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- Path: sparky!uunet!dtix!oasys!curt
- From: curt@oasys.dt.navy.mil (Curt Welch)
- Newsgroups: rec.games.pbm
- Subject: Re: Galaxy help
- Message-ID: <30020@oasys.dt.navy.mil>
- Date: 21 Jan 93 23:18:23 GMT
- References: <C175D8.8Gu@cck.coventry.ac.uk> <16B5DB1D2.M22367@mwvm.mitre.org>
- Reply-To: curt@oasys.dt.navy.mil (Curt Welch)
- Organization: Carderock Division, NSWC, Bethesda, MD
- Lines: 27
-
- >In article <C175D8.8Gu@cck.coventry.ac.uk>
- >esx070@cck.coventry.ac.uk (Brevan Miles (esx070)) writes:
- >
- >>Can I load, Jump and unload in the same turn (If the systems are within reach)
-
- You can load and jump, but not unload unless you use routes.
-
- >>How do I work out the group numbers for unloading at destination systems?
-
- You cannot do it without routes so there's no need to try and figure out
- the group number.
-
- Also, in earlier versions of Galaxy, ships at the end of routes would unload
- before production happened. This means that using routes gave you an
- advantage over doing it manually by wating until the next turn and giving
- the unload command. Newer versions of Galaxy do the auto-unload after
- production, so doing it by hand on the next turn is just as good as using
- routes.
-
- Another point about routes: if you have a route for COL set up from planet
- A to B, then all cargo ships at B filled with COL will be unloaded no
- mater where they came from or how they got there. You can use this make
- ships auto-unload by setting up fake routes. This is useful if you are
- playing one of the earlier versions of Galaxy were this buys you an
- extra turn of production.
-
- Curt
-