well I am TheEnd, but ok well if you want to fleetsave to one of my planets just use ACS Defend, and then the time you want it to defend my planet(in this case my defence would be the protection for your fleets), now you can ask me by private me about more planets I have with good defence, I just ask that you tell me what you want to send on a mission to my planet if its a bigger fleet then I'll have to give you the coordinates to one of the more heavily defenced planets.Also anyone interested in knowing I'm getting around to making more defences.
Search found 3 matches for Rish
Helpful Tips and Information for New and Experienced players alike - Fri Jul 16, 2010 5:46 am
First to lakeway,
to get another planet you need a colony ship,( I highly recommend not building any more than 20 colony ships..well because you have your main and thats one, and the max. amount of planets you can have is 21 so building anymore than 20 colony ships is a waste), ok back to the question to get more planets you need colony ships, to get those you need Shipyard level 4 and Impulse engine level 3, so that means just level up the shipyard to 4 and build up to level 2 research building and then start on the impulse engine, need more information over what level till things are unlocked? check your Technologies page.
Second question: when it comes to leveling up mines players tend to keeping doing so untill it gets to expensive, but as to how many points I'm unsure but you'll have a good amount I know that.
Third question: what are feeders? hm..I've heard the term and definiton to it but didn't listen, its not really important most likely by the term "feeder" its when you have maybe 6 planets in the same system as your main planet, if you send resources for the other six planets to your main then your collecting the daily amount of resources produced and then gathering it on your main, the ones you collect your resources from are consider your feeders, they supply you with resources to gather up.
Fourth question: Rapid Fire Equation, I'm not the type into equations but I know when you click the picture of a ship and it shows the ships it has rapid fire against that means it can hit that type ship a x number of times in one round, in a battle there is up to 6 rounds at the end if there is no winner it ends with a tie. I may look into this to address the question a little better for you. very good question though thanks for bringing it up.
Fifth question: IPN tech, its a network that connects your research facilitys that you have on other colonys and connect the research together, the benefit of such is a decrease in research time. here is a little to go over to help you understand more about IPN tech .. "This means that at IPN 1, you do not get any bonus in time.
The IPN network, always chooses your highest research labs to use.
The IPN network, only takes in account the labs that are eligible to research a technology.
The IPN network adds up eligible research labs.
Here is an example on these:
You got IPN lvl 2
You got 3 research labs. One at lvl 6, the other one at lvl 2 and the last at level 3.
The IPN will choose lvl 6 and lvl 3.
If you want to research Computer Technology, it will be like you have a lvl 9 laboratory (6 + 3)
However, if you want to research Weapons Technology, it will be like you have a lvl 6 laboratory, as the weapons technology have a minimum requirement of Level 4 Laboratory."
Now to Calezar's question: Yes leaving your browser up is a good idea and makes a nice Tip for others, thanks for bringing this to attenion, Now as you may know attacking a oline player is bad well because they can possiblely send a fleet to defend their planet against your fleet resulting in a loss for you, another thing you may attack a player for resources if he is online he could and probably would spend or move his resources and fleet, so if your online your not as good of a target so if someone wants to attack you they will wait till you get off and if you leave your browser open then it will show you as online resulting in less attacks unless the attacker is feeling like taking chances, I know good players that leave their browsers open so if you can then it would be a very good idea to do so.
I'm happy to help out with the questions so just keep em' coming just ask and I'll answer.
Helpful Tips and Information for New and Experienced players alike - Thu Jul 15, 2010 5:52 am
Ok I have gathered information and tips about the game, but theres always been alot so its sortof hard to put it somewhere, but now I can post it here so enjoy and any other posts with your thoughts on it would be appreiated thanks!
~ZE Gameplay 101 and Recommendations Terminalogy~
LC- Large cargo
SC-Small cargo
Commonly called DS correctly its called RIP-Deathstar
Bs-Battleships
Bc-Battlecruisers
LL-Light Laser
LF-Light Fighter
DS-Destroyer
CS-Colony Ship
HF-Heavy Fighter
R-Recycler
Es-Esponiage Ship
RL-Rocket Launcher
HL-Heavy Laser
GC-Gauss Cannon
PC-Plasma Cannon
IC-Ion Cannon
IPM-InterPlanetaryMissle
ABM-AntiBallistic Missle
FleetSave Definition:
Meaning basicly sending out your fleet with a decreased duration to lower your chance of being hit while offline. Recommendation-Find a inactive players moon 100-300 systems away then select attack on that moon, next page select the fleet you want to keep safe (to slow down fleet send 1 recycler with it) then on the next page it will show the coordinates in 3 separte boxs below that shows the duration at 100% and the time it takes to get to there, lower the 100% down and it slows your duration speed, change it to whatever time you plan to get on. example getting offline at night at 8, I tend to set the duration to 6 hours & 33 minutes.
Defence Recommendation-For discourging players from attacking:
Min. amount of Defence-4,000 LL, 100 Gc, 1 small and Large Shield, 100 Ic
Max amount of Defence-6 to 7,000 LL, 250 Gc,1 small and Large shield, 350 Ic
Tip- Mathmaticly Light Lasers are more Firepower for less resources than any other defence type.
Fleeter Tip-battlecrusier & battleships are the Fleeter style ship of choice, but 3,500 to 4,000 battlecrusiers can take out most defences and cost less metal, 1/2 deut. cost, faster, and more firepower than the battleship.
Gameplay Fact-RF stands for Rapid Fire meaning 1 ships and destroy more of certain other type ships example: 1 RIP vs. 500 Battleships, RIP will win because it has RF on the battlehips, even though the RIP cost 1/5 the amount of the 500 battleships, so a RIP can destroy 500 battleships but cost a lot less and still more effective at the same time.
Dont build storage buildings on a moon. Storage is for production. Moons don't produce any res. Therefore, DO NOT build storage structures on a moon.
Also, I believe that if there is an ACS depot on your planet, you do not need one on your moon as well. This could use confirmation from someone as Im not 100% sure on that.
Missions involving a moon (either as starting point or destination) are invisible to phalanxes. This is why moon to moon fleet saves are best.
Increasing the level of your jump gate reduces the recharge time by half. There has been some confusion on this in the past, but this is now confirmed.
The Bashing Rule
Bashing
It is not allowed to attack any given planet or moon owned by a player over 5 times in a single 24 hours period.
Bashing is only allowed when your Alliance is at war with another Alliance.
The War must be announced on the official Zorg Empire Forums, under Alliances thread.
Note: Attacking fleets that are completely destroyed and Interplanetary missile attacks do not count towards the bashing rule. Moon destruction missions do count towards the bashing rules.
Q: Someone has attacked several of my planets more than 5 times! Is this bashing?
A: This depends if the 5 attack limit was broken on any given planet or not. The bashing rule allows a player to attack a SINGLE planet/moon no more than five times in 24 hours. The count is per planet/moon not your entire empire.
Q: A player sent more than five attacks at one of my planets, but the attacks were sent from more than one of HIS planet.. Does this still count as bashing?
A: Yes, definitely. The bashing rule is per attacking PLAYER - irregardless of planet - to defending planet. Defending planet matters, attacking planet doesnt.
Q: Are we allowed to bash players who are inactive or banned?
A: Yes. The bashing rule does not apply to inactives and banned players.
FACTS and TIDBITS
Cold planets produce more deuterium but less energy from solar sats.
Hot planets produce less deuterium but more energy from solar sats.
Planets closer to the sun (slot 0 imaginary) are generally hotter.
Planet slots 4-7 generally have more fields (building space).
Q: Does this game ever reset?
A: No. Not in the foreseeable future.
Q:How can I build Lunar Base ; Sensor Phalanx ; Jump Gate?
A:You need a moon.
Q:How can I get a moon?
A:You need a battle to take place on your planet. After the battle there is chance of getting a moon. 18% is the highest possible chance.
Debris field generated is one way of calculating the moon chance. 18% moon chance needs around 2m debris. (metal+crystal)
http://www.zorgempire.com/forums/viewtopic.php?f=2&t=982&start=0
Q:How do I get a new planet. How can I get a colony ship?
A:http://www.zorgempire.com/forums/viewtopic.php?f=2&t=316
For the extreme server you can have a total of 21 planets. 20 colonies + 1 homeplanet.
For the standard server you can have a total of 10 planets. 9 colonies + 1 homeplanet. You can have an extra planet slot with "Superior Explorers" from the Zorg Empire Plus.
Q:How do I use Inter-Planetary Missiles (IPM)?
A:Go to the galaxy page and look at the icons on the right. Beside the PM, espionage, buddy request. If they are in range of your IPM then there will be a launch missile button.
Q:What is a fleet save? How can I fleet save?
A:
Slash wrote:
Fleet saving is putting your resources on a fleet mission so they are relatively safe from attack until you can be online to use them.
There are several ways to perform a fleet save. You can send your resources towards another player's planet and then recall it before it gets there. You can send your resources to one of your colonies. Or, you can send your resources on a recycler mission to a debris field- effectively doubling your mission time.
Squirrel wrote:
There are various FS's.
Planet - DF - Harvest mission. Ok for a small fleet but others can see with a Phalanx.
Planet - Planet - Transport mission. Same as above, dont rely on it. Also, if you are carrying res it will be dumped on the planet while you are offline.
Planet - Planet - Deploy mission. Best option for those moonless players. Be online for when deploy lands, should someone try attack, you can recall.
Moon - Moon / Moon - DF - Safest fleetsave by far. Invisible to lanx.
You can also fleet save by attacking the moon of inactive players. It is also invisible to the lanx. Just make sure it has no defense that can dent your fleet.
You can change the speed of your fleet to adjust the time on when they will land.
Q:How does the player protection work.
A:You can't attack (a)anyone who has 5x your points or (b)anyone with /5 your points. They can't attack you either
Ex: If you have 6k points, you can't attack anyone with more than 30k points and anyone with less than 1.2k points..
Note: The player protection only applies if you have less than 10k points.
Which means when you reach 10k points, (a) is disabled. Even someone with 300k points can now attack you.
(b) still applies. You sill cannot attack someone with who has less than /5 your points. Until they reach 10k.
Q:Someone attacked me and I can't attack him back.
A: It is possible the loss of your ships from the attack reduced your points pushing you back into player protection.
Or maybe you tried to attack during the score update. Try again later.
Note: The fleets on a mission are not included in points during the score update. Beware of players taking advantage of this.
Q:In the Galaxy screen, what does the signs beside the names mean?
* = There was a recent activity on that planet. The triggers i noted were, a building in construction queue was just finished ; the player just logged in ; the planet was just probed or attacked ;a fleet landed on the planet, clicking the overview of that planet.
# min = # of mins from last activity. It starts at 10 mins. I think it disappears at 60 mins?
You can view the legend on the lower right of the galaxy screen by placing your mouse over the word "LEGEND" but some may have problems because the pop-up extends beyond the bottom of the screen.
Q:Can I send resources to my friends?
A:Yes you can. But there are limits.
No player may knowingly send resources to a higher ranking player unless it is done during a trade (in accordance with the Trade Ratios posted on the forums). Once within a 24 hour period a higher ranking player may send the equivalent of 1 hour of production to a lower ranking player (pulling).
Q:24 hr production from the entire empire or from a single planet?
A:
Administrator wrote:
1hr production of each planet/per planet.
Example:
Planet A 500 per hour
Planet B 100 per hour
Planet C 50 per hour
Planet A can send send 500 but not 550 even if total hour production is 650.
Note that even this is not making much sense, it is the only way as our algorith works in this way.
The Playing Field
ZE is a Universe of 9 Galaxies each with 499 Systems in them. Each System has room for 15 Planets (called slots) with the 16th slot reserved for Expedition Missions. You start with a Home Planet that has 163 building spaces on it. You can have up to 20 additional colonies giving a total of 21 planets. The number of building spaces on colony planets varies greatly but you can destroy a colony planet and try again. You can not destroy your Home Planet. You can not destroy another player's Home Planet or Colonies. You can not take control of another player's Home Planet or Colonies.
As the result of a battle, sometimes moons are formed around a planet. You can not buy a moon. It must be created from an attack on a planet or colony.
You are highly encouraged to build defenses on planets and colonies. Your fleet in orbit around your planet or colony will also provide defense during an attack.
The Resources
To build your empire, you're going to need several resources:
Metal- is produced from mines. Metal is the back bone of all construction- whether it's fleets, defenses, technologies, or even other resources.
Crystal- is also produced from mines. Crystal is used to build technological requirements within the empire and is an integral requirement for purchasing and upgrading research and technologies.
Deuterium- is produced from water using synthesizers. Deuterium is the fuel for the empire. No fleet can move without it and several technologies use it as a source of energy.
Energy- is produced using Solar Satellites, Solar Plants, or Fusion Reactors. Mines and synthesizer will not work without it. Insufficient energy will result in diminished production of any other commodity.
Metal, Crystal, and Deuterium are the financial currency of the game. You use them as you’d use money to purchase everything for your empire.
Once built, Metal Mines, Crystal Mines, Deuterium Synthesizers, Solar Plants, and Fusion Reactors can only be destroyed by the player that owns them (Solar Satellites are vulnerable to attack).
The higher level you purchase of any resource increases the output.
Suggestion- at first, build at a ratio of 3 metal to 2 crystal to 1 deuterium and adjust the ratio as needed later on in the game.
Goals and Strategies
While this section is very subjective and open to debate, I’ll try to cover the fundamentals of getting started and choosing a playing style. This section is being posted prior to any other sections as it is important that you choose a path very early in the game so that you won’t be purchasing things that do nothing to support your empire.
NOTE: Points are awarded whenever something you’ve purchased has been completed. Those points will not appear until the system updates.
Starting out- If you haven’t yet done so, go now to the “Just Started?” section of the Game Help menu and review the suggestions made there. neoshagrath’s Newbie Guide is also a must read.
Witchywoman’s topic entitled Zorg Lingo for the Noob is a great source of navigating the terms and slang used in ZE. Another must read topic before starting out.
The very first thing you need to know is how to fleet save. It’s the most critical technique you can learn for successful game play. Regardless of your playing style, fleet saving is virtually a mandatory requirement. Check the forums for instructions on what fleet saving is all about.
The second thing (highly recommended) is that you work towards building cargo ships to aid in fleet saving. Failure to do so will result in your empire being raided and attacked by the smallest and weakest of fleets- leaving you with nothing to build with.
Thirdly, expanding your empire is very important. Building colonies to support your empire is another “must do” activity. So Colony Ships should also be a high priority goal. Colonizing is addressed in the Help forums.
Suggestion- It is very tempting to build all of your colonies in one system. Very few players have succeeded with that strategy. You have 9 Galaxies to colonize. Use them and spread out from the start.
The primary goal of the game is to gain points while running your empire. Being the highest ranked player is a challenge, but even making the Top 100 is an achievement.
Strategies-
There are several styles of play that are used (or combinations of styles) that form a basic strategy for game play.
Miner- A Miner relies on building resource mines and synthesizers as the player’s primary source of point generation.
DEFENSE: Small to moderate. Typically relies on a cargo fleet to fleet save and shuttle resources from one planet to another.
FLEET: Minimal offensive capability. Usually a large transport fleet with a small contingent of recycler ships.
ADVANTAGES: Good for players who do not want to invest a lot of time in maintaining their empire’s fleets and defenses. Buildings can not be destroyed by attacks. Methodical way of steadily gaining points.
DISADVANTAGES: Requires some fleet saving skills and the ability to manage resource between planets. Without some defenses, daily production can be farmed by other players. Not a fast way to make points overall. Some Deuterium consumed in fleet saving/ transport.
Turtle- An extreme form of Miner that relies on heavy defenses to protect resources.
DEFENSE: Very large (to the point of what some consider extreme).
FLEET: Virtually none.
ADVANTAGES; Very little maintenance required. Fleet saving is almost non-existent. Good for players who do not have a large amount of time to invest in daily game play. Virtually no Deuterium consumed in fleet saving or transport. Slow but steady points gains.
DISADVANTAGES: Good portion of resources spent on defenses. Regardless of the amount of defenses, some alliances and individuals take pleasure in finding and destroying turtles- wasting great amounts of resources to reduce the Turtle’s defenses as a hobby.
Fleeter- A Fleeter relies primarily on attacking other player’s planets and/or fleets to gain points.
DEFENSE: Small.
FLEET: Large contingent of offensive ships and recyclers.
ADVANTAGES: One of the fastest ways to gain points. Majority of Top Ranked players are Fleeters. Challenges players who like to hunt and be active in the game.
DISADVANTAGES: One of the quickest ways to lose points. Fleeters hunt each other and a lost fleet means lost revenue. Deuterium consumption can be extreme. Requires a large investment of time in managing the player’s empire and fleet saving.
Raider- A Raider is a player who combines the playing styles of the Miner and the Fleeter, making small attacks against planets and/or fleets yet investing in mines and synthesizers to supplement their empire.
DEFENSE: Small to moderate.
FLEET: Even mix of offensive and transport ships.
ADVANTAGES: Stable income and less vulnerable to wide point shifts as that of the Fleeter. Allows for a moderate point growth. Smaller Deuterium consumption than the Fleeter. Mixed game play allows for a more flexible input of time.
DISADVANTGES: Fleets are vulnerable to Fleeters. Deuterium management can be an issue when resource is spent on mines and fleet saving. Requires some level of player activity to maintain empire.
Suggestion- It is much easier to start out as a Miner and then switch your playing style as you learn your own level of interest and amount of time invested in playing than any other style. The Technologies you purchase as a Miner can be used for any playing style and will prevent you from making poor purchases should you find out you don't want to be a Turtle, Fleeter, or Raider.
My philosophy on growth
I do not think it wise to build a massive fleet, unless you have the skill to maintain it, and never build one unless you have the infrastructure to support it.
I believe that to get to the top in this game, you need a healthy balance of fleet and mines. I am top 20 with bugger all fleet but ignore that. Anyway, you shouldn't strive to hard to get an impressive fleet in the early stages, mostly just cargoes and some battleships for raiding.
Best strategy for growth, in my opinion, is to set up a cluster of planets in one galaxy (9-15 would be great, make sure they are decent sizes, like 200-225+). Upgrade these planets until they are giving you a healthy income. Remember to keep your Metal Mines a few levels higher than your Crystal Mines, Deut Synths a little lower than Crystal, or equal. Even if you are not a fleeter, Deut can be traded in for a lot of that delicious metal and crystal.
For power, use Solar Plants ONLY at this stage.
In my empire, none of my Solar Plants exceed level 28, at this point, i believe the energy they give does not justify the cost. When they reach level 28, use Solar Satellites for the rest of your energy. Also, remember to build a little defense on each of your planets in the cluster you set up, just enough to protect your sats and overnight resource production from raiders. I have on average, Solar Plant 28 and about 2k sats on each colony, which is enough to sustain M33/C28/D28 with a little to spare. Oh, and don't forget to leave a few cargos on each of the feeder planets in your cluster lol, wouldn't want a lot of res and no way of getting it out.
Each night, transport the resources from your feeders to the main planet in your cluster, then re-distribute that res accordingly to upgrade your mines or research. Or even a bit of fleet if you're feeling adventurous.
Any spare res you should put on your fleetsave and keep it until it's needed, don't just spend it because it's there.
Remember to keep raiding those inactives and newbs to increase your income.
When you have the cluster at a reasonable level, you can start to expand, putting a planet in each of the other galaxies and getting a moon on them (and in your cluster) so you can build Jump Gates and start raiding in fresh meadows.
When you have a decent spread of planets, you should start building some fleet and looking for other little fleets that you can crash and recycle for profit. Unless you are a real fleeter, the only ships worth building are Battleships, Destroyers and Recyclers for your fighting fleet. Destroyers are nice because they are beasts to take down and hit like trucks, but Battleships have a fantastic power to cost ratio and in numbers can bring out the same effect as Destroyers in battle. I am experimenting with the Battleship only fleet build, i've seen another use it and it works very well.
Whilst you are building some fighting fleet, don't go overboard, only make as much as your mines can sustain. Don't bring attention to yourself with a gigantic fleet for your points.
As you grow, remember to upgrade your mines on your separate planets and continue to upgrade your cluster.
For later game, head for a mine ration of something like this and build on it: M31/C27/D25
Ideally your advanced game build should look something like this: M33/C28/D28
When Metal Mine hits 32 onwards, you will really start noticing the difference in income, it pumps out huge amounts. Also, you can go for higher Deut mines depending on your fleet size or trading preferences. But never upgrade your deut mines past 28 on planets that are NOT in the minuses on both temperature brackets. It's not worth the resources. But if you get an exceptionally cold planet, you can head on up to something like D32 and watch the massive amounts of deut pouring in.
A noob's guide to terms used for the game
Zorg - The Ruler of All in Zorg Empire Forums and Game
Forums Leaders/Managers:
Admin - Administrator - Manages the fourms as a whole.
Mod - Moderator - Persons who manage the forums.
Alliance Related:
APP - Application, this is the process of applying for an alliance and can be carried out through the alliances page. *Thank you Istalris for this one*
CIRC - Circular Message, the message system used to send a message out to everyone in your alliance at once.
NAP - NonAggression Pact or NonAttacking Pact - People or Alliances who have a NAP don´t attack each others.
PPM - Points Per Member -Average points per member in the alliance statistic view.
TAG - The alliances shortened name, symbols, or abbreviation thereof. (ie: the tag DR = Death Riders) *Note in the Galaxy view you will see a column that says alliance. There you will see the TAG of the alliance. To view the alliance name you can put cursor on the tag and it will pop up another window.
Miscellaneous:
ABM - Anti-ballistic Missle. The only thing that can destroy an IPM.
Acc - Account: Your account. (NEVER give your account information out to anyone)
ACSD/Depot - ACS Depot, allows players to use the ACS defend function on you, the higher the level the bigger the fleet that can defend you. (*Thank you Istalris*)
BS - Battleships - Good attack ship used more often than not as they have large cargo space, heavy cannons and high speed.
CR - Combat Report
Cru/Crus - Cruiser - A ship used primarily in early to mid-early game stages to take out LFs and RL.
Crys - Crystal
Cycs/Cyclers/Recs/Recys: Recyclers - The ship used to recycle debris.
DD - Destroyer *Thank you for this one Istalris*
Deut - Deuterium
Dest/Dessy - Destroyer - The king of the war ships.
DF - Debris Field - The spot you target when you want to collect debris there. DF appear on the galaxy view near the attacked planet.
DS - Death Star (also known as RIP) *Thank you Richardhjw for the list improvement*
EP - Espionage Probe/Ship
Esp - Espionage
Flaming - to insult
Fleetcrash - The act of attacking someone's fleet with the intent to kill off all his/her ships, turning them into debris field to be collected for profit
Fleeter - Someone with a huge fleet size and power.
FR - Fusion Reactor, produces energy, unlike the Solar Plant, this consumes Dueterium to work and it's output is increased with your Energy Technology level. (*Thank you Istalris*)
Gal - Short term for Galaxy
GLiRL - Good luck in real life: Usually written when a player is leaving the game.
GLOTR - Good luck on the rebuild: Usually written when a player has been HoFed.
Green Name - Weak Players
HF - Heavy Fighters - Upgrade of an LF.
HL - Heavy Laser
HoF - Hall Of Fame
IPM - Inter-planetary Missile - A weapon used in destruction of defense.
IRN - Intergalactic Research Network *Thank you KarrothMelu*
JG- Jump Gate, a moon building used to instantaneously transport ones fleet to a sister gate anywhere in the universe, without the use of fuel. Resources cannot be taken through the Jump Gate. (*Thank you Istalris*)
LB - Lunar Base, used to expand the field count on a moon, similar to a terraformer. (*Thank you Istalris*)
LC - Large Cargo Ships
LF - Light Fighter - The weakest attack ship used in the game.
LL - Light Laser
Met - Metal
MS/Silo - Missile Silo, stores ABM's and IPM's. (*Thank you Istalris*)
Nani - Nanite factory
Ninja - The act of surprising your attacker with counter attack at the very last few seconds, thus reversing the situation of a loss to a win.
Noob - Someone who is new to something
PM - Personal Message
Probe - Espionage Ship *Thank you Istalris*
PWN - Own spelled differently . "Punish without negotiation"
Raider - Someone who gains resources by farming or doing small fleet crashes [or some HoFs].
Red Name - Strong Players
Res - Resources - The game most important thing, Metal, Crystal and Deuterium.
RF - Rapid Fire
RIP - Deathstar
RL - Real Life (more likely to be seen IRL for In Real Life).
RL - Rocket Launcher - Basic defence system
Sats - Sattelites, refers to Solar Satellites.
SC - Small Cargo Ships
Silo - Missle Silo
SP - Solar Plant
SS - Solar Sats
TD - Total Damage - Usually found in HoF
Techs - Technology/research
Turtle - A player who builds up high levels of defense rather than attacking/raiding. Not a bad thing, just to some boring.
WAS - Weapons, Armour, Shielding
(b) - Banned - This is beside players who have broken rules and been locked from the game for a certain amount of time. Attackable!!
(i) - Inactive- Player who has not logged in for 7 days.
(iI) - Inactive - Player who has not logged in for 28 days.
(n) - Newbie (low ranking)
(s) - Superior or Stronger Player
(v) - Vacation Mode- The account cant be played or attacked (except it seems you can be IPM'd hmmmm.)
Most ships have the Rapid Fire feature. Simply put, while in combat, Rapid Fire is the ability of one unit to attack another unit multiple times in one turn.
The Rapid Fire number, indicates an relative average of how many time the particular ship can attack the ship in question.
For example, Battle Cruiser has rapid fire 7 to Battleship. This means it can attack up around 7 times in one round.
The exact chance rate is: RF - 1 / RF In our example it is 7-1/7 = 0.85 which means 85% chance to attack one more time.
Extra attack is randomly chosen against one of the ships listed in rapidfire. For example, Deathstar who has rapid fire with all other ships, will only attack multiple times one type of ships each round. Of course, the type of ships can change per round. For example, at round 1 it may attack battleships but in round 2 it may attack Light Fighters.
The exact equation used to control the multiple hits in one round, has to do with the RF - 1 / RF that has been already mentioned. After each hit, there is a second check of the same nature. Only difference is that RF has been lowered by 1.
Battle report is trying to inform you of multiple attacks. At this point, we feel it is better to summarize hits, therefore you will see the number of times fired, plus total damage. If no RAPID FIRE took place, the number fired will be 1.
IPN technology lvl affects how many research labs are taken in account. Here is a sample table:
IPN Technology Level / Research Labs Used
0 / 0
1 / 1
2 / 2
3 / 3
4 / 4
etc
This means that at IPN 1, you do not get any bonus in time.
The IPN network, always chooses your highest research labs to use.
The IPN network, only takes in account the labs that are eligible to research a technology.
The IPN network adds up eligible research labs.
Here is an example on these:
You got IPN lvl 2
You got 3 research labs. One at lvl 6, the other one at lvl 2 and the last at level 3.
The IPN will choose lvl 6 and lvl 3.
If you want to research Computer Technology, it will be like you have a lvl 9 laboratory (6 + 3)
However, if you want to research Weapons Technology, it will be like you have a lvl 6 laboratory, as the weapons technology have a minimum requirement of Level 4 Laboratory.
Another Example:
Lets say you got IPN 4 and 6 research labs as 12, 10, 6, 1, 5, 3
IPN will select in this order: 12, 10, 6, 5 (Total Level = 33)
But if you want to research Hyperspace Engine (Requirement is at least Level 7 laboratory) the total level will be 12 + 10 = 22, as lvl 6 and lvl 5 laboratories will not be taken in mind.
Hey guys, I made a little program for when you try to destroy a moon. It gives you the percentage you have to win.
http://www.filefront.com/14659135/Moon-destuction.exe/
I also made one for the energy you get from solar sats.
http://www.filefront.com/14660869/solar ... energy.exe
Made another one, this time for the backfire chance for moon destructions
http://www.filefront.com/15135519/Backfire.exe/
It opens in command prompt style, so dont think its a bug or something. When typing in the numbers, don't use comma's or periods when typing in the numbers.If you guys have any other ones you'd like to see, send me the equation and ill try to make it.
If you need a Rapid Fire at a glance or keep track of your Research Techs and there effects on your fleet, even may be you want to see the fleet info in one single view, rather than going through multiple pages, I bet you would like what I did.
I tried to make a simple Excel file which provides the above mentioned info in four worksheets. I extracted the info from the forum and the Zorg pages. So none of the info is mine other than the orientation and plotting. I tried to put on the latest calculation available for the data.
I would extend the tool to have more info in future.
Any discrepancies (Calculations or info), please notify ASAP.
This is a latest version of the tool. This one in addition to the previous options will provide the range of different ships and will tell whether a fleet operation accedes cargo cap.
Version 2:
http://www.filefront.com/16888819/Zorg%20Empire.xls (For Office 2003, MAC Office and Linux Use)


