PUBLIC FORUMS/NEW PLAYERS FORUM

Topic Title: Skylords Handbook (very useful for ALL players) (Announcement Topic)

Topic starter: Hope

Topic started: 10:29:32 15th Mar 2006

Posts: 11 Last post: 13:03:18 17th Dec 2008 by Pray

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Hope Posted: 10:29:32 15th Mar 2006

Posts: 6522

Topics: 415

Location: United Kingdom

Gender: Male



THE SKYLORDS HANDBOOK

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Welcome to the Skylords Archive. You have selected tutorial guide number 12 dash 1: The Skylords Handbook.

Contents:

Section 1: Screen Layout

Section 2: Missions help

Section 3: New Players Arena

Section 4: Real Arena

Section 5: Experienced Players guide

Section 6: Dictionary

Section 7: Credits

Section 8: Rules




__________________________
Founder and Lord Admiral of The Legendary Swarm.

Go For It.

Hope Posted: 10:29:43 15th Mar 2006

Posts: 6522

Topics: 415

Location: United Kingdom

Gender: Male



Section 1: Screen layout::

The Forums- this is where all Skylords' players talk, argue and discuss. This, for many people, is the most enjoyable part of Skylords(weirdos). There are several options on the left that you can choose.

There is the General forum where all sorts of topics related to Skylords are discussed.
The New Players forum where strategies and FAQs are answered by the more experienced players.
The Seek and Destroy forum where people search for the coords of their enemies.
The Diplomacy forum where clans recruit and discuss alliances.
The Trading forum where people sell ships and resources.
The Betting forum where people bet for different things.
The Off Topic forum where discussions that have nothing to do with Skylords are discussed.
The Support forum where bugs are reported so they can be fixed by the developers and suggestions are made.
Your private messages are also listed here (aka pms).

The Statistics- here the top players are listed among several categories such as highest points, highest total points for a clan and number of ships destroyed. Great to see who is ruling Skylords at that time.

Diplomacy- lists clan information and here you can join clans (this will be explained later).

Upgrade- with your credits that you can receive through voting on the homepage you can buy new upgrades for your account. Upgrades range from increased probing range to increased planet limit. When you are new, there is no need for credits as 1 star players already have full upgrades except for planet limit.

Profiles- Lists all the statistics for your account

Stories- Read submitted stories

News- Lists all important events such as planet captures, defeated players and ship destruction. This contains one of the most important windows “daily personal news”. (Will be covered later)

So that’s a break down of your Skylords tactical display, once you know your way around this the game is very simple.




__________________________
Founder and Lord Admiral of The Legendary Swarm.

Go For It.

Hope Posted: 10:30:11 15th Mar 2006

Posts: 6522

Topics: 415

Location: United Kingdom

Gender: Male



Section 2: Missions:
(This section covers missions in more detail and reworded)
(If in doubt follow the yellow icons ;))

1. Colonize a nearby uncolonized planet
2. Create a Homeworld for gathering and storing resources
3. Design essential ship models
4. Build fighter and destroy enemy ship
5. Capture enemy planet
6. Managing resource production
7. Finding nearby planets
8. Launch an Intergalactic Flight
9. Hyperspace flight
10. Spy an enemy planet
11. Capture another system
12. Probe for planets
13. Capture another system
14. Own 15 planets
15. Enter the Real Arena

Mission 1:

There are two ways to get more planets in SkyLords. Capturing planets from other players, and colonizing free planets. In this mission, you will colonize a new planet, doubling the size of your empire.
• Click on the Ships button at the top of the screen.
• Select your transport ship.
• Practice moving your ship using the arrows on the right side of the screen, then move it next to the green planet.
• Click on the Colonize Nearby Planet button on the left of the screen.
Please be cautious of the Up and Down links inside the arrows until you are comfortable with the coordinate system (your position is in the upper right). You can find the position of your planets on the planets page if you get lost

Mission 2: (current)

Putting your resources on a single planet allows them to be protected easier, and makes spending them easier as well. In this mission you will transfer all of the troops, iron, and gold from one planet to the other.
• Click on the Space button at the top of the screen, or the Ships button and select the transport.
• Move the transport near the planet you wish to take the resources from.
• Click Dock on Nearby Planet along the left hand side of the screen.
• Move as many of the Troops, Gold, and Iron to your transport as you can.
• Move to your other planet (in blue, the Space button returns you to the movement screen), Dock, and move the resources from your ship to the planet. Make sure to leave some uranium on your ship.
• Continue moving resources until you have 20,000 each of Troops, Iron, and Gold on your new planet.
A warning: your ship is fuled by Uranium, so if you run out, it won't be able to move anymore. Always make sure you have enough Uranium to reach where you need to go (it costs 1 Uranium per square traveled, and 2 for diagonals). It is recommended to keep at least 50 to 100 uranium on your ship at all times.

Mission 3: (current)

Before creating any ships, you need to create a model to work from. In this mission, you will create the models for an Assault ship, a Fighter, a Spy, and a Probe.
• Click on the ships button.
• Click on Create New Model.
• You will need to create 4 models, one at a time:
o Fighter: Model is Attack Ship, type is Fighter Ship. The default attack and defence are fine as they are.
o Assault: Model is also Attack Ship, type is Assault Ship. You need a volume of 15,000 to successfully complete the missions.
o Spy: Model is Utility Ship, type is Spy Ship. Engine is Hyperdrive. The default volume is fine, and should serve you for some time.
o Probe: Another Utility Ship, type Probing Ship. Use the default volume.
• Be sure to give each model a memorable name, and press Save for each one.
If you make a mistake, you can always delete the model from the Designed Models page. Probes are not reuseable, and are always hyperjumped in due to patience and cost, so there is no reason to build a larger probe. Spys aren't very useful without hyperdrive, as otherwise they'd take too long to reach anywhere. And your assault needs to be 15,000 volume, as you don't have enough iron for a larger one.

Mission 4: (current)

Fighter ships are used to destroy enemy ships. In this mission, you have the opportunity to do just that to a computer controlled ship.
• Before killing the ship you need to build a fighter:
o Click on the Ships button.
o In the dropdown menus in the lower left of the screen, select your new Homeworld (where you put all your Troops, Iron, and Gold), and the model of your Fighter, and click the highlighted Build button.
o Put some Uranium on the fighter (at least 10 is recommended), but no Troops or Hydrogen. This is also a good time to name the ship if you desire.
o Click the highlighted Construct Ship button.
o Click Launch Ship
• Move the new fighter near the red enemy ship, and click on Attack Nearby Ship, and then the ship's name.
• The ship has been destroyed.
You may notice that your ship has gained 1% experience, and its attack has gone up slightly. As your ship gains experience, it increases in effectiveness, to a maximum of 200%. The stronger and more expensive the ship you kill, the more experience you stand to gain.




__________________________
Founder and Lord Admiral of The Legendary Swarm.

Go For It.

Hope Posted: 10:30:32 15th Mar 2006

Posts: 6522

Topics: 415

Location: United Kingdom

Gender: Male



Mission 5: (current)

Capturing enemy planets is the most common method of increasing your empire. You are now ready to capture the enemy planet in your system.
• Build an assault like you built the fighter (you can refer to the mission if necessary).
• Make sure to put at least 10,000 Troops and 1000 Uranium on the assault.
• Move the assault next to the red planet, and click on Capture Nearby Planet
• If the defence of the planet is red, please go and put at least 10,000 troops on your assault.
• Click on the name of the planet.
Like the fighter, assaults also gain experience. This reduces the cost of capturing planets and can go as high as 200%. Also, note that the Space button is unavailable after capturing planets; you must select the assault from the ships page after each capture. Note that the troops required to overcome the planet's defence are lost in the process of capturing the planet. Finally, if the defence of a planet is shown in red, you don't have enough troops on your assault to capture the planet and the assault will be lost should you attempt it. This can be used to capture strong planets, as the defence is reduced, but at a high cost to yourself.

Mission 6: (current)

Successfully choosing what to produce and where can make the difference between victory and defeat. In this mission you will learn to adjust resource production on your Homeworld.
• Click on Planets.
• Click the name of your Homeworld. It should be highlighted.
• Use the + and - buttons on the right to adjust production, until you have 3 points on Troops, 3 points on Vital, and 3 points on Iron.
• Click the Save button.
To learn more about what each resource does, you can click on Learn more about resources, above the save button. The mix you are now producing is judged to be the most beneficial to you at this point in time. Now that you know how to adjust production, it is recommended that you do so for your other two planets as well, and others when you capture them.

Mission 7: (current)

Before capturing planets to add to your empire, you must first find them. There are two ways to find planets, and in this mission you will learn of the simpler and cheaper of the two.
• Click on Planets, and select any of your planets.
• Click Nearby Planet.
• Write down the coordinates of the planet you just found.
To reach the planet again, you need to remember its coordinates, and it is annoying to rescan every time you need them. Nearby detects as far as 1000 away, but only the single closest planet at a time, and is limited to the environs surrounding your planets. Because of these limitations, Probes are also used to find planets.

Mission 8: (current)

Now that you have found a new planetary system, you need to add it to your empire. But first, you must get there. There are two basic ways to move a ship across a long distance. The first of these, standard on all ships, is Intergalactic Flight, which is what you'll be doing in this mission.
• Click on Ships, and select your assault.
• Move back to your Homeworld, dock on it, and ensure you have at least 10,000 Troops and 1,000 Uranium on your assault.
• You now have three ways to access the Intergalactic flight page:
o You can use the highlighted link on the left
o You can use the highlighted Launch link on the Ships page
o You can use the highlighted link on the Space page
• Enter the coordinates you found into the triple boxes labeled Destination Position.
• Click the Launch button
Uranium is used to Intergalactic Flight as well, and the time and Uranium costs can be seen to the upper right of the destination form.

Mission 9: (current)

Intergalactic flight takes time, as you may have noticed. On the other hand, Hyperdrive can move your ship instantly to anywhere in the galaxy, but can only be installed in some ship models. In this mission, you will perform your first hyperjump, into the new system that you found.
• Build a spy ship from the model you designed in the 4th mission. Make sure it has at least 100 Hydrogen on it (900 Hydrogen and 100 Uranium is recommended).
• In the Space view, enter the coordinates your found into the triple boxes in the lower right hand side of the screen.
• Click Ok.
• You should see a sun and two green planets (and if you move your ship, a red one where it was).
Hyperspace flight is the quickest way to get places, but is not available on attack ships. Also, hyperdrive uses 100 Hydrogen for every jump instead of Uranium, and so you should try to always have at least 200 Hydrogen on board -- to jump somewhere and still make it back.




__________________________
Founder and Lord Admiral of The Legendary Swarm.

Go For It.

Hope Posted: 10:30:52 15th Mar 2006

Posts: 6522

Topics: 415

Location: United Kingdom

Gender: Male



Mission 10: (current)

Spying a planet is an essential way to gather information about a planet before attacking it. And in this mission you'll do just that.
• Select your spy ship (I highlighted it for you).
• Make sure your ship is near the red planet in the system you found (only if you've moved it since the hyperjump).
• Click Spy Nearby Planet, and select the planet name.
Not much can be added to this, save that if you don't have the resources to attack a planet, you may want to leave the system alone (and possibly sell it in the Seek and Destroy forum).

Mission 11: (current)

In this mission, you will need to take the appropriate actions to capture and/or colonize all planets in the system you have found. Your assault has probably arrived by now, and if not, will soon. This mission is complete once you own 6 planets. (If you see nothing when your assault arrives, double check the coordinates, and correct position if necessary).

Mission 12: (current)

Probes are the other way to find new planets. You may have already noticed that none of your planets has any nearbys -- to find more you must probe for them. 8 other systems have been scattered around your main system, at a distance of between 1200-1500 on all axis. To probe:
• Build a probe, making sure to put 100 Hydrogen on it.
• Hyperjump near where you want to probe.
• Click Probe Space.
• If you read the whole mission, you should have found a new system.
Probes have a basic range of 160 (in all directions), so you'll want to jump to an offset (either positive or negative) of 1350 from your first system (between 1200 and 1500) on all axis. For instance, if your main planet is at 1000:-2000:3000, you would want to launch a probe to 2350:650:1650, amoung others. Remember, the 8 systems are between 1200-1500 away on all axis, in all directions. Should you need to refer to the results of a probe, they are stored on your board computer (which can be found from the news page). As a new player, you start with all bonus technologies, increasing your probe range 400, allowing you to be less precise than you would otherwise have to be.


TIP ON PROBING!!!
Using your coordinates as xxxx:yyyy:zzzz
Add or take away the numbers listed below in all 8 combinations
For example planet: 1234:4321:1234,
1234+1400:4321+1400:1234+1400 etc etc

x+1400:y+1400:z+1400
x+1400:y+1400:z-1400
x+1400:y-1400:z+1400
x+1400:y-1400:z-1400
x-1400:y+1400:z+1400
x-1400:y+1400:z-1400
x-1400:y-1400:z+1400
x-1400:y-1400:z-1400

Mission 13: (current)

Take whatever action you feel is necessary to own 9 planets. Since you cannot bring enough troops to capture the entire system on your assault, you'll need to use your transport to hyperjump more in. After probing start capturing all the nearby planets, (if you need more troops then change your production points accordingly and then wait a while for your minions to gather!;)

Mission 14: (current)

Own 15 planets. Once you have completed this mission, you can enter the real arena and test your skills against other players. Alternativly, you can wait and gather resources for a couple weeks before being automatically dropped into the real arena. Please note that your planets cannot be attacked during the first week since you joined, giving you an advantage should you choose to enter before that expires. Also, as you don't already have enough troops to capture all 15 planets, you will need to produce troops on your planets to capture the rest.


Mission 15: (current)

Enter the Real Arena. It is recommended that you check for nearbys upon entering the real arena, as your neighborhood may have changed.




__________________________
Founder and Lord Admiral of The Legendary Swarm.

Go For It.

Hope Posted: 10:31:14 15th Mar 2006

Posts: 6522

Topics: 415

Location: United Kingdom

Gender: Male



Section 3: New Players Arena:

Once you have done the missions initially it would be good to stay in the New Players Arena:
• You are protected from attack
• You have overall 2 weeks you can spend there
• Free and many coords

Therefore once you have finished the missions, keep building resources and capture up to your 25 planet limit.

Quick Introduction to production
IN the missions you pressed the +/- buttons to increase production. Well here is that same concept more explained.
Firstly each planet has a certain number of Production Points, yours had 9(sometimes referred to as 9x) because they are new. After each month has ended every planet gains 1 more production point so yours will become 10x. However there is a limit of 20 to all planets. The higher the points the more you can place, also note that if you remove all production points then they become “Shield” which boosts defence.

Normally people place half on vital and half on troops (if theres a remaining one then it goes on energy), defence and available troops is one of the most useful things you can have.

Tip**You can capture higher production planets, it is good to keep them ;)**

Quick Introduction on Resources
Energy: Used as a defensive Resource on planets. Also needed to build a ship with attack.
Troops: Used as a defensive Resource on planets. Needed to capture any planet.
Vital: Any planet producing troops needs either the same number of production points on vital or else a lot of vital on the planet which will be used up in production of the troops.
Gold: Gold is used for ship construction and building construction.
Silicon: Silicon is needed to build any ship with defence. Also used for building construction.
Iron: Iron is used for volume on all ships.
Uranium: Uranium is needed for a ship to move, one parsec uses one piece of uranium. Also used as ammo for turrets
Hydrogen: Needed for using hyperjump on any ship capable. 100 Hydrogen per jump. (Remember 200 is needed if you want to get back again!;)

Section 4: Real Arena:

Okay the real arena is big, unpredictable and dangerous. It is where all the best players are so you are going to have to be careful and think fast to survive. First thing to note is that you have 7 DAYS IMMUNITY, during this time no one can take your planets even if you take theirs. So you need to make best use of this time. And reach the maximum 25 planets as quickly as possible.

How to start in Real Arena:
First thing to do is to order your account:
• Using the z axis (****:****:Here) gather the three planets in each system with similar names e.g Furie1, Furie2, Furie3. Then with your hw planet give it a name 0Something so that it appears at the top of your planet list.
• Next order your ships in a similar convenient way

Check your nearbys.
• Since you are in the real arena you will most likely have new nearbys
• Record these coords somewhere and if you have any free planets (below your limit of 25) then take them

Join a Clan
• A clan will teach you more
• Provide you with resources and coords
• And make the game more fun
• Send a pm to the clan leader of the one you wish to join saying that you want to join, they will reply with a password. Go to diplomacy and find the clan, press Join and put the password in.

Reset production
• At the beginning of the game it is important you have as much iron as possible.
• Put all your production points on iron
• Once you have 500k iron build a 500k volume transport with hyperdrive and pirate
• Once this transport is built, change your production points to half vital and half troops

Harvest
• After a day your planets will contain a lot more resources
• So you need to gather all your resources
• Use your transport with about 2k uranium and hydrogen and send it to each of your systems and take all the resources on the planets away to your hw
• This should be repeated once a day or two

How to find more planets
• Nearby- Check nearbys of each system
• Probing- Use probes to find other systems, calculate and check range
• Warp-Check the warp (look at later section)
• Buy coords- Check Trading/Seek and destroy topics
• Ask from clan mates




__________________________
Founder and Lord Admiral of The Legendary Swarm.

Go For It.

Hope Posted: 10:32:42 15th Mar 2006

Posts: 6522

Topics: 415

Location: United Kingdom

Gender: Male



Tips and Tricks:

1. Home Sweet Home

A hw is needed I can not stress this enough, the point of a hw is to store all your resources and as a focal planet of your defence meaning that your resources are safe. For the first week just build the planets defence up and on your day out of immunity you should take all the production points off and so get a high level shield. This will keep the planet extremely safe and double its defence.

**Tip Choose your highest production point planet as your hw as this means you can have a higher shield**Tip


2. Neighborhood watch

Click on one of your planets and select nearby planet. This will give you a name and a bunch of coords and write these down. Now that you have found out who is near you its time to destroy them. So build a slightly larger assault (you may have to produce some iron first) I recommend a 25000 volume assault would deal with most planets. Fill it up with uranium and troops and now all you have to do is click on intergalactic flight and put in the coords and send it off.

Tip** extreme, fast, normal and drift are different speeds and each uses a proportional different amount of uranium as you don't have much at the beginning I recommend using normal**Tip

Tip**do not use deep hyperspace as this reduces the likely chance that your ship will reach its intended destination by 5%**Tip

3. Join the fun

Once you have some points send a pm to a clan leader and ask for membership, make sure you have checked their alliances and statistics first so you know you can trust them.


Tip** Look at clans by points in order to decide which clan you should ask to join**Tip

4. Hello everyone my name is:

Get yourself well known in the forums by posting in off topic and general without flaming people or flooding. This will help pass the time for your ships to move from planet to planet. This is also a good way to make friends.

Tip**There is an edit button so don't multi post**Tip

5. Domination

Repeat the planet capture always bringing your conquered resources back to your hw and making sure your planets are producing troops or energy. You should have 25 planets in no time. This is the limit to the number of planets you can keep. I recommend stopping military activity at this point until you come out of immunity in order to build your hw's defense up. Of course if you want to you can continue attacking people

6. Peek a boo

What happens if you find a too high defence planet? Well that�s simple, sell it. And sell it quick; people will pay large amounts of resources for high defence planets. To sell some coords just make a post in the �Seek and Destroy Forum� titled �Selling 12 million def coords� for example. IMPORTANT POINT, do not say who owns them as if that person sees that you�ve found them they will be gone very quickly. Say something like �Pm me for spy report�. If you get your spy to �Spy Planet� and copy this information into a pm then it will greatly persuade them to buy it.

7. Fresh Air

There are certain windows that are essential to keep open on your desktop.
-MSN- A popular messanger
-AIM- Is becoming the most popular messanger
-ICQ-One of the universally recognized Skylords chat messenger. Brilliant for contacting allies and talking to fellow Skylords players.
-Notepad-A great program to copy coords into which always comes useful
- ?-Music player- keeps me happy

Section 5: Experienced Players Guide

Warp:

Introduction:
The Warp is a transportation tile found in the battlezone. Upon entering this device you are randomly transported to either random space or to a system. Watch out for the possibility of your ship being destroyed trying to enter Warp!
Pic of Warp: http://www.skylords.com/img/p/5.png

The Warp can be found anywhere between -15 and 15 on the "y" and "x" axis in the battlezone however it always remains on the 0 plane of the "z" axis. So it could be -1:12:0 or 6:-2:0.
The Warp itself changes location in the battlezone every 15 minutes and when the warp moves so does the location where the warp exits.

Only fighters can travel through the Warp now and upon any entry to warp the ship has a 0% chance of being destroyed.
The Warp finds planets 1 out of 3 warps, although this is not in order so you could have 4 warps leading to systems in a row.

Other things to note:
Ships appear above the warp so unlike planets you cannot hide under warp tile, you must go either one parsec up or down if you are going to camp it.
Just because your first to Warp does not mean others will come, if you find a system then keep checking news constantly until half an hour is up to see how safe that system is.




__________________________
Founder and Lord Admiral of The Legendary Swarm.

Go For It.

Hope Posted: 10:32:58 15th Mar 2006

Posts: 6522

Topics: 415

Location: United Kingdom

Gender: Male



Intrest from Planets:

Interest on resources and points for resources are credited every 15 minutes with normal resource updates for each planet. On a daily basis, interest is approximately 1% per day. To be more precise, interest is paid per planet update period at a rate of 0.01% per 15 minutes. Since interest is rounded down, there is no interest paid for any amount of resources less than 10k on a single planet. Thus, interest on 19,999 troops is the same as for 10,001 troops. Interest is paid for each planet, so having 9,999 of each resource on each planet means earning no interest.


Interest is only given when you view your planets page, or when someone else does something to one of your planets (spy or attack). To keep the game code running faster, updates only happen in response to some player action, and not automatically. For inactive players, resources updates are limited to 2 weeks maximum.

For capturing, points are 1% of defeated planet strength for player owned planets, and 0.1% for SP Confederation planets.

Buildings:

Ok this has been requested so here goes.
Everything you need to know about buildings…

Buildings overview:
Buildings can be built on any planet as long as it has the def required for building that structure. Defence is also only needed when you press the build button. Another point to note is that only one building can be built at once on any of your planets. When a planet is taken, transferred or left all buildings are destroyed.

MINES
Lvl 1 cost: 8k Silicon, 2k Iron, 1k Gold
Lvl 1 build time: 2 hours
Lvl 1 function: Adds +1 production to a resource
Lvl 1 def required for building: 15,000,000

Lvl 2 cost: 16k Silicon, 4k Iron, 2k Gold
Lvl 2 build time: 4 hours
Lvl 2 function: Adds +3 production to a resource
Lvl 2 def required for building: 30,000,000

Lvl 3 cost: 32k Silicon, 8k Iron, 4k Gold
Lvl 3 build time: 8 hours
Lvl 3 function: Adds +6 production to a resource
Lvl 3 def required for building: 45,000,000

Lvl 4 cost: 64k Silicon, 16k Iron, 8k Gold
Lvl 4 build time: 16 hours
Lvl 4 function: Adds +10 production to a resource
Lvl 4 def required for building: 60,000,000


Hydroponics Farm:
Function: Produces Vital
Rate: Lvl 1=30/15mins, Lvl 2=90/15mins, Lvl 3=180/15mins
Time until Build cost=Resouces earned (Lvl3): 6 days

Gold Mine:
Function: Produces Gold
Rate: Lvl 1=15/15mins, Lvl 2=45/15mins, Lvl 3=90/15mins
Time until Build cost=Resouces earned (Lvl3): 8 days

Silicon Quarry:
Function: Produces Silicon
Rate: Lvl 1=15/15mins, Lvl 2=45/15mins, Lvl 3=90/15mins
Time until Build cost=Resouces earned (Lvl3): 8 days

Iron Mine:
Function: Produces Iron
Rate: Lvl 1=30/15mins, Lvl 2=90/15mins, Lvl 3=180/15mins
Time until Build cost=Resouces earned (Lvl3): 6 days

Uranium Refinery:
Function: Produces Uranium
Rate: Lvl 1=15/15mins, Lvl 2=45/15mins, Lvl 3=90/15mins
Time until Build cost=Resouces earned (Lvl3): 12 days

As you can see Iron and vital mines are best as they take the smallest amount of time to cover their building costs through production of their resource. Uranium is clearly the worst taking 12 days to make a profit. In my opinion build iron and vital mines on your hws first then silicon and gold and then if needed add a few uranium mines in.

Conversion buildings:

Shield Generator:
Function: Converts Energy into shield points (+ Shield, - E)
Effect on shield: Lvl 1=1 shield added, Lvl 2=3 shield added, Lvl 3=6 shield added
Rate decrease E: Lvl 1=15/15mins, Lvl 2=45/15mins, Lvl 3=90/15mins

Fusion Reactor:
Function: Converts Hydrogen to Energy (+ E, - H)
Rate increase E: Lvl 1=15/15mins, Lvl 2=45/15mins, Lvl 3=90/15mins
Rate decrease H: Lvl 1=5/15mins, Lvl 2=15/15mins, Lvl 3=30/15mins


Other buildings:

Turrets:
Function: Provide an automated defence system for a planet
Defence required for 1 turret to work: 1,000,000
Cost: 40k S, 8k I, 8k G
Ammo: Uranium 5k per shot

Points to note about turrets:
For a rule of thumb each turret is likely to need 20k to fire at multiple targets so for 100 turrets 2million uranium should cover costs of ammo.
To destroy turrets 3 untrained fighters or 1 or 2 trained fighters should be ready to take down each turret.

Warp Disrupter:
Function: Stops warp from going to a planet
Defence required: 15,000,000
Cost: 200k S, 50k I, 100k G
WD Only Covers 1 planet, so in a 3 planet system you need 3




__________________________
Founder and Lord Admiral of The Legendary Swarm.

Go For It.

Hope Posted: 10:33:37 15th Mar 2006

Posts: 6522

Topics: 415

Location: United Kingdom

Gender: Male



Tactics:

Right Tactics, this is moving into the more advanced aspects of the game so should only be read by those who are confident on taking systems and so this is going to be a very advanced section:


Attacking Tactics

This section is about taking enemy planets:

General tactic- Try and avoid sitting around in the system, makes it obvious that you are there so you can be counter attacked. Keep one parsec below it is a lot safer. Also to avoid intrusions so that your enemy knows your coming first do most of the trip to 260 parsecs away from the planet to avoid it. Then do a quick jump to a few parsecs above or below just in case, then attack.

Battle Tactics- It is obvious if your enemy knows your coming normally as you can see in news whether they are active. But just to make sure send a spy in just before and see if they will take the bait and attack it. Either way you are going to have to fight for the planets.

Hostile Offline?
If you believe the enemy to not be online then attacking wont be a huge issue. Regardless you need to be as fast as possible in case you are unfortunate.

Hostile Online?
Below is my Standard Attack Procedure (SAP):


1) The first thing to do is to send a few invisible ships into the system, they can provide as refueling stations if things start going wrong and as lookouts.
2) Grab yourself an expendable transport (ie not a 2 million volume one, I have a 500k volume one I use in battles) Load on it enough to make 3 fighters and some extra fuel.
3) Get your assault and take a planet in the system. This is where it splits if you are quick you can get all 3 planets without much trouble. Watch carefully, if you see a fighter at all then you need to be careful and maybe follow next few steps. However if they counter attack quickly then you must follow the rest of my steps.
4) They will most likely pirate your assault so send your transport in, pirate theirs and dock on the planet and build some fighters.
5) Have a go at their assault and you should either destroy it or scare it away
6) If they have any fighters then if you are fast u can pirate them if not try and destroy them
7) This will give you the time you need to take the other planets.
Points to note!

Team attacking is very good as one person can pirate the other can take.
Try to avoid having these battles as if you lose you can lose a lot and even if you win they cost resources.

Unconventional attacking:
Stronghold: Boost the 1st planet you take to 2 million def. The defender will be stunned and not be able to take the planet back. Easily my favourite tactic as it acts as a good vantage point in order to build fighters and the such.
Decoy: Dropping a ship on the far side of the screen drawing the defenders attention away while you attack
Snowblind: Placing lots of transports in the system so that your movements are concealed.


Defending Tactics

General Tactic: Surprise is your key tool here, if you can persuade your enemy that you are not defending then you have already won. So avoid any news creation or movement in the system build a fighter jump him and they’re gone.

Battle Tactics: Standard Defensive Procedure (SDP)

1) Building a strong fighter will mean that your enemy will not be able to match it and you will have an advantage. Do this before he comes and hide it.
2) Place Invisible ships around system like attacking
3) Get your transport in
4) Make sure all ships are hidden
5) If you see an assault enter the system pirate then destroy
6) If you don’t see it coming you will have to wait until they take a planet and then keep waiting until you see it move. While it is docked you cannot destroy it and don’t blow your cover to pirate it.

Points to note!
While defending the only thing you can achieve is to destroy their ships
Planet must be obliterated afterwards or they can regroup and take you out
Defending like attacking is easier as a team




__________________________
Founder and Lord Admiral of The Legendary Swarm.

Go For It.

Hope Posted: 10:34:07 15th Mar 2006

Posts: 6522

Topics: 415

Location: United Kingdom

Gender: Male



Campaign Tactics:

Ok sorry about the confusing title. What I mean is about mass attacking so taking 20 or so planets in one sitting. This is done by taking planets and using nearby to find more and more. Sometimes you can find a “chain” of planets belonging to someone that take you through a lot of their planets using nearby from each captured planet to the next.

1) Once you take the first planet then if you find a nearby of the same owner then time to get focused. Send your assault on its way
2) Obliterate all planets in the system bar one which you will use as a nearby generator.
3) Once you take the next system, check nearby, obliterate all bar one planets
4) Return to the first nearby generator and check that nearby
5) Send another assault to that nearby
6) Keep going until a nearby generator finds no nearbys or immunity then you obliterate it and carry on with rest.
7) This is the most common way to find capturable hws and to kill off players and their planets


Points to note!
Don’t keep the planets as they will just be taken back by original owner
Try to keep as organized an attack as possible or it gets confusing
Don’t do this with a friend or you will detect him also

Figures:
Max amount of res capable of being stored on a planet; 16,777,215
Max amount of ENERGY that can be stored on the planet with the planet continuing to produce: 16,700,000
Max amount of TROOPS that can be stored on the planet with the planet continuing to produce: 16,700,000
Max amount of ANY ONE resource that can be stored on a planet with the planet continuing to produce: 15,000,000
Max amount of Any resource that can gain interest on a planet is 16,777,215 (absolute maximum amount possible)
Neaby Range:1000
Intrusion Range:250

Probe range without upgrades:160
1st upgrade:200
2nd:280
3rd:400


Formulas:
Troop/100*exp+Troops=Total Attack (TA)
Points from Player Owned planet captured= Defense/100
Points from SP Owned planet captured= Defense/1000
Points from Ship Destroyed= ship size / 1000 + attack / 1000 + defense / 4000 + exp of killed ship /2
Experience gain of destroying ships= (killed ship exp / 2) + ((attack + defense)/1k) + 1
attack / defense = probability of killing a turret


Section 6: Dictionary:


Assault (Ass) --- Attack ship capable of taking planets
Assault 200exp --- A fully trained assault most powerful ship in game
Banking --- Having someone else look after your resources safely
Clan --- Players are united in a group
Clan, Training --- clan designed for banking and teaching new players
Co-ordinates (Coords) --- Numerical place reference
CPU--- Credits per unit
Defense --- The amount of troops and energy on a planet with shield
Defensive Resources --- Troops and Energy
Fighter --- Attack ship used against other ships
Forums --- Communication area split into sections
Green--- An uncolonized planet
Homeworld (hw) ---Main planet where all ships are reassigned to and resources are
Hyperjump --- movement for all but ass/fighters
Immunity ---- 7 days after joining in which you cannot have a planet taken from you
Intergalactic Flight --- movement for assaults/ fighters
Invisible ship --- Ship not visible to other players
Moderator--- Someone who looks after a forum
NAP: Non Attack Policy
Noob --- New player
Post --- A message in the forums
Probe --- Ship used for finding planets
Resources (Res) --- Units of material stored on planet
Safe Hw--- A main planet in excess of 30 million def
SP Confederation (SP Confed) --- Games Non Player Character
Spy ship --- A ship used for finding information on a planet
Spy report --- The information gathered by spying a planet
Topic --- A main message in a forum
Transport --- Ship that moves resources
Veteran (Vet) --- A top player
Warp --- Check Warp Section




__________________________
Founder and Lord Admiral of The Legendary Swarm.

Go For It.

Hope Posted: 10:35:09 15th Mar 2006

Posts: 6522

Topics: 415

Location: United Kingdom

Gender: Male



Section 7:

Thank you for reading this Skylords Handbook.
©Andrew Rawson (aka Hope) 2004-2005

Contributors: Hope
Warstrakalas
Just a bit from Deemers :P


Acknowledgements- Zygi for creating Skylords
God for creating Zygi
Highlander for teaching me the rest

Version history:

v1 released 1st September 2004
v1.1 released 30th September 2004
added—training section
v2 released 31st March 2005
mass redo
v3 released
Redo and update




__________________________
Founder and Lord Admiral of The Legendary Swarm.

Go For It.

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