This discussion thread is for questions and answers for the game, Takamo.
http://www.takamouniverse.com/takamo/
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This discussion thread is for questions and answers for the game, Takamo.
http://www.takamouniverse.com/takamo/
Anyone know of any Ag or Trade Corps out there?
[quote='Tregonsee' pid='3022' dateline='1397008645']
Anyone know of any Ag or Trade Corps out there?[/quote]
Site user Ixnay just signed up as a Trade Corporation.
Why do I get the feeling that this was not accidental?
Megacorp and I are allies, Megacorp is TC. Any one a Ag Corp?
[quote='Wit'Co-I Federation' pid='3044' dateline='1397178501']
Megacorp and I are allies, Megacorp is TC. Any one a Ag Corp?
[/quote]
That would be me. No, not an Ag Corp.
I wanted to be the VeryVeryBig Corp...
Alliances already! Man, better hit the ground running!!
Nicademus(Race Name) of the Nica Mining corp of Estra here.
You know you all want more income from your planets, give me a shout.
Through here or private message or email Nicademus@sbcglobal.net
Are there any ICB's playing on here? Contact me for better income on those planets.
Edited May 17, 2014 21:33 UTC
[quote='Nazareth' pid='3061' dateline='1397247727']
Alliances already! Man, better hit the ground running!!
[/quote]
Resistance is futile. Mua ha ha...
I'm taking the liberty of cutting and pasting some information Thom emailed to me a while back. THIS STUFF IS IMPORTANT, it has to do with priorities of actions in the current code (though he may adjust this in the future).
It's VERY crucial for trade runs between colonies & terraformed worlds. As of right now, trying to do these out of order (at a given planet) will cause some actions to fail.
----------------------------------------------------------------------------------
I'll try and give you a run down on order of things. I might have forgotten one or two but when I went back and checked code for the order this is what seems to make sense after the past few years not looking at it.
#1. If you build Marines or Heavy Marines on a planet it is done for the turn. Program sets the planet date and run date the same. So none of the checks below can be true any longer.
#2. You should always sell goods to a planet before buying goods from a planet. Program checks to see if the planet date + 2 is < run date. If so action happens. Planet date set to run date - 2.
#3. You can then buy goods from a planet after you sell to the planet. Program checks to see if the planet date + 1 is < run date. If so action happens. Planet date set to run date - 1.
#3. You should always build POP first before doing anything else on the planet. Program checks to see if the planet date + 4 is < run date. If so action happens. Planet date set to run date - 4.
#4. If you have to tramp mine a planet you should do that after building POP but before anything else. Program checks to see if the planet date + 3 is < run date. If so, action happens. Planet date set to run date - 3.
So... example: If the run date is March 30th then the code would be set to 3/30/2014. The planet's date considering that something might have set it last run would be 7 days ago or 3/23/2014.
So you build POP first. Planets date (3/23/2014) + 4 is less than run date (3/30/2014) so action works and the planet's date is set to 3/26/2014.
Then you have a fleet in orbit selling goods to the world. Planets date (3/26/2014) + 2 = (3/28/2014) is less than run date (3/30/2014) so action works. Planets date is set to 3/28/2014.
Then you have the fleet buy goods at the world. Planets date (3/28/2014) + 1 = (3/29/2014) is less than run date (3/30/2014) so the action works. Planets date is set to 3/29/2014.
Last, you build Marines on the planet. Code checks to see if the planets date (3/29/2014) is less than run date (3/30/2014) so the action works. Planets date is set to 3/30/2014.
Okay. Whew! Hope that helps. And note: There are a number of other date checks but I haven't traced them down yet. These mostly deal with smuggling, pirate raids, etc.; so if nobody's messing around with your planets you're trying to trade with, it should not be an issue.
Edited Apr 12, 2014 00:51 UTC
[quote='Trader_Phred' pid='3060' dateline='1397247546']
[quote='Wit'Co-I Federation' pid='3044' dateline='1397178501']
Megacorp and I are allies, Megacorp is TC. Any one a Ag Corp?
[/quote]
That would be me. No, not an Ag Corp.
I wanted to be the VeryVeryBig Corp...
[/quote]
:blush: am working on recruiting a new player as an AC.. if successful, he will be very busy...
[quote='Trader_Phred' pid='3075' dateline='1397263133']
[quote='Nazareth' pid='3061' dateline='1397247727']
Alliances already! Man, better hit the ground running!!
[/quote]
Resistance is futile. Mua ha ha...
I'm taking the liberty of cutting and pasting some information Thom emailed to me a while back. THIS STUFF IS IMPORTANT, it has to do with priorities of actions in the current code (though he may adjust this in the future).
It's VERY crucial for trade runs between colonies & terraformed worlds. As of right now, trying to do these out of order (at a given planet) will cause some actions to fail.
----------------------------------------------------------------------------------
I'll try and give you a run down on order of things. I might have forgotten one or two but when I went back and checked code for the order this is what seems to make sense after the past few years not looking at it.
#1. If you build Marines or Heavy Marines on a planet it is done for the turn. Program sets the planet date and run date the same. So none of the checks below can be true any longer.
#2. You should always sell goods to a planet before buying goods from a planet. Program checks to see if the planet date + 2 is < run date. If so action happens. Planet date set to run date - 2.
#3. You can then buy goods from a planet after you sell to the planet. Program checks to see if the planet date + 1 is < run date. If so action happens. Planet date set to run date - 1.
#3. You should always build POP first before doing anything else on the planet. Program checks to see if the planet date + 4 is < run date. If so action happens. Planet date set to run date - 4.
#4. If you have to tramp mine a planet you should do that after building POP but before anything else. Program checks to see if the planet date + 3 is < run date. If so, action happens. Planet date set to run date - 3.
So... example: If the run date is March 30th then the code would be set to 3/30/2014. The planet's date considering that something might have set it last run would be 7 days ago or 3/23/2014.
So you build POP first. Planets date (3/23/2014) + 4 is less than run date (3/30/2014) so action works and the planet's date is set to 3/26/2014.
Then you have a fleet in orbit selling goods to the world. Planets date (3/26/2014) + 2 = (3/28/2014) is less than run date (3/30/2014) so action works. Planets date is set to 3/28/2014.
Then you have the fleet buy goods at the world. Planets date (3/28/2014) + 1 = (3/29/2014) is less than run date (3/30/2014) so the action works. Planets date is set to 3/29/2014.
Last, you build Marines on the planet. Code checks to see if the planets date (3/29/2014) is less than run date (3/30/2014) so the action works. Planets date is set to 3/30/2014.
Okay. Whew! Hope that helps. And note: There are a number of other date checks but I haven't traced them down yet. These mostly deal with smuggling, pirate raids, etc.; so if nobody's messing around with your planets you're trying to trade with, it should not be an issue.
[/quote]
I plan on having basis turn sequence of Tax, Retool planet, assorted actions, Flt Scans, Planet probes, sector probes and lastly Overall Tech raise. this is viable as long as last build on planet is MUs yes?
Edited Apr 12, 2014 04:58 UTC
[quote='Trader_Phred' pid='3075' dateline='1397263133']
[quote='Nazareth' pid='3061' dateline='1397247727']
Alliances already! Man, better hit the ground running!!
[/quote]
Resistance is futile. Mua ha ha...
I'm taking the liberty of cutting and pasting some information Thom emailed to me a while back. THIS STUFF IS IMPORTANT, it has to do with priorities of actions in the current code (though he may adjust this in the future).
It's VERY crucial for trade runs between colonies & terraformed worlds. As of right now, trying to do these out of order (at a given planet) will cause some actions to fail.
----------------------------------------------------------------------------------
I'll try and give you a run down on order of things. I might have forgotten one or two but when I went back and checked code for the order this is what seems to make sense after the past few years not looking at it.
#1. If you build Marines or Heavy Marines on a planet it is done for the turn. Program sets the planet date and run date the same. So none of the checks below can be true any longer.
#2. You should always sell goods to a planet before buying goods from a planet. Program checks to see if the planet date + 2 is < run date. If so action happens. Planet date set to run date - 2.
#3. You can then buy goods from a planet after you sell to the planet. Program checks to see if the planet date + 1 is < run date. If so action happens. Planet date set to run date - 1.
#3. You should always build POP first before doing anything else on the planet. Program checks to see if the planet date + 4 is < run date. If so action happens. Planet date set to run date - 4.
#4. If you have to tramp mine a planet you should do that after building POP but before anything else. Program checks to see if the planet date + 3 is < run date. If so, action happens. Planet date set to run date - 3.
So... example: If the run date is March 30th then the code would be set to 3/30/2014. The planet's date considering that something might have set it last run would be 7 days ago or 3/23/2014.
So you build POP first. Planets date (3/23/2014) + 4 is less than run date (3/30/2014) so action works and the planet's date is set to 3/26/2014.
Then you have a fleet in orbit selling goods to the world. Planets date (3/26/2014) + 2 = (3/28/2014) is less than run date (3/30/2014) so action works. Planets date is set to 3/28/2014.
Then you have the fleet buy goods at the world. Planets date (3/28/2014) + 1 = (3/29/2014) is less than run date (3/30/2014) so the action works. Planets date is set to 3/29/2014.
Last, you build Marines on the planet. Code checks to see if the planets date (3/29/2014) is less than run date (3/30/2014) so the action works. Planets date is set to 3/30/2014.
Okay. Whew! Hope that helps. And note: There are a number of other date checks but I haven't traced them down yet. These mostly deal with smuggling, pirate raids, etc.; so if nobody's messing around with your planets you're trying to trade with, it should not be an issue.
[/quote]
WOW, I thought I was confused before.....:D
I have sent planetary probes to two different planets. One planet (planet A) had fighters attack the probe, the other (planet B) had forts attack the probe. Can I assume that planet A has no forts and that planet B has forts and possibly fighters?
I also scanned or probed a planet that did not attack but said the owner was indeterminate. What does that mean?
[quote='Nicademus' pid='3089' dateline='1397307458']
[quote='Trader_Phred' pid='3075' dateline='1397263133']
[quote='Nazareth' pid='3061' dateline='1397247727']
Alliances already! Man, better hit the ground running!!
[/quote]
Resistance is futile. Mua ha ha...
I'm taking the liberty of cutting and pasting some information Thom emailed to me a while back. THIS STUFF IS IMPORTANT, it has to do with priorities of actions in the current code (though he may adjust this in the future).
It's VERY crucial for trade runs between colonies & terraformed worlds. As of right now, trying to do these out of order (at a given planet) will cause some actions to fail.
----------------------------------------------------------------------------------
I'll try and give you a run down on order of things. I might have forgotten one or two but when I went back and checked code for the order this is what seems to make sense after the past few years not looking at it.
#1. If you build Marines or Heavy Marines on a planet it is done for the turn. Program sets the planet date and run date the same. So none of the checks below can be true any longer.
#2. You should always sell goods to a planet before buying goods from a planet. Program checks to see if the planet date + 2 is < run date. If so action happens. Planet date set to run date - 2.
#3. You can then buy goods from a planet after you sell to the planet. Program checks to see if the planet date + 1 is < run date. If so action happens. Planet date set to run date - 1.
#3. You should always build POP first before doing anything else on the planet. Program checks to see if the planet date + 4 is < run date. If so action happens. Planet date set to run date - 4.
#4. If you have to tramp mine a planet you should do that after building POP but before anything else. Program checks to see if the planet date + 3 is < run date. If so, action happens. Planet date set to run date - 3.
So... example: If the run date is March 30th then the code would be set to 3/30/2014. The planet's date considering that something might have set it last run would be 7 days ago or 3/23/2014.
So you build POP first. Planets date (3/23/2014) + 4 is less than run date (3/30/2014) so action works and the planet's date is set to 3/26/2014.
Then you have a fleet in orbit selling goods to the world. Planets date (3/26/2014) + 2 = (3/28/2014) is less than run date (3/30/2014) so action works. Planets date is set to 3/28/2014.
Then you have the fleet buy goods at the world. Planets date (3/28/2014) + 1 = (3/29/2014) is less than run date (3/30/2014) so the action works. Planets date is set to 3/29/2014.
Last, you build Marines on the planet. Code checks to see if the planets date (3/29/2014) is less than run date (3/30/2014) so the action works. Planets date is set to 3/30/2014.
Okay. Whew! Hope that helps. And note: There are a number of other date checks but I haven't traced them down yet. These mostly deal with smuggling, pirate raids, etc.; so if nobody's messing around with your planets you're trying to trade with, it should not be an issue.
[/quote]
WOW, I thought I was confused before.....:D
[/quote]
I hear that. I would like to think that as long as there wasn't a pre-requisite for an order, (must build a the ship before you can move it) the order should run. However, if there is this sequencing activity going on, then we need a sequence of actions list.
[quote='Nazareth' pid='3093' dateline='1397316174']
[quote='Nicademus' pid='3089' dateline='1397307458']
[quote='Trader_Phred' pid='3075' dateline='1397263133']
[quote='Nazareth' pid='3061' dateline='1397247727']
Alliances already! Man, better hit the ground running!!
[/quote]
Resistance is futile. Mua ha ha...
I'm taking the liberty of cutting and pasting some information Thom emailed to me a while back. THIS STUFF IS IMPORTANT, it has to do with priorities of actions in the current code (though he may adjust this in the future).
It's VERY crucial for trade runs between colonies & terraformed worlds. As of right now, trying to do these out of order (at a given planet) will cause some actions to fail.
----------------------------------------------------------------------------------
I'll try and give you a run down on order of things. I might have forgotten one or two but when I went back and checked code for the order this is what seems to make sense after the past few years not looking at it.
#1. If you build Marines or Heavy Marines on a planet it is done for the turn. Program sets the planet date and run date the same. So none of the checks below can be true any longer.
#2. You should always sell goods to a planet before buying goods from a planet. Program checks to see if the planet date + 2 is < run date. If so action happens. Planet date set to run date - 2.
#3. You can then buy goods from a planet after you sell to the planet. Program checks to see if the planet date + 1 is < run date. If so action happens. Planet date set to run date - 1.
#3. You should always build POP first before doing anything else on the planet. Program checks to see if the planet date + 4 is < run date. If so action happens. Planet date set to run date - 4.
#4. If you have to tramp mine a planet you should do that after building POP but before anything else. Program checks to see if the planet date + 3 is < run date. If so, action happens. Planet date set to run date - 3.
So... example: If the run date is March 30th then the code would be set to 3/30/2014. The planet's date considering that something might have set it last run would be 7 days ago or 3/23/2014.
So you build POP first. Planets date (3/23/2014) + 4 is less than run date (3/30/2014) so action works and the planet's date is set to 3/26/2014.
Then you have a fleet in orbit selling goods to the world. Planets date (3/26/2014) + 2 = (3/28/2014) is less than run date (3/30/2014) so action works. Planets date is set to 3/28/2014.
Then you have the fleet buy goods at the world. Planets date (3/28/2014) + 1 = (3/29/2014) is less than run date (3/30/2014) so the action works. Planets date is set to 3/29/2014.
Last, you build Marines on the planet. Code checks to see if the planets date (3/29/2014) is less than run date (3/30/2014) so the action works. Planets date is set to 3/30/2014.
Okay. Whew! Hope that helps. And note: There are a number of other date checks but I haven't traced them down yet. These mostly deal with smuggling, pirate raids, etc.; so if nobody's messing around with your planets you're trying to trade with, it should not be an issue.
[/quote]
WOW, I thought I was confused before.....:D
[/quote]
I hear that. I would like to think that as long as there wasn't a pre-requisite for an order, (must build a the ship before you can move it) the order should run. However, if there is this sequencing activity going on, then we need a sequence of actions list.
[/quote]
I believe this sequence of actions business only deals with building Pops, taxing planets (not mentioned here), buying/selling cargo, and building MU/HMUs. Nothing else has to be in any particular order. If you go to the thresholds (http://www.takamouniverse.com/takamo/threshold-volume-1/), there is simplified info there.
[quote='Tregonsee' pid='3092' dateline='1397314944']
I have sent planetary probes to two different planets. One planet (planet A) had fighters attack the probe, the other (planet B) had forts attack the probe. Can I assume that planet A has no forts and that planet B has forts and possibly fighters?
I also scanned or probed a planet that did not attack but said the owner was indeterminate. What does that mean?
[/quote]
I believe the answers are like this if forts are present they shoot first does not mean that fighters are not present but if fighters attack then I beleive there are no forts...JMHO
as for the planetary owners indeterminate, none, refuses to identify themselves and other stuff like that all mean there is no owner.
Anyone please correct me if I am wrong
This Ap Bac
Grand Magister of the Apshain Federation.
We are a Ag Corp from the original galaxy of takamo. I don't know if we were the largest or most powerful to ever exist but we were close to the top of the list. I just signed up yesterday (13 april) and am still waiting to hear back with my starting setup. When I get it I'm going to be looking for clients.
One of the things I'll be doing is scanning worlds, looking for planets to occupy. If you know anything about Ag and Trade corps, we can't occupy them ourselves, but we van find them for others who can. I will be willing to trade planetary locations to other players for development for a random planet terraformed for me once in a while. the exact number we can work out to our benefit somewhere along the line. Of course, I also just happen to have Ag centers to drop on your planets. Trust me you want those badly, they are very useful.
I also need to find a trade corp to trade favors with.
From a cursory reading of the forums I'm finding that the galaxy is full of dangerous junk that just did not exist before. there were very little problems in the old galaxies. this one people are getting into shooting matches and other odditie problems (black holes) instintaniously. Never used to happen. Does not bode well for the future. I don't think we need to shoot at each other in this game, there will be too much else too shoot at already.
Pleasure doing business with you in the future...
This Ap Bac
Grand Magister of the Apshain Federation.
We are a Ag Corp from the original galaxy of takamo. I don't know if we were the largest or most powerful to ever exist but we were close to the top of the list. I just signed up yesterday (13 april) and am still waiting to hear back with my starting setup. When I get it I'm going to be looking for clients.
One of the things I'll be doing is scanning worlds, looking for planets to occupy. If you know anything about Ag and Trade corps, we can't occupy them ourselves, but we van find them for others who can. I will be willing to trade planetary locations to other players for development for a random planet terraformed for me once in a while. the exact number we can work out to our benefit somewhere along the line. Of course, I also just happen to have Ag centers to drop on your planets. Trust me you want those badly, they are very useful.
I also need to find a trade corp to trade favors with.
From a cursory reading of the forums I'm finding that the galaxy is full of dangerous junk that just did not exist before. there were very little problems in the old galaxies. this one people are getting into shooting matches and other odditie problems (black holes) instintaniously. Never used to happen. Does not bode well for the future. I don't think we need to shoot at each other in this game, there will be too much else too shoot at already.
Pleasure doing business with you in the future...
Edited Apr 14, 2014 18:27 UTC
Another Ag Corp setting up. Kana'Ti, Director of The Hialeah Consortium. Waiting for my setup as well. I'm looking for allies! and others..........
I welcome the Grand Master of the Apshain Federation and offer to discuss items of mutual interest when appropriate.
Ap Bac
first speaker of the Apshain Federation
We are back from the void after a long hiatus. We are an Ag corp with a long history of service to many races. Our race lived in the first galaxy (I think) and was one of the largest Ag corps in the game ever. I had something in the neighborhood of 600 ag centers scattered through at least 40 races in the old galaxy. somehow I doubt that will happen again, but it would be nice to try.
I am looking for clients, allies and partners right now and am interested in trading favors in any field. I will be scanning to the limits of my ability and will eventually have planets to trade to other races. the planets will be free to my friends in return for one every once in a while terraformed for me. In the old galaxy I would have been wiped out without the extra worlds because races jealous of my success set cybers on my home world and destroyed it (anyone ever heard of I-am-I).
I am also looking for a Trade corp to team up with. Maybe Wit-co-I federation and megacorp, we can work something out together.
contact at lewsgame@yahoo.com chuck Apshain Federation
I have a old list of planets that I put mining centers on many planets with an income totaling Income to date : 121858
GEL12211 6 Mining Centers. Planet Owner LEADER ONE-SFA
GEL12212 2 Mining Centers. Planet Owner RODS RAIDERS-SFA
GEL21113 15 Mining Centers. Planet Owner FREEDOM FEDERATION
GCS23121 17 Mining Centers. Planet Owner GREEN PEACERS-SFA
GCS23124 4 Mining Centers. Planet Owner LEADER ONE-SFA
GCS31222 20 Mining Centers. Planet Owner THANKU
GCT12112 9 Mining Centers. Planet Owner FREEDOM FEDERATION
(NONE of these locations are real)
hope to have this again as a mining corp in this galaxy
Some of the players that were in the old galaxy of Tarkia
CES33211 11 Mining Centers. Planet Owner FREEDOM FEDERATION
CMP11112 2 Mining Centers. Planet Owner MEDINA TRADE COMPANY
COP12321 9 Mining Centers. Planet Owner VALENCE EMPIRE
CUJ21124 3 Mining Centers. Planet Owner RHEM FOZEY
GCS23124 4 Mining Centers. Planet Owner LEADER ONE-SFA
GCS31222 20 Mining Centers. Planet Owner THANKU
IQG31311 9 Mining Centers. Planet Owner MEGABUCKS
Edited Apr 15, 2014 20:12 UTC
Good stuff Nicedemus. Hope to put you to work in the future!
[quote='Nazareth' pid='3127' dateline='1397602056']
Good stuff Nicedemus. Hope to put you to work in the future!
[/quote]
I look forward to doing mining centers for you and for anyone else that needs it
[quote='Nicademus' pid='3124' dateline='1397591564']
IQG31311 9 Mining Centers. Planet Owner MEGABUCKS
[/quote]
Well, darn, Nic - thought you looked familiar. Good to see you. :)
[quote='Trader_Phred' pid='3132' dateline='1397779023']
[quote='Nicademus' pid='3124' dateline='1397591564']
IQG31311 9 Mining Centers. Planet Owner MEGABUCKS
[/quote]
Well, darn, Nic - thought you looked familiar. Good to see you. :)
[/quote]
yeah small world my old friend. Hope to do business with you once again.
I submitted alliance requests, which stated "Diplomat UNABLE to locate any (blank) diplomats." I then saw in my turn that "Diplomatic service reports alliance declaration by <not telling>". But when I used the action code to tell my who I was allied with later on in my turn, it said I was only allied with myself. What gives?
If a non-Pirate invades a Pirate Haven, does the planet status change?
Edited Apr 19, 2014 15:12 UTC
[quote='Tregonsee' pid='3138' dateline='1397919624']
I submitted alliance requests, which stated "Diplomat UNABLE to locate any (blank) diplomats." I then saw in my turn that "Diplomatic service reports alliance declaration by <not telling>". But when I used the action code to tell my who I was allied with later on in my turn, it said I was only allied with myself. What gives?
If a non-Pirate invades a Pirate Haven, does the planet status change?
[/quote]
Your alliance action did not work because of the empire you were allying with was spelled wrong. Just guessing but that would do it. On the other hand the empire that allied with you did spell your empire name correct so he is allied with you. However just because another player declares an alliance with you, the alliance is not complete unless you're allied with him, so thus you'd not see the alliance in your alliance records. Essentially it only shows the allies that you've successfully allied with not who successfully allied with you. Hope that makes sense.
As for the Pirate Haven question: If a non-pirate invades and takes a pirate haven then the pirate haven reverts to a terraformed world.
[quote='Takamo44' pid='3144' dateline='1397940711']
[quote='Tregonsee' pid='3138' dateline='1397919624']
I submitted alliance requests, which stated "Diplomat UNABLE to locate any (blank) diplomats." I then saw in my turn that "Diplomatic service reports alliance declaration by <not telling>". But when I used the action code to tell my who I was allied with later on in my turn, it said I was only allied with myself. What gives?
If a non-Pirate invades a Pirate Haven, does the planet status change?
[/quote]
Your alliance action did not work because of the empire you were allying with was spelled wrong. Just guessing but that would do it. On the other hand the empire that allied with you did spell your empire name correct so he is allied with you. However just because another player declares an alliance with you, the alliance is not complete unless you're allied with him, so thus you'd not see the alliance in your alliance records. Essentially it only shows the allies that you've successfully allied with not who successfully allied with you. Hope that makes sense.
[/quote]
Are character names case-sensitive? I will check, but I believe I spelled both names correctly (yes this happened twice in the same time).
[quote='Tregonsee' pid='3145' dateline='1397944950']
[quote='Takamo44' pid='3144' dateline='1397940711']
[quote='Tregonsee' pid='3138' dateline='1397919624']
I submitted alliance requests, which stated "Diplomat UNABLE to locate any (blank) diplomats." I then saw in my turn that "Diplomatic service reports alliance declaration by <not telling>". But when I used the action code to tell my who I was allied with later on in my turn, it said I was only allied with myself. What gives?
If a non-Pirate invades a Pirate Haven, does the planet status change?
[/quote]
Your alliance action did not work because of the empire you were allying with was spelled wrong. Just guessing but that would do it. On the other hand the empire that allied with you did spell your empire name correct so he is allied with you. However just because another player declares an alliance with you, the alliance is not complete unless you're allied with him, so thus you'd not see the alliance in your alliance records. Essentially it only shows the allies that you've successfully allied with not who successfully allied with you. Hope that makes sense.
[/quote]
Are character names case-sensitive? I will check, but I believe I spelled both names correctly (yes this happened twice in the same time).
[/quote]
Yes, character names are case sensitive but all empire names are in all caps.
If you conquer a terraformed world that is not in your habitat range, what can you build on it?
Build limitations are one PC or MC per action. I don't think there are any other limitations. Military builds are not limited nor is recruiting marines. Can't think of any other limitations.
Is there a way to give ships to another player without actually merging with their fleet?
[quote='Tregonsee' pid='3218' dateline='1399229732']
Is there a way to give ships to another player without actually merging with their fleet?
[/quote]
At the moment no. How else would you like to do it. Other than building ships directly into an alien fleet I can't think of another option that would work within the game system.
I'm interested in playing Takamo, but I'm interested to know what the turn reports look like. Would anyone care to share a turn report or a sample one perhaps?
A few more questions:
A turn report is a notepad file. Most people will not show one as it has sensitive info (planet locations, etc.) I may come up with a redacted one, unless Randy of Thom could supply one from a previous game.
Information management is simple, I used to have a three-ring notebook with all my stuff when it was pbm. I am using spreadsheets, and there is a database program on the old yahoogroup website available.
Player interaction can be as much or as little as you like it. There is a lot more going on than what is happening on playbymail.net. Personal emails, official notices through the game, I think Randy is starting up the forums on takamouniverse.com again, maybe re-purposing the old yahoo group.
How do you set-up your spreadsheet for Takamo, I have some ideas but since I am new I was curious as to the best way to do it would be
I was given an old turn by Thom for a player some of you will know. Now this is turn one hundred and many, and I believe this character was also part of an alliance, so do not be dismayed if it takes a while to achieve these stats...
Open this with notepad.
[quote='stocktigon' pid='3247' dateline='1399518059']
How do you set-up your spreadsheet for Takamo, I have some ideas but since I am new I was curious as to the best way to do it would be
[/quote]
However it works for you. I have seen a few different layouts and there are good and bad things about them all.
[quote='Tregonsee' pid='3248' dateline='1399520166']
I was given an old turn by Thom for a player some of you will know. Now this is turn one hundred and many, and I believe this character was also part of an alliance, so do not be dismayed if it takes a while to achieve these stats...
Open this with notepad.
[/quote]
Yes, Ruttak was in an allaince...same one i was in
Edited May 8, 2014 09:46 UTC
[quote='Tregonsee' pid='3248' dateline='1399520166']
I was given an old turn by Thom for a player some of you will know. Now this is turn one hundred and many, and I believe this character was also part of an alliance, so do not be dismayed if it takes a while to achieve these stats...
Open this with notepad.
[/quote]
I hope they modify the 'new' takamo such that the other warship types have some purpose and specific mission tasks. Destroyer escorts and frigates etc should run interference for carriers, destroyers should have torpedoes and cruisers maybe missiles. All of these support ships should offer some protection to capital ships. Maybe they have done that already, but looking over the turn Tregonsee was able to post for us from the 'old' game, it looks like everyone primarily gravitated to carriers, fighters and missiles. Had to be a reason for that. I haven't looked at everything in close detail, but haven't seen a lot of anything else. A few BB and another type, but that's it. I'm assuming the MMO will have other warships fully flushed out.
I have heard rumors about convoys in the MMO, so I would think that destroyers and light cruisers would be valuable. The pbem version has a hard limit of 1000 ships (not in the MMO), so you build the biggest ships you can.
Wow. That's...that's a lot of stuff. 50 actions doesn't seem like enough.
[quote='Wit'Co-I Federation' pid='3085' dateline='1397275664']
<<snip>>
I plan on having basis turn sequence of Tax, Retool planet, assorted actions, Flt Scans, Planet probes, sector probes and lastly Overall Tech raise. this is viable as long as last build on planet is MUs yes?
[/quote]
Just curious why the Tech Raise after the Retool instead of before.
Thanks
[quote='Tregonsee' pid='3092' dateline='1397314944']
I have sent planetary probes to two different planets. One planet (planet A) had fighters attack the probe, the other (planet B) had forts attack the probe. Can I assume that planet A has no forts and that planet B has forts and possibly fighters?
I also scanned or probed a planet that did not attack but said the owner was indeterminate. What does that mean?
[/quote]
Just my opinion...
Logically Fighters would assault an unknown probe first as the Fighters are in orbit where as Forts are ground based. Following that logic, Planet A has Fighters (and possible Forts) and Planet B has Forts but no Fighters.
A good probe/scan is a essentially a function of having better tech than the planet you're investigating. So raise your Tech and Retool.
Thanks
Edited May 13, 2014 21:29 UTC
[quote='Rocketeer' pid='3283' dateline='1400015684']
[quote='Wit'Co-I Federation' pid='3085' dateline='1397275664']
<<snip>>
I plan on having basis turn sequence of Tax, Retool planet, assorted actions, Flt Scans, Planet probes, sector probes and lastly Overall Tech raise. this is viable as long as last build on planet is MUs yes?
[/quote]
Just curious why the Tech Raise after the Retool instead of before.
Thanks
[quote='Tregonsee' pid='3092' dateline='1397314944']
I have sent planetary probes to two different planets. One planet (planet A) had fighters attack the probe, the other (planet B) had forts attack the probe. Can I assume that planet A has no forts and that planet B has forts and possibly fighters?
I also scanned or probed a planet that did not attack but said the owner was indeterminate. What does that mean?
[/quote]
Just my opinion...
Logically Fighters would assault an unknown probe first as the Fighters are in orbit where as Forts are ground based. Following that logic, Planet A has Fighters (and possible Forts) and Planet B has Forts but no Fighters.
A good probe/scan is a essentially a function of having better tech than the planet you're investigating. So raise your Tech and Retool.
Thanks
[/quote]
Rocketeer, You want to retool after TEC raise. I usually raise TEC and then immediately after retool planets.
You do not have to retool all planets. You need to pick one planet that is in your hab range, good size and particularly high MP to be your main planet. This gets max protect and gets retooled every time you go up a tech level. Other planets may get retools based on being regional capitals, base of operations against a foe, etc. But not every planet needs a retool.
True, only retool the ones you want. I am retooling all mine currently because its cheap and right now I'd rather retool a couple currently for 150 RUs than build another shipyard that I don't need right now. Retool what you want and as Tregonsee points out, strategic considerations should always be considered.
Retooling is so much cheaper if you do it over time. I don't see much of an issue retooling most of your planets as long as you only do it once a turn, and only when you have some actions to fill in.
[quote='Nazareth' pid='3284' dateline='1400018187']
[quote='Rocketeer' pid='3283' dateline='1400015684']
[quote='Wit'Co-I Federation' pid='3085' dateline='1397275664']
<<snip>>
I plan on having basis turn sequence of Tax, Retool planet, assorted actions, Flt Scans, Planet probes, sector probes and lastly Overall Tech raise. this is viable as long as last build on planet is MUs yes?
[/quote]
Just curious why the Tech Raise after the Retool instead of before.
Thanks
[/quote]
Rocketeer, You want to retool after TEC raise. I usually raise TEC and then immediately after retool planets.
[/quote]
Yes, that's my question for Wit'Co-I Federation - why does he retool first. Does he know something I don't...
Okay, who has their cargo route established? After reading some of Thom's notes I'm a little confused.
As a miner I find it better for me to tramp mine planets than to do a trade run. I have tried many times to no avail...GL
I have one set up, but am still tweaking it.
trade routes!? I have one that I move my fleets back and forth manually using multiple orders, but I don't have one 'setup'. Am I missing something or misunderstanding something? Is there a way to 'setup' a trade route that runs automatically?
I wish. Set up in this case means that it is a series of orders that I will constantly run every turn: Sell at colony A (left over from last turn) Buy at colony A, sell at terraformed world b, buy from terraformed world b, sell at colony c. Some cargo left over, which will be sold at colony a the following turn.
OK, that's me. I thought I was behind the curve, which is usually where I find myself!
Eventually though you will find a better source of income, or you will have other things to do on actions that will have higher priority...
For a miner, can you tramp mine the same planet action after action? Does that affect future mining on the planet? Also, can you use one fleet then use another fleet to do it?
Still trying to figure this stuff out.
[quote='stocktigon' pid='3350' dateline='1400772715']
For a miner, can you tramp mine the same planet action after action? Does that affect future mining on the planet? Also, can you use one fleet then use another fleet to do it?
Still trying to figure this stuff out.
[/quote]
There is a limit of how much you can tramp mine per planet per turn without affecting the planets MP. Yes you can mine it each and every turn as long as you don't pass that number. The sell rate to a fully populated terraformed planet is 61:1. I have data on what I have tramped so far in my 15 turns which I can share with you in private of course. I average about 14k ru's per turn and that uses 6 actions. Takes a little tweeking but its worth the income.
I have a question about service calls.
If someone asks me to place mining centers for a world is it right to ask for a payment to do so? I want to be clear I will not ever charge or ask for a payment to anyone that wants centers from me...it was just a question!
What about someone terraforming a world for you?
Placing Ag centers, Trade centers, or doing other things?
What do you all think?
Edited May 22, 2014 20:07 UTC
I don't believe it would be fair for a corp to ask for payment as they will reap revenue indefinitely for their effort. Terraforming is another matter and I think it is perfectly acceptable for an ICB to ask/require compensation for their expense/time/effort.
15 turns?? Damn!
HUH? I do not understand your post, Grimfinger.
[quote='Tregonsee' pid='3359' dateline='1400784175']
HUH? I do not understand your post, Grimfinger.
[/quote]
He was commenting on the fact that I have 15 turns played so far
[quote='Tregonsee' pid='3359' dateline='1400784175']
HUH? I do not understand your post, Grimfinger.[/quote]
Yet, you seek to defeat the Cybernetics?
What's wrong with this plan, people?
[quote='Nazareth' pid='3357' dateline='1400781660']
I don't believe it would be fair for a corp to ask for payment as they will reap revenue indefinitely for their effort. Terraforming is another matter and I think it is perfectly acceptable for an ICB to ask/require compensation for their expense/time/effort.
[/quote]
My past experience (but feel free to do whatever is acceptable between you and the other party.)
ICBs and Nomads - Find two planets in their range, they process and keep the lesser value one.
Ag, Trader, and Miners - No charge or payment for installing unless you plan to nationalize the units.
Smugglers, Pirates and Cybers - don't do it... :D
[quote='Rocketeer' pid='3293' dateline='1400083511']
[quote='Nazareth' pid='3284' dateline='1400018187']
[quote='Rocketeer' pid='3283' dateline='1400015684']
[quote='Wit'Co-I Federation' pid='3085' dateline='1397275664']
<<snip>>
I plan on having basis turn sequence of Tax, Retool planet, assorted actions, Flt Scans, Planet probes, sector probes and lastly Overall Tech raise. this is viable as long as last build on planet is MUs yes?
[/quote]
Just curious why the Tech Raise after the Retool instead of before.
Thanks
[/quote]
Rocketeer, You want to retool after TEC raise. I usually raise TEC and then immediately after retool planets.
[/quote]
Yes, that's my question for Wit'Co-I Federation - why does he retool first. Does he know something I don't...
from the WCF: I retool so any new ships i build are at the higher level. and it save RU's later if needed for mostly defensive purposes. that and I, like Nicademus, can afford to now. Also that sequence puts the to be extracted data in a semi-logical sequence, with the text of an Overall tech raise at the end of turn, that is all. Prime
[/quote]
Seems like it wouldn't matter when you build as long as you build after you retool. Raise TEC action 5, retool immediately after and anything you build after that is the new TEC, right? It all is sequential I thought. If not, then I see the logic in it.
Even if you raise tec action 50 and retool action 1 next turn or after as long as you don't build between them it seems ok to me otherwise it makes no sense to not retool right after a tec raise...IMHO
I had posted this, previously, in another thread here on this forum, but I didn't see a response. So, I will post it in this thread:
The rules state: This orders a fleet with a Production Center Ship to move and land on a terraformed planet and convert to a Production
Center. You may then build additional PCs.
Is there more information available for Production Center Ships? Doing an electronic search of the rulebook leaves me in the dark.
http://playbymail.net/mybb/showthread.php?tid=857&pid=3377#pid3377
[quote='GrimFinger' pid='3397' dateline='1401486746']
I had posted this, previously, in another thread here on this forum, but I didn't see a response. So, I will post it in this thread:
The rules state: This orders a fleet with a Production Center Ship to move and land on a terraformed planet and convert to a Production
Center. You may then build additional PCs.
Is there more information available for Production Center Ships? Doing an electronic search of the rulebook leaves me in the dark.
http://playbymail.net/mybb/showthread.php?tid=857&pid=3377#pid3377
[/quote]
not sure i understand your question...its a pc ship it makes the first production center on a planet that does not have them
[quote='Nicademus' pid='3398' dateline='1401487556']
not sure i understand your question...its a pc ship it makes the first production center on a planet that does not have them
[/quote]
Just trying to figure out what to actually do. I'm no closer than when I played the first turn.
Basically, I am a Cybernetic that pretty much just sits where I started, building nothing and not growing. So, I have started blowing up my own planets, to avert boredom.
What turn do I put in for my turn orders, this turn? Am I on turn 9? Turn 11? Anyone have any idea?
[quote='GrimFinger' pid='3401' dateline='1401488092']
What turn do I put in for my turn orders, this turn? Am I on turn 9? Turn 11? Anyone have any idea?
[/quote]
as for the turn number it doesn't matter (I think) Randy autos that part I have submitted turn 10 a few times I think and it all turns out for me
[quote='GrimFinger' pid='3399' dateline='1401487930']
[quote='Nicademus' pid='3398' dateline='1401487556']
not sure i understand your question...its a pc ship it makes the first production center on a planet that does not have them
[/quote]
Just trying to figure out what to actually do. I'm no closer than when I played the first turn.
Basically, I am a Cybernetic that pretty much just sits where I started, building nothing and not growing. So, I have started blowing up my own planets, to avert boredom.
[/quote]
you haven't submitted a turn. There are lots of things you should be doing...as a cyber you need to scan sub sectors, stars, and planets for NPC's to munch on. Don't destroy your own worlds they are a place for you to build cyber traders and other stuff. PM me and we can talk more.
maybe we can live chat on facebook (Michael Hart) yif you want to look me up
Edited May 30, 2014 22:51 UTC
use the turn number after the turn you got your dreadnought
[quote='Nicademus' pid='3402' dateline='1401490105']
you haven't submitted a turn. There are lots of things you should be doing...as a cyber you need to scan sub sectors, stars, and planets for NPC's to munch on. Don't destroy your own worlds they are a place for you to build cyber traders and other stuff. PM me and we can talk more.
maybe we can live chat on facebook (Michael Hart) yif you want to look me up[/quote]
Oh, I fully agree - There's lots of things that I, as a Cybernetic, should be doing. But, since I don't know how to do them, they don't get done.
I think that I am just going to take another maintenance turn, and get some ice cream, instead. I go through this every Friday, and it just gets old. It's not a very productive use of my time.
Destroying my own worlds, at least, isn't as boring as doing nothing. But, for any other Cybernetic player out there pondering it, just to see what the turn results say, it's not as though you get very much in the way of colorful narrative. By and large, it's an uneventful event.
I've sent probes out until I am broke. Neither probe type appears to be of much value, based upon what results that I have received from them, thus far.
I still can't print out the rulebook. If I could, then I would simply cut out the parts that are confusing me, and focus upon what remains. Currently, deciphering it is an electronic Hell, of sorts, for me.
I just want to understand what to do. Saying build this or that is pointless, since I don't know how to actually do it. So, I build no mining centers, no production centers, or whatever these things are called. So many abbreviations to sift through. So needlessly complicated, and for what gain?
Ice cream, at least, tastes good.
Is there a set of rules in Word format?
[quote='GrimFinger' pid='3399' dateline='1401487930']
[quote='Nicademus' pid='3398' dateline='1401487556']
not sure i understand your question...its a pc ship it makes the first production center on a planet that does not have them
[/quote]
Just trying to figure out what to actually do. I'm no closer than when I played the first turn.
Basically, I am a Cybernetic that pretty much just sits where I started, building nothing and not growing. So, I have started blowing up my own planets, to avert boredom.
[/quote]
I really wish (but kinda not) that Charon Empire or Knights of Rancor would step in and mentor this fledgling cyber. But if you find a terraformed planet and make it your own, and you want to keep, then do the following:
If it does not have Mining Centers, build a mining center ship and land it on the planet (or have a miner do so), then build enough mining centers so that the total number of mining centers equals the mining potential of the planet (MP).
If it does not have Production centers, build a production center ship and land it on the planet, then build enough production centers so that the total number of production centers equals 5 time the mining centers (assuming they are maxed out).
If there are some, but not maximum possible, mcs or pcs, then just build them on the planet.
[quote='GrimFinger' pid='3408' dateline='1401492914']
Is there a set of rules in Word format?
[/quote]
Not that I am aware of. Can you copy and paste the version in .txt into Word?
Edited May 31, 2014 00:05 UTC
[quote='Tregonsee' pid='3409' dateline='1401493391']
I really wish (but kinda not) that Charon Empire or Knights of Rancor would step in and mentor this fledgling cyber.[/quote]
I don't know who the Knights of Rancor are. I have communicated with Charon, though. That's hardly the same as knowing what to do.
[quote='Tregonsee' pid='3409' dateline='1401493391']But if you find a terraformed planet and make it your own, and you want to keep, then do the following:[/quote]
Unlikely to happen. Basically, my forces sit where they started, other than probes. Probes basically drain limited resources.
[quote='Tregonsee' pid='3409' dateline='1401493391']If it does not have Mining Centers, build a mining center ship and land it on the planet (or have a miner do so), then build enough mining centers so that the total number of mining centers equals the mining potential of the planet (MP).[/quote]
Yes, so simple, isn't it? That's why I haven't built one, yet. I am trying to do something, this turn, assuming that I issued correct orders. No idea if I did or not.
[quote='Tregonsee' pid='3409' dateline='1401493391']If it does not have Production centers, build a production center ship and land it on the planet, then build enough production centers so that the total number of production centers equals 5 time the mining centers (assuming they are maxed out).[/quote]
Again, this advice assumes that the player knows how to build them. That assumes far too much.
[quote='Tregonsee' pid='3409' dateline='1401493391']If there are some, but not maximum possible, mcs or pcs, then just build them on the planet.
[/quote]
Build them with what? Again, you operate from knowing how to play. Multiple turns spent, not knowing how to build basic things. Veteran players assume far too much. The rules are horrendous, very confusing, relevant info is scattered. Precious little time is spent playing the game or having fun. Time is gobbled up flipping pages back and forth, trying to view and compare first one document then the next. Orders issued with many spaces left blank, simply due to not knowing enough about the fundamental things that get an empire up and running.
Veteran players issue orders that are second nature. Me? I can't even get going. I don't worry so much about conquering other players' planets. I can't even build up the ones that I start with. It all boils down to not knowing what to do.
And people wonder why so many players drop out of PBM games.
[quote='GrimFinger' pid='3411' dateline='1401494805']
[quote='Tregonsee' pid='3409' dateline='1401493391']
I really wish (but kinda not) that Charon Empire or Knights of Rancor would step in and mentor this fledgling cyber.[/quote]
I don't know who the Knights of Rancor are. I have communicated with Charon, though. That's hardly the same as knowing what to do.
[quote='Tregonsee' pid='3409' dateline='1401493391']But if you find a terraformed planet and make it your own, and you want to keep, then do the following:[/quote]
Unlikely to happen. Basically, my forces sit where they started, other than probes. Probes basically drain limited resources.
[quote='Tregonsee' pid='3409' dateline='1401493391']If it does not have Mining Centers, build a mining center ship and land it on the planet (or have a miner do so), then build enough mining centers so that the total number of mining centers equals the mining potential of the planet (MP).[/quote]
Yes, so simple, isn't it? That's why I haven't built one, yet. I am trying to do something, this turn, assuming that I issued correct orders. No idea if I did or not.
[quote='Tregonsee' pid='3409' dateline='1401493391']If it does not have Production centers, build a production center ship and land it on the planet, then build enough production centers so that the total number of production centers equals 5 time the mining centers (assuming they are maxed out).[/quote]
Again, this advice assumes that the player knows how to build them. That assumes far too much.
[quote='Tregonsee' pid='3409' dateline='1401493391']If there are some, but not maximum possible, mcs or pcs, then just build them on the planet.
[/quote]
Build them with what? Again, you operate from knowing how to play. Multiple turns spent, not knowing how to build basic things. Veteran players assume far too much. The rules are horrendous, very confusing, relevant info is scattered. Precious little time is spent playing the game or having fun. Time is gobbled up flipping pages back and forth, trying to view and compare first one document then the next. Orders issued with many spaces left blank, simply due to not knowing enough about the fundamental things that get an empire up and running.
Veteran players issue orders that are second nature. Me? I can't even get going. I don't worry so much about conquering other players' planets. I can't even build up the ones that I start with. It all boils down to not knowing what to do.
And people wonder why so many players drop out of PBM games.
[/quote]
OK send me an e-mail to: charon22@hughes.net
I'll send you my phone number so we can talk, I only have one good hand and typing hurts.
[quote='Nicademus' pid='3402' dateline='1401490105']
PM me and we can talk more.
maybe we can live chat on facebook (Michael Hart) yif you want to look me up[/quote]
There wasn't enough time for that.
Although you don't want help from a bio, I'm going to give it anyway. It pains me to see you flounder.
Planetary builds are the simpliest and consist of Action Code 3 (for build), the Location, number to build and Build Code. Fleet builds require additional info.
So an example for building 7 Marine Units on a planet MMM11111.
AC../...LOCATION..../...#.../...BC
3..../...MMM11111.../...7.../...262
(building MUs on a planet should be done after any trading on that planet)
If you find this info helpful, please give me a plus.
.
Edited May 31, 2014 12:50 UTC
Questions about probes from planets.
I have launched many probes from my highest tec level planet. I have received many different results such as:
1. planetary information
2. planetary information cut off from attack
3. no information due to a ship killing the probe before it reaches the planet, thanks Dread Pirates
4. no information due to loss of communication with the probe.
This last one is what I am questioning. Probes have a range, which I have no idea what it is, and I do not know how that would be reported in the turn results if it goes out of range but the last ones I received from my latest turn was only 1 sector away and they lost comms. I am sure it has a range of longer than that due to last turns showing results of longer range.
What happened to this last batch of probes I sent 1 sector away?
Stellar clouds can be a factor. Is the probe from a ship or a planet?
[quote='Tregonsee' pid='3539' dateline='1405107379']
Stellar clouds can be a factor. Is the probe from a ship or a planet?
[/quote]
no stellar cloud
first line launch
second line lost comms
[quote='Ramblurr' pid='3242' dateline='1399488517']
I'm interested in playing Takamo, but I'm interested to know what the turn reports look like. Would anyone care to share a turn report or a sample one perhaps?
A few more questions: