Forums / DQ: Empires - Community / General Discussions (Eng) / Questions about gameplay - KRONG
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Green
[ Posts : 1005 ]
[Post Date: 18-Apr-2004 20:08]

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1. OK, my empire is called Massinissa, en in the starsystem were my core is located, there is one neutral planet. I could never bombard it. Must be Superman



I`ll login as You to check the case, on database copy is a bit not clear - there are no colonized planets if I do not missed smth.

Green
[ Posts : 1005 ]
[Post Date: 18-Apr-2004 20:33]

Done, You can logon now.
If You was logged on - You need to relogon, sorry. But I got where is the problem.
Green
[ Posts : 1005 ]
[Post Date: 18-Apr-2004 21:04]

Hope, fixed - You can try attack Your guest
To make Your attack a bit interested I prepared a little gift to You.
Anonymous
[ Posts : 0 ]
[Post Date: 18-Apr-2004 23:36]

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Hope, fixed - You can try attack Your guest
To make Your attack a bit interested I prepared a little gift to You.


Thanks mate, now I can test some other features that I had on my mind
Anonymous
[ Posts : 0 ]
[Post Date: 23-Apr-2004 23:24]

Another point to clarify. When I try to land some CEC, CF, CM on a planet were I already have some buildings, it reads:
" Command rejected: node can not be landed, insufficient space."
Is there a limit to planetary building? If yes, where can I find the numbers (either in the guide or on the Planet Info)?
Mals
[ Posts : 64 ]
[Post Date: 24-Apr-2004 02:58]

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Another point to clarify. When I try to land some CEC, CF, CM on a planet were I already have some buildings, it reads:
" Command rejected: node can not be landed, insufficient space."
Is there a limit to planetary building? If yes, where can I find the numbers (either in the guide or on the Planet Info)?

I play for Crong too. And I count that CF occupy only 20 point of orbital size of Planet. So, for Example if planet size =1232 then you can land on this planet only 61 CF.......
Anonymous
[ Posts : 0 ]
[Post Date: 24-Apr-2004 13:26]

Thanks Mals, do you have any idea for the rest: CEC, CM,...?
Green
[ Posts : 1005 ]
[Post Date: 24-Apr-2004 14:47]

I`ll add occuped size info in node status in landing mode or to planet`s info (near planet size).
Also I plan add <Firepower> info for node.
Any ideas ?
Anonymous
[ Posts : 0 ]
[Post Date: 24-Apr-2004 22:57]

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I`ll add occuped size info in node status in landing mode or to planet`s info (near planet size).
Also I plan add <Firepower> info for node.
Any ideas ?


Yes: next to the occupied space on a planet, you could put the planet's Defense status (or defensive value)
cansato
[ Posts : 57 ]
[Post Date: 15-Jun-2004 15:21]

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Hi,

1. How can I create a new m-Node? It is possible? m-Node is a U2 unit? My doubt: I colonize a planet in a new star system with an i-Node landed. I want to produce new i-Node in this (new) planet, but the only way to produce i-Node is selecting the m-Node in the initial planet and send a command to morphing a new i-Node and after the i-Node is morphed I send it to the new star system and land it in the planet. This action consume extra time.

2. You didn't put the "occuped space if landed" information in morphing screen. To create a new i-Node, I need to go into the i-Node page, select an i-Node in the list and type the number of CEC, CF and CM to see how many "occuped space" this "configuration" use, then I go back to the morphing page and configure CEC, CF and CM to a new i-Node. Some work...

3. Can I change the amount of CEC, CF and CM of a i-Node landed in a planet?



Green
[ Posts : 1005 ]
[Post Date: 15-Jun-2004 17:06]

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1. How can I create a new m-Node? It is possible? m-Node is a U2 unit? My doubt: I colonize a planet in a new star system with an i-Node landed. I want to produce new i-Node in this (new) planet, but the only way to produce i-Node is selecting the m-Node in the initial planet and send a command to morphing a new i-Node and after the i-Node is morphed I send it to the new star system and land it in the planet. This action consume extra time.


If You played Humans before, things looks quite different when You are playing as Krong. Moreover, Krong has absolutelly different strategy.
About M-nodes. Yes, for the first time this take a lot of time, because all produced Y-units (primary elements for morphing) are hypered to the Core (Hyper Node) coordonates. But when Your Empire will be strong enougth, You can simply change Core location - and all new Y-units wiil be hypered here.

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2. You didn't put the "occuped space if landed" information in morphing screen. To create a new i-Node, I need to go into the i-Node page, select an i-Node in the list and type the number of CEC, CF and CM to see how many "occuped space" this "configuration" use, then I go back to the morphing page and configure CEC, CF and CM to a new i-Node. Some work...


When You create new I-node, it morph in the SPACE, not on planet. Moreover, You can morph nodes in the OPEN SPACE, not in star system. So, the "occuped space" parameter has no sense here. "Occuped space" has sense only when You try to land node - so, it is on the respective screen.
It is easy to add this parameter - but it has no sense in MORPHING screen.

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3. Can I change the amount of CEC, CF and CM of a i-Node landed in a planet?

No, if You mean direct change.
You can land additional units and they number will be added, but there is a little exception - landed node act as one entity, so it can not be lifted partially.
For example, if You have 8 CEC, 10 CF and 8 CM, but You want 4 CEC, 5 CF and 8 CM - You must lift enrie node and only after this You can land 4 CEC, 5 CF and 8 CM.

Any other questions ?


cansato
[ Posts : 57 ]
[Post Date: 21-Jun-2004 19:39]

Playing with humans:
.to colonize a planet -> send a colonization ship.
.to expand in surface -> create buildings in the colonized planet only using the amount of resources available in the capital. No "travel" to the planet is necessary.
.to build space ships -> create space ships in the colonized planet only using the amount of resources available in the capital. No "travel" to the planet is necessary.

Playing with Krong (like me):
.to colonize a planet -> send a i-Node with at least 1 CEC or CF or CM and lant it in the surface.
.to expand in surface -> morph Y-units in i-Nodes in the CORE, then jump this i-Nodes to the new planet.
.to build m-Nodes (U2/U3/U4)-> morph Y-units in m-Nodes in the CORE, then jump this m-Nodes to the new planet. If you first jump to a non system location, it is possible to jump to any location with great acelleration, but with expense of the energy.

I try to test and I have jumpped a m-Node (with Y-units inside) to a new planet using the extra acceleration (a lot of energy, but less time). In this planet, I have commanded the Y-units of this m-Node to morph in CEC, CM and CF units and lant it in the surface. This is cool! But, when finished the Y-units in this m-Node, I can't create more i-Nodes.

Before, you told me in a post that I can move my Core to a new location to produce resource.

I think that should have a way to move y-Units between m-Nodes (in other planets) more fast. If already exists, I don't have any idea how to make this.

Or.. the strategy to the Krong race is collect more and more energy to jump with accelaration?




Green
[ Posts : 1005 ]
[Post Date: 21-Jun-2004 19:59]

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... skipped....

.to build m-Nodes (U2/U3/U4)-> morph Y-units in m-Nodes in the CORE, then jump this m-Nodes to the new planet. If you first jump to a non system location, it is possible to jump to any location with great acelleration, but with expense of the energy.
I try to test and I have jumpped a m-Node (with Y-units inside) to a new planet using the extra acceleration (a lot of energy, but less time). In this planet, I have commanded the Y-units of this m-Node to morph in CEC, CM and CF units and lant it in the surface. This is cool! But, when finished the Y-units in this m-Node, I can't create more i-Nodes.



Yes, jumping with raw Y-units take a lot of energy. But if You morph them in U2 or U3, for example, and "unmorph" (disassemble) in destination system. You can econom a lot of energy, but You lose some time.
Also, You can move Core here - by cost of some Y-units


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Before, you told me in a post that I can move my Core to a new location to produce resource.
I think that should have a way to move y-Units between m-Nodes (in other planets) more fast. If already exists, I don't have any idea how to make this.


No, currently You can move nodes with max acceleration 11, in the next beta (planned to start at the next week) You can use acceleration up to 100, and with less energy, than in current beta. (Currently we use 2 in power of acceleration, in upcoming beta it will be changed to acceleration in power of 2).


This message was edited by Green
cansato
[ Posts : 57 ]
[Post Date: 21-Jun-2004 23:17]

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... in the next beta (planned to start at the next week) ...



This Beta continues or it will be stopped?

Green
[ Posts : 1005 ]
[Post Date: 22-Jun-2004 10:25]

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This Beta continues or it will be stopped?


I think Trio Galaxy will be closed - because there are some changes in core game engine, so it is not possibly to keep 2 databases with different game systems - we have only one server (physically) for beta. But You can do some experiments in this beta and you will have experience for the next one.
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