Category:The Birdman Republic

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[edit] Special

  • Spying. The Birdmen are master spies. High Guard Rangers on enemy ships do not protect against Birdmen spies attempting to steal plans.
  • Praetorian Master Spies. AKA "The Three Stooges". Once the Birdmen have over 10,000,000 colonists the three Praetorian Master Spies will attempt to steal the Universal Friendly Codes of other races. The more colonists and happier your colonists are the more often they give you the UFCs. You will get 0-3 players UFC per turn, with an average of about 1 per turn. This UFC can be used to travel safely through enemy minefields and stops enemy from auto intercepting you. Until the code changes. 20% of the time the Masters do get the wrong code. You just need to test the code before a fleet use it, a ship at warp 190 in enemy minefield is a good test.


[edit] Starships

(ordered by Hull Tech Level)


Tech Name Comment
1 Small Deep Space Freighter Support
1 Neutronic Fuel Tanker Support
1 Swift Class Scout Support
2 White Falcon Class Cruiser Support
3 Bright Heart Class Destroyer Warship, Support, Minelayer, Minesweeper
4 Fearless Wing Class Cruiser Warship, Support
5 Skyfire Class Cruiser Warship, Support
6 Large Deep Space Freighter Support
6 Deth Specula Class Frigate Warship, Boarding Laser
6 Resolute Class Battlecruiser Warship
7 Red Wind Class Carrier Support
8 Avalor Station Starbase, Warship
9 Darkwing Class Battleship Warship
10 Alaska Class Refinery Ship Support
10 Darkwing G Warship

[edit] Special

[edit] Ship Devices

Birdman ships include the following ship devices:

[edit] Starting Ships

Count Hull Warp Hyp Shield Armor SW LW PD Gen Comment
3 Skyfire Class Cruiser 190 - 40 510 6 Disrupter 2 Particle Cannon 5 Flake Cannon

[edit] Resources on Starting Ships

Count Hull Personnel Resources
Crew Col. Troops HG MC Supplies Food Med Repair Ord Fuel
3 Skyfire Class Cruiser 270 8333 1000 - 44 1400 700 350 433 20000 350


[edit] Fighters

Talon
Image:Talon.jpg
Cost 35
Speed 10
Fuel 10
Sensor Profile 20
Ground Combat
  Attack Defense
Fighters 40 0
Assault Craft 5 0
Troops 5 0
Cities 10 -
Space Combat
Quickness 80
Attack 50
Evasive 10
Armor 1
Exposed Sys 1
    Beam Missile
Power 5 0
Accuracy 70 0
Range 120 0
Generator 2
Battery 50
Ord - 0
Eagle
Image:Eagle.jpg
Cost 110
Speed 10
Fuel 10
Sensor Profile 20
Ground Combat
  Attack Defense
Fighters 70 15
Assault Craft 50 2
Troops 30 10
Cities 45 -
Space Combat
Quickness 70
Attack 70
Evasive 0
Armor 4
Exposed Sys 5
    Beam Missile
Power 40 40
Accuracy 150 120
Range 130 50
Generator 6
Battery 150
Ord - 90
Voltar G
Image:Voltar G.jpg
Cost 210
Speed 150
Fuel 150
Sensor Profile 20
Ground Combat
  Attack Defense
Fighters 15 40
Assault Craft 120 40
Troops 110 40
Cities 170 -
Space Combat
Quickness 30
Attack 10
Evasive 10
Armor 10
Exposed Sys 5
    Beam Missile
Power 10 220
Accuracy 80 170
Range 100 1200
Generator 26
Battery 200
Ord - 15

[edit] Special

  • Cloaked Fighter Wings: Birdmen wings start at a Sensor Profile of 20 (instead of 200) and only half of their speed is counted when increasing their profile (since Host 211).


[edit] Assault Craft

Plasma Mortor
Image:Plasma Mortor.jpg
Cost 140
Ground Combat
  Attack Defense
Fighters 0 10
Assault Craft 10 10
Troops 130 10
Cities 180 -
Plasmatron N6i
Image:Plasmatron N6i.jpg
Cost 80
Ground Combat
  Attack Defense
Fighters 30 10
Assault Craft 240 10
Troops 50 10
Cities 70 -
Invisible Tank G9
Image:Invisible Tank G9.jpg
Cost 310
Ground Combat
  Attack Defense
Fighters 10 550
Assault Craft 35 470
Troops 40 390
Cities 90 -

[edit] Special

  • Each Plasmatron N6i operates as a Mineral Mine (non fuel) and a Smelter.
  • Each Plasmatron N6i lowers ground assault powers of enemy mechs and fighters during a ground war by 0.5%. This ability maxes out at 50% and does not affect enemy personel.

[edit] Bases

  • Cloaked Bases. Birdmen bases have a sensor image of 20, compared to 800 for most other races and are highly resistant against Probe Launchers.

[edit] Special Builings

[edit] Missing Buildings

[edit] See also

[edit] Starting Stuffs

[edit] The Birdman Republic - History

This was put together by searching through the History of Changes page, looking for a match for "bird". Additional searches for text that includes special buildings, ships, and ship devices should be processed and added here.

[edit] Dec 20th, 2005

[edit] What is new in Host.exe Version 4.000.195

New: Only Birds can use Transphased World Crusher Exotic Tech

[edit] Sept 5th, 2005

[edit] What is new in Host.exe Version 4.000.194

Fixed: Darkwing G not getting bonus for attacking Birdmen hulls owned by another player.

[edit] May 5th, 2003

[edit] What is new in Host.exe Version 4.000.127

Changes: Very slight change to a tiny program issue, at 31 locations in the program that deal with a loop counter. Issue might have something to do with BDx and BUx commands and assimilation and Bird Nano virus.

[edit] April 17th, 2003

[edit] What is new in Host.exe Version 4.000.123

Fixed: Bird Ground Bases immune to being attacked from space

[edit] Nov 22th, 2001

[edit] What is new in Host.exe Version 4.000.094

New: Weighted resource math. Races with low growth rates give a bonus in the resource point area.
Birds get a 21% cut

[edit] July 13th, 2001

[edit] What is new in Host.exe Version 4.000.085

Tested (Passed): Birdman Nanovirus making new Natives from Cyborg colonists.

[edit] April 10th, 2001

[edit] What is new in Planets4.exe Version 4.000.035

New: Sensor images reflect new birdmen sensor image updates, half engine noise and double scanner noise

[edit] March 27th, 2001

[edit] What is new in Host.exe Version 4.000.073

New: Darkwing G's weapons have a double armor drain bonus on all targets
New: Darkwing G's have a 1000 armor arc bonus against all enemy birdmen owned targets

[edit] March 18th, 2001

[edit] What is new in Host.exe Version 4.000.072

New: Birdmen Assault Pods now have a sensor image of 100, instead of 250.

[edit] Feb 24th, 2001

[edit] What is new in Host.exe Version 4.000.067

New: Birdman ship engines make half normal scanner noise
New: Birdman ship scanners make double normal scanner noise
New: Birdman minesweeper device makes no scanner noise at all

[edit] Dec 15th, 2000

[edit] What is new in Host.exe Version 4.000.062

Fixed: The 3 Birdmen masters are sending confusing messages when they did nothing at all

[edit] Oct 26th, 2000

[edit] What is new in Host.exe Version 4.000.057

New: The Birdmen plasmatron assault craft acts like a Mineral Mine and smelter and have no negative side effects on colonists and Natives
New: The Birdmen plasmatron decreases the enemy’s ground assault attack powers against Birdmen assault craft by 0.5% each with a limit of 50%. They only affect enemy assault mechs and fighters.
New: If the Birdmen have over 10 million colonists, total, in their empire, they have a chance of stealing enemy universal friendly codes
New: The Birdmen are not hindered by enemy high guard on enemy ships when attempting to steal ship plans
New: Birdmen Ground Bases have a stealth rating of 20; normally Ground Bases have a stealth rating of 800
New: Birdmen Anti-Cyborg nanovirus device
New: Cyborg Assimilators collect 0.1 mc per enemy colonist taken (Except: Birdmen)

[edit] What is new in Master.exe Version 4.000.027

New: Birdmen starting ships (3 Transwarp Skyfires)

[edit] Oct 18th, 2000

[edit] What is new in Host.exe Version 4.000.054

New: In a ground war between the Cyborg and any other race besides the Lizards, Crystals or another Cyborg; 30% of the defeated Cyborg colonists will be reclaimed as colonists. The Birdmen can reclaim 50%. Cyborg killed by Assault units or fighters will NOT be recovered.

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