, the game engine ignores the fuel loss from the ship.

Alternatively: Avoid suspected Fed homeworld Odonia by, say, 50LY (we know they live there because the ships we've seen have raditaed out from that general direction). The idea is to scout the enemy and see what's in this region, then maybe next turn prey on more freighters. Also, if they see our ship in the area, they will have to swing into defensive mode.

Wing REVENGE OF THE BIRDS
Head for planet Shaddan to refuel from our ship Dead Parrot

Thats about done for the Birds!

Go to the Files menu - make sure you MAKE TRN for both Feds and Birds!

That was turn 3....
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