I hope there is some lost soul which wants to join, but if not maybe we can kick our inactive out of team. This way both teams going to have same number of HQ's (I'm not sure if its good idea but sounds just to me).
Registration Date: 13.05.2011
Posts: 979
Location: USA
you guys NEED another active, and I have this nice avvie...I want this game salvaged. Of COURSE the replacement needs added pop to compensate. How much I leave to you, but I want it to be hard work to win.
I have pm'd and emailed Joaftmon. If he shows up by tick 24 promising to get way more active, then Erwin can add him some pop, not for his own undeserving sake, but everyone else's--on both teams.
A little clarification to avoid any discussion in future if sth was allowed or not.
Clarification taken again from Atlantis TG.
Initial 100 turns are peaceful.[/B] During the first 100 turns of the game, ships are only allowed to fly inside each Team's borders, including scouts and settlers, who can only colonize in their half of the galaxy. To define the initial Team borders we simply consider each side's frontline systems. Ships can only 'Move to' planets and suns from these systems (settlers can of course colonize), and this is the furthest they can fly forward until turn 100(inclusive).
So you are allowed to issue 'offensive' order in turn 100 and it will be executed in turn 101.
To define the initial Team borders we simply consider each side's front line systems. Ships can only 'Move to' planets and suns from these systems (settlers can of course colonize), and this is the furthest they can fly forward until turn 100(inclusive).
This one causes you can perform first attack at tick 103-104.
quote:
Originally posted by xmer
So you are allowed to issue 'offensive' order in turn 100 and it will be executed in turn 101.
Originally posted by darylasek
Now i'm little confused (confused junior?).
quote:
Originally posted by xmer
To define the initial Team borders we simply consider each side's front line systems. Ships can only 'Move to' planets and suns from these systems (settlers can of course colonize), and this is the furthest they can fly forward until turn 100(inclusive).
This one causes you can perform first attack at tick 103-104.
quote:
Originally posted by xmer
So you are allowed to issue 'offensive' order in turn 100 and it will be executed in turn 101.
So can we move toward enemy earlier or not?
Funny guy. So you want to park some troopships in the back of enemy territoryand attack on tick 100? Clearly stated is that bordes of territory are not allowed to pass within the first 100 ticks.
Nop you did not get my point. From Xmer earlier post one can infer attack is possible at tick 101. To do it you must move toward enemy territory before tick 100 (something like tick 98, 99 should be enough). iv pointed its against rules and asked about clarification. Reread one more time what i have written
Originally posted by darylasek
Nop you did not get my point. From Xmer earlier post one can infer attack is possible at tick 101. To do it you must move toward enemy territory before tick 100 (something like tick 98, 99 should be enough). iv pointed its against rules and asked about clarification. Reread one more time what i have written
Well your writing was easy to missunderstand.
You can move towards enemy territory but only if you dont go over the border. So if you have two systems at the borderline moving just in between them seems to be ok to the rules.
But you are not allowed to move into strikingrange before tick 100. (except the two systems are closer then 100 ticks from each other)
not exactly.... you are not allowed to move toward opponent systems at all up to turn 100. And you can't shorten distance between your closest system and system you are going to fly to.