Alliances
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Contents |
[edit] Overview
Facts and information based on experiance and host rules that apply to alliances. Basically this is page here to answer questions related to alliances and or allys (feel free to add information you may be aware of).
[edit] Planets and Bases
- Ground Base Chunnel can be used to transport allied bases only if they match friendly codes with the ship intitiating the chunnel - Host 203: Transporting your own base and the allied bases on the same planet can all be be performed within the same chunnel.
- GBx Command Codes can be used to support an allied base on the same planet without having to give up the base itself unless of course you use GBA which gives away the entire base.
[edit] Caution!
- Nearby bases of the Privs will cause unhappiness to your people unless one of those races not effected by privs(Borg, Bots, etc.).
- Nearby bases of the Rebels will cause unhappiness to your natives.
[edit] Ships
[edit] Command Codes
- Useful Ship Command Codes within an alliance:
- NCH Prevents a ship from entering chunnel (unless it is the one performing the chunnel}.
- Useful Base Command Codes within an alliance:
- GBA Give base away to another race on this planet
- GFA Give Farms Away
- GSA Give Structures Away
- GB$ Give Base Cash ($) away
- GBS Give Base Supplies away
- GBM Give Base Metals away
- GBF Give Base Food away
- GBN Give Base Natives away
- GBP Give Base Prisoners away
- GBC Give Base Contraband away
- GBT Give Base ship parTs away
- NCH Prevents base chunnel.
- TNT Destroy the Base. You must have a ship in orbit at the end of the turn and no colonists on the base. Allied ships work, too.
- if more than two allies inhabit the same planet and base command codes are used. the following rules apply:
- unknown at this time
[edit] Hull Plans
- Hull Plans have many rules based on the HConfig settings, but its best to research the Capturing Hull Plans chart to find out the best way to trade Hull Plans within a game.
[edit] Building allied ships from Hull Plans
- If you have a large amount of allied hull plans to build, the easist way for this is probably using a ship with a Dry Dock. It needs:
- Pods on board have a switch called "transfer to ship". Whenever you wish to switch hull plans in the computer core of the ship, simply flip this switch to on and the other to off. Flipping this switch will not erase the plan from the pod.
[edit] Allied Ship Devices
- Please refer to the Captured Ship Device Matrix to determine whether you can or cannot use allied Ship Devices.
[edit] Caution!
- Some Ship Devices of the Privs can be hazardous in an alliance: Hull Plan Napper, Fuel Robber, Money Tap, [[Cargo Grappler] all effect you even though you are allied.
- Crystals as allys using their Crystal X Field Ship Device can and will erase any hull plans on board your team's ships regardless of alliance settings )(and it is suspected to affect bases, too). In addition it can block the Warp Chunnel and Ground Base Chunneler Ship Devices within your own alliance
- Ships with gambling devices such as the Gambling Deck and the Show Lounge take into consideration all bases within 15ly range instead of just 1 base. Gambling Decks and Show Lounges from different or same players cannot be within 15 ly of each other or it will affect the profits. Pyramid Lounges can operate over a base without competition worries as the HG have to be onboard to earn the money.
[edit] Wings
- There is no way to share Wings between allies. Wings of a race cannot dock with Ships of another race, but they can escort allied ships, although being susceptable to enemy Laser Minefields when doing so.
[edit] Pods
- When wishing to launch Pods to an ally whose base is on the same planet as your base you can simply launch a pod with Dock Target set to the ally base. No boost or drop target is neccessary. Also consider using the GBx Command Codes as an alternative to spending 35 mc's for the Pod
- Launching Pods to allied ships in orbit: Simply select the allied ship as the dock target, no boost or drop target is neccessary. The allied ships will still be required to Capture the Pod before it will dock.
- Launching pods to allied ships not in orbit: Set dock and boost target to the allied ship, drop target is not required. The allied ships will still be required to Capture the Pod before it will dock.
[edit] Minefields
If you want to travel safely through an allied minefield at least one of the following prerequisites must be met:
- The minefield is deactivated or even cloaked.
- Both you and your ally have turned "Attack!" off for each other.
- Your ship uses the Universal Friendly Code of your ally.
[edit] Wormholes and Jumpgates
[edit] Buoys and Points in Space
- Point in Space are only visible to the player who creates them, not your enemies or your allys.
- Buoys are visible to whomever you select to see them. In order for this to function you must set/program who can see them and who cannot. However if a ship was to get close enough to scan it, they will then be able to see them regardless if they were allowed to or not.
[edit] Ally Commands
- You can use the Ally_Commands screen for ally settings as data sharing etc.
[edit] Caution!
- Sharing Data with the Privs will give them your Universal Friendly Code.
[edit] Resource Directory
- Capturing Pods
- Capturing Ships
- Capturing Bases
- Capturing Prisoners
- Capturing Hull Plans
- Captured Ship Device Matrix
[edit] See Also
- [1] Ship Device Matrix by Michael Richardson.
- Hull Plan
- Alien Hulls
