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- Frequently Asked Questions (FAQS);faqs.147
-
-
- sector incompatibility. In other words, a morph who loves water and forest
- would rather ally with a desert/mountain/land loving normal than another
- water loving normal, so don't be afraid to choose an unusual sector type.
- It may enable you to exploit planets which other races wouldn't mind giving
- away.
-
- 2-6 What happens if I get a rotten home planet?
- ------------------------------------------------
- As it says in the help docs, a good home planet or system can really
- make or break your race. In some games, the diety actually goes around
- before the game and manually sets up everyone so that they can more or less
- start off on an equal footing. If this isn't happening, though, and you
- start with a crummy home planet, be ready to fight your way out of it. This
- makes it all the more important that you establish yourself throughout both
- your system and the surrounding ones. Look on it as a challenge. :)
-
- ****************************
- Part III -- Playing the Game
- ****************************
-
- 3-1 What is a move seg?
- ------------------------
- A move seg (or movement segment) is a procedure during which the
- server updates the positions of all ships in the game based on their
- current orders. For example, if you have a ship ordered to move toward
- a particular star, planet, or ship, this process moves your ship closer
- based upon the ship's speed. You'll receive messages from the server
- when you arrive at your destination, at which time your ship stops moving.
- Repairs also occur at move segs. This means that everytime there
- is a move seg, any of your ships which are currently trying to repair them-
- selves, regardless of how they incurred damage, will have their damage
- percent reduced by some amount. For more information on how to repair
- ships and so forth, see the help docs on scam.
-
- 3-2 What is an update?
- -----------------------
- An update is a "glorified move seg." Basically, everything that
- happens in a move seg happens here PLUS the following:
- - Production occurs at your colonies
- - Ships attempting hyperspace jumps either jump or charge
- in increments towards a level where they can jump.
- What this translates to is this: The pace of the game depends
- almost entirely on how often these updates occur. There will always be
- a given number of move segs (usually anywhere from 2 to 6) between updates,
- but updates are the real pulse of the game. Also, you should note that
- the period right after updates is usually when the most frantic action in
- the game takes place.
- This is important when choosing what game you wish to play in. For
- example, if you live over in Europe and the update schedule is such that
- updates always occur at 4 am for you, you might want to pass on the game.
- If you aren't on at updates, enemies often get the chance of jump into your
- system and start attacking while you aren't on to defend yourself. This
- can have disastrous effects.
-
- 3-3 What strategy should I use?
- --------------------------------
- This sounds like a pretty hairy question, but I will try to
- answer this in a limited fashion for beginners. What you're basically
- looking for is some simple-minded strategy that will get you through the
- first 20-30 updates while you're still learning the ropes of the game.
- Try to follow these two basic principles: Produce and colonize.
- Your first and foremost need is to produce resources on your
- home planet so that you can start building ships. The fastest way to
- start producing is to spread out and cover your home planet as quickly
- as possible. This will be the sum total of your turns for the first
- several updates.
- Once you have resources, you get to start building ships. If
- you're a metamorphic race, that means you get to build pods. This is
- something you should do as soon as you get resources. This is one of
- the major advantages to playing a morph...pod-building ability. The
- nice thing about pods is that you don't need factories to build them,
- which means they can be built on the ground and launched immediately.
- Since pods are slow relative to most ships, however, it is imperative
- that you launch them quickly so that you have a fighting chance to win
- the race to all of the unoccupied systems.
- If you're a normal race, you should build a factory as soon
- as possible and then modify it so that it can start producing cheap
- shuttles. After you've played a game, you'll realize why it is so
- important to win the race toward unoccupied planets: it is far, far
- easier to take an unoccupied planet than to kick a hostile race off
- of that planet.
- The best advice I've heard yet is that you should be sure to
- understand the commands in the game so you can use them to your full
- advantage! It takes time and experience to learn the game, and it
- will be a rewarding and fun experience if you approach it in the
- right way.
-
- 3-4 Random Questions I Always Seem to Run Into
- -----------------------------------------------
-
- 3-4-1 -- How do I change scope?
- That's the cs command. Scope works just like directory
- trees in Unix. If you want to go to the top (Universe) level,
- you type "cs /". To go to a given planet, you'd type
- "cs /starname/planetname". To change scope to one level higher,
- you use "cs ..".
-
- 3-4-2 -- How do I talk to others?
- There are three basic ways:
- br <message> - This broadcasts a message that will appear on all
- active player screens except those players with a
- "gag" in place (you can see that in the who list).
- On HAP, if you broadcast, only those players who
- know something about your race will be able to
- "translate" your broadcast or your messages (see send).
- ann <message> - This is the same as broadcast, except that it limits
- your audience to those players in the same stellar
- scope as you. This is a good way to carry on a more
- sensitive conversation, but there's no way to be sure
- whether you're being overheard.
- send <player> <governor> <message> - This sends a telegram to the named
- player at a cost of 1 AP. There is no cost for
- communicating this way with the game deity.
- There is also a "cr <key> <message>" command available with
- the gbII client, but it is discussed in the client Help just fine.
-
- 3-4-3 -- What should I do first?
- Once you get into the game and have connected using your
- password (and your governor password, if applicable), type "help".
- Read through all of the concepts listed first and then branch
- out from there. You'll find some topics in the main list have
- no help files listed. The docs always tend to suffer from game
- advances which outpace anyone's ability to update them, but they
- are definitely useful for the basics.
-
- 3-4-4 -- How do I interpret the maps?
- Well, the stellar system maps and the galaxy map should
- be pretty simple to figure out. Objects on the map which are
- darkened completely are those in which you have people, either on
- ships or planets. Objects which are partially darkened are those
- which you have data for but no people present.
- The planetary map is a grid. When you refer to a given
- sector, be sure to use (column,row) and not vice-versa. If your
- toggle switches (see "help toggle") are set in the default way,
- the highlighted sectors are those with your people on them. Any
- sectors with numbers on them represent sectors occupied by other
- players. Sectors with letters or symbols on them imply the presence
- of a ship with that symbol.
- Also as a part of the map, it lists how many sectors on
- the planet you own, whether any aliens are present on the planet,
- what your population is, the planetary compatibility (which depends
- upon atmosphere and temperature), and a few other things that you
- can look up in the help docs...it changes from game to game.
-
- 3-4-5 -- How do factories work?
- Well, first you build one, then you cs to it by typing "cs
- <shipnum>". Next, you use the modify command to get everything just
- the way you want it, from ship type, to crew capacity, etc. Once
- it is the "perfect" design for you, type "order <shipnum> on". It
- will take a few updates for the F's damage level to go from 75 down
- to 0, and you can only build ships (with the build command) at F's
- which are undamaged. Once you've turned a factory on, you can't
- change the basic design of the ship, so plan carefully! You can
- modify the ship later at double the cost differential (which is
- new cost - original cost) provided you can fit the necessary
- resources into the cargo bay of your ship. This means that ships
- with 0 cargo capacity cannot be modified.
-
- 3-4-6 -- What tax rate should I set?
- After you've covered the planet and are on the verge of
- building ships, start it off with a few percent. This may vary
- depending on your race, but I think it is a good rule of thumb.
- This small amount will pay for your ships and keep you from losing
- morale. Later on, when you're not so worried about increasing
- your sector efficiences, you can up the tax rate (but watch out
- for insurgencies!). Note that the higher the tax rate, the
- less chance you have to increase in efficiency, and the average
- efficiency of your planet directly determines how many resources
- you produce in an update. Also, note that heavily taxing your
- people can have other ill effects in HAP.
-
- 3-4-7 -- What's the difference between military and civilians?
- Civilians have a fighting strength equal to your race's
- fight. Military have fighting strength 10 times stronger than
- your civilians. Contrary to what you might think, military
- _cannot_ pilot ships _or_ fire guns...only civilians can do that.
- Thus, if you have 5 guns on your explorer and 2 mil and 3 crew,
- you will only be able to fire 3 guns at a time. Also, if you have
- only mil on board a given ship (ie. your only civ on board gets
- killed by a lucky shot from an enemy), you cannot order the ship
- to any destination.
-
- 3-4-8 -- What should I set my mobilization level at?
- I've found that it's a good idea to mobilize only a few
- very large planets that you may own. The reasoning for this is
- long and involved, but you'll learn through experience that
- mobilizing small planets (as opposed to building weapons plants
- there) only makes them more vulnerable to a metamorph invasion
- force. Mobilizing big planets still leaves you vulnerable to
- a ground assault (your high mob allows enemy troops to arm just
- as easily as you can if they bring their own destruct and absorb
- a few hundred civilians, for example), but big planets require a
- lot of AP's to take and require a lower mobilization in order for
- planetary guns to come into effect.
-
- 3-4-9 -- How do planetary guns work?
- You don't have to load them. These guns will take destruct
- directly from your stockpiles (provided you have some dest there).
- You can actively use them against ships in orbit around your planet
- by using the "defend" command (in the help files). These guns will
- also _automatically_ fire on any non-allied ship that tries to land
- on your planet...even a couple of medium caliber planetary guns
- is better than nothing. Also, the ship may not be destroyed, but if
- it is damaged, there is a chance that it will crash land, thwarting
- the attack. You get a certain number of planetary guns proportional
- to how many sectors you own on the planet and how high your mob level is.
-
- 3-4-10 -- How do atmosphere processors work?
- To put it simply, it doesn't matter who builds a processor...
- only who currently owns it. A processor will slowly change the
- atmosphere of a planet (rate inversely proportional to planet size)
- to the ideal preferences of the owner of the processor at a cost of
- 3 fuel per update, which must be loaded into the processor. The last
- time I checked, processors will continue to eat up 3 fuel per turn
- if they have fuel to burn even after a given planet is perfectly
- atmospherically compatible with the owner, so it's a good idea to scrap
- processors once you reach this goal.
-
- 3-4-11 -- What's the quickest way to jump to other systems?
- Since you receive jump technology at a tech level of 50, your
- best bet is to have a ship ready to modify once you get there. If
- you're going to build a large fleet of jump ships, you'll save
- a lot of res by just building a factory and starting it up AFTER
- you've been able to design the ship with jump included. Some
- players, though, prefer using a few heavily armed explorers or
- Terraformers (which have large hanger and fuel capacity for long
- jumps) which they modify for jumping as soon as they can, saving
- a few updates by not having to wait for a factory to come on line.
-
- 3-4-12 -- How do I get hyperdrive on board ships?
- In order to get hyperdrive aboard ships such as
- e's and T's, you must first have a given number of resources
- in the cargo bay. The amount depends upon the new cost
- of the ship with hyperdrive minus the old cost (double that
- to get the cost of the upgrade). That means you must be able
- to fit that many resources _on_board_ your ship to make the
- upgrade. For e's, big cargo holds aren't very common, so you
- might find that you have to "bootstrap" your way up by upgrading
- the size of your cargo hold. See the "upgrade" command in the
- help files for more info. In case the help files aren't very
- enlightening, here's an example of how to build a jump capable
- terraformer:
- > build T 2,2 (let's say this gives you T #1456 in sector 2,2)
- > load #1456 r 18
- > cs #1456
- > upgrade hyper (now you've got hyperdrive capability)
- > load #1456 r 16 (assume you want to add a crystal mount)
- > upgrade mount (now when you jump, you'll do it in one update,
- and you'll use a _lot_ less fuel, if you've
- got a crystal in the mount, of course)
- > load #1456 x 1 (assuming you have a crystal on the planet)
- > mount #1456 (now you can take advantage of your xtal mount)
-
- Say I wanted to increase the hanger capacity of my T,
- here's how I would do it:
- > cs #1456
- > load #1456 r 2 (This can cost 2 or 4, depending on your T)
- > upgrade hanger 6 (Default hanger of a T is 5...you must also
- have a high enough tech to build this kind
- of ship)
-
- 3-4-13 -- How do I build ships in space?
- Well, the way to do this is get a ship into orbit with
- the resources you need. You can use just about any ship, but a
- shuttle works just fine. You can load it with an infinite number
- of resources, but you just can't land an overloaded shuttle...so
- you _don't_ need ships with huge cargo bays to build some of the
- larger structures like H's, O's, S's, etc.
- You can get resources onto the shuttle by ferrying them
- up from the surface with another ship. Once you have done that,
- change scope to your shuttle, and type "build <shiptype>". This
- will create a new ship docked to your shuttle. You can then
- launch it or do whatever you want with it (but be careful about
- trying to land damaged ships! Some ships are built with a certain
- damage level that must then be repaired...others can't land at all).
-
- 3-4-14 -- How come I don't have any resources yet?
- Often, races with low metabolisms and/or small homeworlds
- or worse, a combination of the two, will take painfully long to
- start generating any resources. You can help alleviate this
- problem by buying a reasonably high metabolism. I usually find
- that 1.0 gets me off fairly quickly, but if I have the points
- to spend, I'll go higher. High metab isn't so crucial for
- Jovian races since they start with huge homeworlds, so this
- minimum could go down to around 0.85 or so, in my opinion.
-
- 3-4-15 -- How come my pods didn't explode when they reached their destination?
- Speaking from personal experience only, pods can explode at
- an update or a move seg. The chance of this happening for each pod
- at each update/segment is around 30%. Thus, if your pods arrive at
- a system, go ahead and set them on course for nearby planets. Some
- might actually get there before exploding, giving you a new colony
- in the early parts of the game.
-
- 3-4-16 -- How do I get a list of where my crystals are at?
- Once you are at tech 50, you'll be able to see the
- location of all crystal sectors on planets you have explored.
- At times, these sectors will be covered by structures built
- by you or someone else (such as F's, a's, Y's, etc), but you
- can get around that problem by using "toggle geography" and
- than viewing the map.
-
- 3-4-17 -- How do I get crystals?
- If you occupy any crystal sectors, you have a chance,
- depending upon that sector's efficiency, to mine a crystal at
- every update. Once you've mined from around 1-6 crystals from
- a given sector over time, it will revert to a "normal" sector.
-
- 3-4-18 -- How do I get a list of ship types I can build?
- Try "build ?" which is described under "help build." This
- will give you a summary of ship types. If you want detailed info
- on a specific ship, type "build ? x" where x is the letter that
- represents that ship type.
-
- 3-5 Final Warnings and Advice
- ------------------------------
- If you see a bug, tell the deity in charge. Period. Many
- games are thrown out of balance by players who find bugs and exploit
- them. If you're really in this to have fun and play the game well,
- you shouldn't need to cheat to win.
- Remember that some types of ships are built with damage
- that takes a few updates to repair. This means that you'll have
- to plan ahead, and, more importantly, don't try to land these or
- any other damaged ships unless you want to risk losing them! You
- have a percentage chance equal to the ship's damage of crash
- landing and possibly destroying your ship!
- Use the "tactical" command often to check for the presence
- of enemy ships which may not show up on your map. Remember, to
- check an entire system for enemies, it might be better to do a
- "tact g" rather than just a "tact." This gives tactical reports
- for your planets only (which is still full coverage most of the
- time) and avoids repetitive tact reports from every single one of
- your ships in system. Also, be careful what orders you give in
- Universal Scope (the top level)...sometimes, asking for tact
- reports from all of your ships (or even just stock reports) can
- tie up the game and waste a lot of everyone's time.
- Remember that some types of ships can't be built in factories,
- most importantly ships such as Stations and Habitats. To build
- something like this, you can overload a shuttle in orbit! Also, be
- sure you know what the rules are for Habitats in your game (ie. do
- they produce extra resources every turn? If so, how many?).
- If you've got "smart guns," learn how to use them and take
- advantage of them! Don't get caught off-line at an update only
- to have everything you hold dear destroyed simply because you didn't
- set up a protection network.
- The beginning of the game is a critical time when you need
- to get your race started off and several updates occur very close
- together in order to get things moving. When you sign up for a
- game, be sure you can make this first update "blitz" or you may
- find yourself hopelessly behind.
- ********************* I M P O R T A N T ***************************
- Finally, remember that the deity of the game is there to
- help you. If it weren't for him/her, you wouldn't be playing GB
- at all. So don't whine. Be polite. Make constructive comments.
- It'll be easier for everyone that way.
- ********************* I M P O R T A N T ***************************
-
- *** RELAX. IT IS ONLY A GAME. ***
-
- ------
- Comments, flames, and questions are welcome and should be sent
- to me at ingram@u.washington.edu. This will be posted monthly or as the
- need arises, and I'll email it upon request. Copies are also available
- via anonymous ftp at morticia.cnns.unt.edu (login as the user "anonymous"
- and give your email address as the password when ftp asks for it). Also,
- you can get a copy of this by sending a null mail message to the
- address "menu@gb.dorm.clarkson.edu" with the subject line "FAQ".
-
- Doug Ingram -- Fnebish Legion // ingram@u.washington.edu // "Carpe Datum."
-
- Xref: bloom-picayune.mit.edu alt.games.gb:2351 news.answers:4070
- Newsgroups: alt.games.gb,news.answers
- Path: bloom-picayune.mit.edu!enterpoop.mit.edu!snorkelwacker.mit.edu!news.media.mit.edu!micro-heart-of-gold.mit.edu!wupost!cs.utexas.edu!sun-barr!ames!saimiri.primate.wisc.edu!usenet.coe.montana.edu!news.u.washington.edu!stein.u.washington.edu!ingram
- From: ingram@milton.u.washington.edu (Doug Ingram)
- Subject: Alt.games.gb (Galactic Bloodshed) FAQ [Part 2 of 2]
- Message-ID: <1992Nov16.175113.9756@u.washington.edu>
- Followup-To: alt.games.gb
- Originator: ingram@stein.u.washington.edu
- Lines: 1187
- Sender: ingram@milton.u.washington.edu (Doug Ingram)
- Organization: University of Washington, Seattle
- Date: Mon, 16 Nov 1992 17:51:13 GMT
- Approved: news-answers-request@MIT.Edu
-
- Archive-name: alt-games-gb/part2
-
- This is the second part of the alt.games.gb FAQ sheet v4.02.
-
- This posting serves as an appendix to the alt.games.gb
- FAQ sheet. It has a series of ten questions asked to several gb
- veterans by Mike Varney [and painstakingly edited by me :)] and
- their responses. These questions and their responses are designed
- for novice players. They don't cover many aspects of the game, but
- they can be very helpful. Unlike the first posting of the FAQ, this
- one is unlikely to change over time unless I get new submissions for
- answers to these questions. I am not exactly looking for new
- submissions, but...
- Please only submit answers to these questions if you feel like
- you have something new or different to say. Also, I will reject any
- submissions whose format does not EXACTLY match the format I already
- have in this posting. Even if I get a few more good sets of answers,
- I'm really tired of editing things to get them into the proper format
- to make this post readable.
-
- Contents:
- PART 1 -- Setting up your race
- Should I choose a metamorphic race or a normal race?
- What type of home planet should I choose?
- How should I spent my remaining points?
- What sector preferences should I choose?
- PART 2 -- The Beginning of the Game
- What should I do before the first update?
- What is the first ship I should build? The second?
- What can I do to increase my resource production on any
- given planet?
- PART 3 -- Later in the Game
- Should I colonize the planets in my own system first, or should I
- focus on arriving in other systems before opponents can?
- What should I do when I see another ship other than my own?
-
- Changes from last posting:
- none
-
- [Editorial comment: These answers are not all necessarily right. As
- you will see from the wide range of answers for each question, everyone
- has their own playing style and their own opinions on how newbies should
- proceed. In my opinion, there are several misleading and some totally
- wrong answers in here, so take these with a grain of salt. I'm not
- saying that all of my strategy tips are foolproof: I've tried to give
- a balanced view of the game in light of all the different viewpoints
- I've heard. Still, I may not have succeeded in presenting the whole picture
- accurately, and I don't want to pretend to know everything about the
- way the game should be played. In sum...you have been warned. Also,
- I have edited the original responses where necessary to make them more
- readable, either by slightly rewording a vague sentence, making the
- format more readable, changing grammar here and there, etc. ]
-
- Key: FEEP = cfodor@UCSD.edu (Christopher Fodor // Feepness)
- KJM = sigma@ipl.rpi.edu (Kevin Martin // Lestat)
- GVB = gvbraun@vipunen.hut.fi (Toni Kotinurmi // Keskiolut)
- NEUE = djewhurs@cosmos.acs.calpoly.edu (Derek Jewhurst // Neue Regel)
- GARF = jkoi@niksula.cs.hut.fi (Jari Koivikko // Garfel)
- RN = nesiusra@mentor.cc.purdue.edu (Rob Nesius)
- GURU = ccs003@fred.ucdavis.edu ( David Fernandez // Thing )
- MUU = danderse@sdcc13.ucsd.edu (Dan Andersen // Muu)
- FNEB = ingram@u.washington.edu (Doug Ingram // Fnebish Legion)
- MICR = solman@athena.mit.edu (Jason W. Solinsky // Microbians)
- TRIB = shire@ecst.csuchico.edu (Shire // Tribbles)
- NB = boutell@freezer.cns.udel.edu ()
- PW = Petri.Wessman@hut.fi (Petri Wessman // TheCulture)
- FGS = d86y@vax5.cit.cornell.edu (Jerry Liu // Froos)
- GRIF = pad@franklin.cc.utas.edu.au (Paul Daniels // Griffons )
- PILL = pad@tasman.cc.utas.edu.au (Scott Donavan // Pillarian )
- TAO = f33054r@kaira.hut.fi (Jukka Sinisalo // Tao)
- EMPI = s35327h@taltta.hut.fi (Samuli Suomi // Empire)
- LB = sbaker@eng.auburn.edu (Link Baker)
- CLAW = ferguson@lifesci.ucsb.edu (Mitch Ferguson // Greenies)
- ZURG = mikes@dcs.warwick.ac.uk (Mike Simmonds // Zurgithian)
-
- ******** PART 1 - SETTING UP YOUR RACE ********
-
- (1) Should I choose a metamorphic race or a normal race?
- --------------------------------------------------------
-
- FEEP Normal for me. With high IQ, and try to max out metabolism.
-
- KJM Metas are more work because they are able to send pods out fairly early
- in the game. Typically, they will have a large number of pods out at
- most times. Since they need to get ahead early, you really have to
- pay attention to them.
-
- GVB Whatever, not too specialized race is the main point. If you have a
- specialized race, you MUST know what you're doing.
-
- NEUE Normal
-
- GARF I prefer normal 'cause i get lot of tech
-
- RN The concept of a 'normal' race might be more comfortable for a
- newbie. There are a number of pros and cons to consider. The
- normal races, also referred to as 'techies', start out with their
- IQ at a high number. Their tech then increases roughly at the rate
- of IQ/100. Which means it grows at a linear rate. Morph's intel-
- ligence, on the other hand, is based on their population. So, before
- a Morph can increase it's tech, it must increase it's population.
- In consideration of this, Morphs have the ability to build 'pods'
- at zero tech, and launch them to other planets, thus letting them
- expand throughout their home systems at a comparable rate to the
- 'techies'. Morph's usually have a higher 'fight' than 'normals'.
- It is possible for Morphs and Techies to be allies. The game is
- not 'morphs' against 'techies'.
-
- GURU If you want to get the higher tech toys first, get a normal race with
- a high int; otherwise, a meta is a better choice. They start out slow
- but can catch up quickly.
-
- MUU Well, as a newbie, I would start as a normal race. They get a
- technological advantage over the meta's right from the start.
- They are also much more straight forward to play. Meta's can get
- get very complex and very time-consuming in the beginning.
- Also, Normal's tend to attempt to enslave Meta's as soon as
- possible. Therefore, if you are not very experienced, you will
- not be able to keep a Meta as a free empire.
-
- FNEB Choose metamorphs if you want to concentrate more on ground fighting
- and a more dynamic (and time-consuming) game. Choose a normal race if
- you'd rather experiment with building ship types, with the ultimate
- goal of finding a good metamorphic ally to do the "dirty work" for you.
- Both types of races can just as easily win the game, and they're both
- just as difficult to learn how to play well.
-
- MICR You can have fun with both types of races. I've always found the HAP
- racegen to favor normal races and the GB racegen to favor
- metamorphs, but the universe will always need a mixture of both. In
- my experience metamorphs have represented a considerably greater
- time consumption than normals, so you should take this into account.
- (of course any race will take a long time if you occupy to much of
- the galaxy). On the GB racegen you can create some interesting
- crosses between metamorphs and normals (like races with collective
- IQ's but neither pods nor absorb.) Most of these combinations are
- disastrous, but others (like a collective IQ, no pods Jovian) can
- be both interesting AND playable.
-
- TRIB I would suggest a normal race, they tend to have less ship to worry
- about, and a lot less complications. A meso to be effective must
- know about tech investiments, how to maximize population, and uses
- of pods.
-
- NB If you want to explore all the nifty ship types of the game, I would
- suggest you not be a metamorph. Also, being a metamorph successfully
- requires either tireless fingers or an understanding of macros!
-