BlueInkAlchemist


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  Title: Podless
May 27, 2010 - 8:07 pm
Posted By: BlueInkAlchemist

Ever have that feeling, after purchasing a new ship and deciding where to go, that you're forgetting what to do first?

I did.  I purchased yet another Voyager, then clicked on a ship upgrade system instead of a devices system.  Unfortunately, it was one of those upgrade systems that somebody protected with about 12 gazillion mines to keep anybody else from, I don't know, upgrading their sensors or something.

Dead Voyager.  I'd forgotten to buy an escape pod, first.

So, yeah.  Been fun, guys.  I'll either come back in to the Main Game when it resets or if I fail to figure out how to install and run it over the coming holiday weekend.


  Title: Some SG Advice
May 24, 2010 - 11:11 am
Posted By: BlueInkAlchemist

Johnson offered some advice to me regarding SG construction and protection.  I'm going to reproduce it here, because it seems to be good advice but also because I want to ensure I know what he's saying.

Quote:
There is a trick to building a really good SG. Depends on what you want out of your SG, but I'll try to tell you. First of all, you want to secure the entrance as best you can. I don't build SG's off a sector that has a Port as traders will frequent Ports and it's too easy to be found. I do not chose a sector to buid a SG from that has a two-way link to Federation Space. When I have decided on a sector to build from, I remove all two-way links from it (you will need warp editors - buy from devices ports). Sometimes I replace them as one-way links. You do not want to build from a sector that has no links, as the only place anyone can go by warping is into your SG. Then, copy the sector number and go to Sol and use the Nav Computer. Find paths to the sector you are building your SG from. Copy the link just before the sector you are building from and go there and remove the link to the sector you want to build from. This is when you find if there is a one-way link from Federation space. Remove all these links by going back to Sol and using the Nav computer again. Do this throughout the game. If a player can 'see' the entrance to your SG from somewhere else and isn't likely to go there looking to complete a trade route, and you ALWAYS go to Sol before going to your SG then you are halfway to safe.

Get a Stealth and keep it somewhere on a planet in RS (real space). This can be a little nothing planet with no colonists on it and not upgraded at all, no defense, but IT MUST BE BASED, otherwise it will go indy on you and you chance losing your Stealth. Players will scan your planet and they may even leave spys, but you will have 5 dignitarys on that planet that are SPY CATCHERS. Or you can upgrade your planet and put lots of colonists on it and use it for cash building. Do not sleep on this planet. You can make it your home planet if you have no place other, then you will go to a planet where you have a ship should you lose the planet where you are sleeping. This Stealth you use for cleaning your ship of spys before you go back to your home SG. Put on enough engines to get to Sol or a Devices port and back easily. If you upgrade it's sensors you can explore with it. It's much cheaper to clean your ship if it's a Stealth. If you have spys on your ship, whomever owns those spys will know every planet you go to. They will have a list. You can access your list by going to SPYs on your menu and in the upper left hand corner click on 'what your spys have found'. I keep my Stealth on a heavily guarded planet. You can also build a short SG off a Devices port about 3 deep and create a planet there for your stealth. Take 10,000 ore,goods,organics with you to base it quickly. You do not need colonists to base a plant. If you don't have links to your SG and you don't have spys on your ship, your SG will be pretty safe before you even begin to defend it.

RS Sector > sg link > sg link > ....
> main defense (5 planets) X PORT > Y port
\ Z port

or
> main defense (5) no port > Y port > X port
\ Z port

where X, Y & Z are Energy, Upgrades, Colonists in any order. this does not happen, you make it.

you make it by finding one of the X,Y,Z ports either at a sector that holds 5 planets or next to a sector that holds 5 planets (second example)

Once you have the sector where you want to make your main defense (X, Y or Z or next to X,Y,Z), you must be careful. I use paper and pencil to map my sg, for instance if I find an Energy port first:
sector ug
/ /
> MD (5) > Energy > next sector >
\ \
col sector

here I have marked what I want to connect to my main defense sector and to my energy sector and gone on creating sectors. When I find an upgrades or colonist sector, I will connect them back to where I want them. Remember you can only have 2 sectors connecting off of every sector in a SG. This is easier to do on paper.

Everything is random. exchange 'find' for 'create'.

Once you have the sector where you want to make your main defense (X, Y or Z or next to X,Y,Z), you must be careful. I use paper and pencil to map my sg, for instance if I find an Energy port first:
sector ug
/ /
> MD (5) > Energy > next sector >
\ \
col sector

here I have marked what I want to connect to my main defense sector and to my energy sector and gone on creating sectors. When I find an upgrades or colonist sector, I will connect them back to where I want them. Remember you can only have 2 sectors connecting off of every sector in a SG. This is easier to do on paper.

Once you have your SG made, go to all your sectors and make sure they are 'closed' ie 3 sectors. When you find one that is not closed, then close it off, for example:

G34
/
> S45 > S52 > G34
\
G34 > S52
\
S52
By linking G34 to S52 two times you closed it, and by linking S52 to G34 twice, you closed it.

If your SG is not closed, and your opponent finds that loose end, he can link to it from RS, ususally an upgrades port and attack your planets from behind your defense. He will find that it's not closed by sending in a probe. Some players will.


Entry Edited 1 time - Edited on May 24, 2010 - 11:12 am


  Title: Shameless Plug
May 20, 2010 - 1:52 pm
Posted By: BlueInkAlchemist

Looking to drum up some interest in AATraders, I posted a blurb on my public site about it.  Some people I know are interested in playing, so I told them to check out the main game after describing some of the action that awaits them.  You can find the entry here:

http://www.blueinkalchemy.com/2010/05/20/on-alien-assault-traders/


  Title: Whups...
Apr 25, 2010 - 2:59 pm
Posted By: BlueInkAlchemist

Entirely by accident, I created a redundant link between two of my SG sectors.  We can't use warp editors to clean up such mistakes... is there a way?  I haven't been able to locate one.

  Title: Well, here I am.
Apr 22, 2010 - 2:14 pm
Posted By: BlueInkAlchemist

If you know what I'm quoting, I'd be happy to know you.

I'm trying out AA Traders, partially just because I miss Trade Wars from my nascent days as an adolescent nerd, and partially because I was curious about hosting a standard game of my own over at my domain, blueinkalchemy.com, for those among my friends interested in a little friendly space-flavored competition.  So far, the career of my in-game persona, Mr. Frimantle, has been a quiet one, save for one incident of the base on Fhloston getting burned out from under me.

More to come as my expansion continues...




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