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Ship / Fleet information :: Back
There are four classes of ships that a system can produce: Defense Satellite, Courier, Colony, and Battleship. Below is a brief summary of their stats.
Defense Satellite : These ships are stationary defense stations that patrol the star system they are created at. The are extremely quick to build while offering maximum defense.
Courier Ship : These ships are technology transport ships. Their tech levels will increase as they come in contact with star systems that have higher tech levels than the ship itself. This helps with spreading your technology to all your occupied star systems without having to divert production from growth or ships. They have no combat abilities whatsoever.
Colony Ship : These ships are the backbone of your success. Only these ships can colonize star systems so your population can occupy them. They are costly in that their production time is the highest of all the ships. Fortunately your ship commander understands this and will avoid a fight if at all possible sacrificing even your best ships before entering the battle.
Battle Ship : These ships are the power of your force. They are designed for fighting and nothing else. They do have one special ability similar to the Courier Ships, which is, they can transfer technology. However, they are not as fast as Couriers and are needed more for battle.
Ship Navigation
Ships can be selected by clicking on them in the Sector View, or through the Ships in System panel. When a ship is selected, the Ship Navigation panel is activated and the ships course is shown as a series of waypoints. The current destination of the ship is shown in bold.
Clicking on a waypoint will allow you to perform operations on that waypoint, such as deleting it with the '' (Delete) button or changing it with the '' (Set) button. The '+' (Add) button lets you add a new waypoint to the course, and behaves very similarly to the '' (Set) button. Both '' (Set) and '+' (Add) are activated with a click, and stay active until you click on a destination in the Sector View, or cancel them by clicking on the button a second time. If your intended destination is not visible in the Sector View while plotting a course, you can use the scroll bars to scroll to it.
There are also several buttons that affect the entire course. '' (Delete All) erases the entire course. 'M' (Mem) puts the current course in memory, or if there is already a course in memory, swaps the course in memory with the current course. '' (Loop) tells the ship to repeat the course: once it arrives at the final destination, it heads back to the starting point. Finally, '' (Call) tells the ship to bring itself to your attention at the beginning of the next turn.
Colonizing Star Systems
Sending a colony ship, alone or as part of a fleet, to an unowned star system will colonize it. The system will have the tech level of the ship that colonized it, but as a new colony, it will have very little production capacity.
Transferring Technology
You can also use your scout/couriers to spread your advances in technology to you less advanced colonies. Simply send your hi-tech courier to the colony you want improved, and upon arrival the ship will transfer the information from its library to the colony, giving the colony the same tech level as the ship. Of course, this does not change the system's growth, so it may be a while before the colonies production capacity catches up its tech level.
Attacking Enemy Starships or Fleets
When a ship or fleet intercepts an opponent's ship or fleet, it will attack. The higher your ships' power is compared to that of your opponent, the better your chances of winning the battle. The defeated ship or fleet is destroyed completely, leaving only debris. The winner will resume its course on the next turn if it has further destinations. When a ship or fleet is destroyed, you will see an explosion at the site of combat, and the winner will emerge from the explosion.
Invading Enemy Star Systems
When a ship or fleet arrives at an opponent's system it will attack. If there are ships stationed at the system, your ship must defeat each of the ships stationed there before you can attack the planet itself. The defending ships will have an advantage beyond their normal tech level based on the number of defending ships at the star. After all, they are coordinating their defenses. Your ship will then have to overcome the system's fixed defenses in order to succeed. The defenses are based on the tech level of the system, but the system's defense forces are at a disadvantage because they are under assault from mobile spacecraft. The system will lose some production capacity due to damage from the attack, and suffers greater damage if it loses.
More about Combat
Anytime more than one ship is involved in a combat, the non-combat ships are kept out of the battle until all the combat ready ships are destroyed. Both couriers and colony ships are considered non-combat ships. Couriers have no combat ability whatsoever, and are thus incapable of inflicting damage on the enemy. Colony ships are actually just as strong as battle ships for a given tech level, but since they are expensive special purpose starships they are kept out of harm's way whenever possible.
Damage to a ship that was not destroyed can be repaired by sending the ship to a planet that you own and leaving it there for several turns. The higher the tech level of the planet, the faster it can do repairs. A ship that is on patrol cannot be repaired -- take it off patrol and then repair it. Since satellites cannot ever be taken off patrol, they cannot ever be repaired.
Game Pieces that Demand Attention
Normally, game pieces will do what you told them without further intervention. But at certain times, a game piece may need instructions and will ask for your attention. For example when a ship reaches the end of its programmed course, rather than sitting idle in space till you notice it, it will call in. Likewise, when a ship is first created, it brings itself to your attention so you don't forget it was there. At the start of each turn, the first item that needs attention will select itself, and play an attention sound. After you've dealt with that item, you can use the TAB key to go to the next item that wants attention. If you try to end a turn while there are still items that need to be dealt with, you will be reminded that there are still pieces that want attention, and will be given the opportunity to go back and deal with them.
The ship's diagnostics are displayed by clicking on the ship icon. Next to the name of the ship is the green damage indicator. A simple rule of thumb... green is good, red is bad. Damage can be repaired by staying at an occupied star system for a few turns. The higher the production level the quicker the repair occurs. The number sequence that follows indicates the Tech level, movement, and power i.e. Satellite, heavily damaged, Tech level of 31, no movement, and a power of 31.
When ships are in a fleet you will notice the power ofall the ships added together... as you can gather, the higher the power, the better chance of winning a battle.
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Regular updates are made to the GAD game and we encourage you to check for the latest version ( in your game menu ) and pull down a new one when prompted.
Download the gMatcher and check tournament listings at anytime from your very own desktop.
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gMatcher ::
You can de-couple this tool from the web by downloading the stand-alone version below. This would allow you to make server checks right from your very own desktop, doc it, and bypass the web.
New version will have in-game checking and sound prompts for new server additions. Keep in touch.
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