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Author Topic: Kohr-Ah and Ur-quan war...  (Read 12125 times)
FalconMWC
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Re: Kohr-Ah and Ur-quan war...
« Reply #30 on: August 05, 2004, 09:29:29 pm »

I get attacked by one every day - That is the amount set before you vistit the starbase and it stays that way till the end. As for killing them - that is what Capt. Fwiffo is for.....  Grin
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Re: Kohr-Ah and Ur-quan war...
« Reply #31 on: August 06, 2004, 04:13:05 am »

Hey, the probes are the *key* to playing a Starbase-less game. Let them multiply, and they're an unlimited source of free RU at no cost, for deft Fwiffo pilots. (Though I've never beaten a Starbase-less game myself...)
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Re: Kohr-Ah and Ur-quan war...
« Reply #32 on: August 06, 2004, 04:55:16 am »

RU is irrelevant in a starbaseless-game (nowhere to spend it).
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Re: Kohr-Ah and Ur-quan war...
« Reply #33 on: August 06, 2004, 05:13:54 am »

D'oh! Right. Never mind. I confused Starbase-less with mining-less.

Gosh, Starbase-less means you're basically using Fwiffo almost exclusively. And you have to be a dab hand with the lander, so as to collect sufficient life forms to get Credits without losing your precious crew. (Unless you're allowed to cheat and use previously known locations of Rainbow Worlds.)

I may try it someday if I have nothing to do for six months (though I'll have to do a lot of breathing exercises to cope with the stress).
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Sander Scamper
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Re: Kohr-Ah and Ur-quan war...
« Reply #34 on: August 06, 2004, 10:51:41 am »

The only way to get fuel is via the Melnorme or the Druuge, and Melnorme upgrades are useless.

Just seems painful to me.
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Death 999
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Re: Kohr-Ah and Ur-quan war...
« Reply #35 on: August 06, 2004, 07:42:34 pm »

The lander upgrades are implemented immediately, but there's not much point, as you won't be doing much mining and you don't need to kill the VUX beast since you wouldn't be able to buy a Shofixti scout to start the Yehat revolution anyway.

You do get 4 free Pkunk, and you can buy a Mauler or two with egg cases, and your fleet will be filled with Umgah once you nab the talking pet, but I think that's the extent of your free ships. Do the ZFP ever give you anything?
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Sander Scamper
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Re: Kohr-Ah and Ur-quan war...
« Reply #36 on: August 06, 2004, 09:32:18 pm »

Dont the Chmmr give you some ships? Nah...would be pointless since you buy them for free....hmm The Arilou give you skiffs!.
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Re: Kohr-Ah and Ur-quan war...
« Reply #37 on: August 07, 2004, 01:47:00 am »

The Arilou only give you skiffs when you reach the starbase after their encounter, so you don't even get those. Sad
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FalconMWC
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Re: Kohr-Ah and Ur-quan war...
« Reply #38 on: August 07, 2004, 04:31:47 am »

D_999 - The ZFP give you four ships (if you have room) after you defeat their enemy circling their planet....

Happens to be your species too D_999..... Wink
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Sander Scamper
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Re: Kohr-Ah and Ur-quan war...
« Reply #39 on: August 07, 2004, 11:32:22 am »

Dammit, i really need those skiffs to fight the Mycon.

And who uses ZFP anyway? =p
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Re: Kohr-Ah and Ur-quan war...
« Reply #40 on: August 07, 2004, 03:47:03 pm »

Pkunk are pretty good at killing the Mycon; you can use strategies very similar to Arilou, only relying on speed and resurrection to keep you out of trouble rather than warps (but the get in close, spray them with shots and try to run them into their own plasmoids strategy is the same).

You do get four ships, and you can replenish your supply every year by going back to the Pkunk homeworld (as long as you make sure to keep delaying their migration).
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FalconMWC
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Re: Kohr-Ah and Ur-quan war...
« Reply #41 on: August 07, 2004, 05:44:24 pm »

Quote
Dammit, i really need those skiffs to fight the Mycon.

And who uses ZFP anyway? =p



One Word - RU.
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Sander Scamper
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Re: Kohr-Ah and Ur-quan war...
« Reply #42 on: August 08, 2004, 12:14:37 am »

I dont get it.

I prefer the skiffs by a LONG shot due to the surgical precision inherent in their inertia-less drives. Much easier to avoid the Plasmoids.
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Re: Kohr-Ah and Ur-quan war...
« Reply #43 on: August 11, 2004, 12:27:13 am »

plus skiffs don't have the annoying voice......
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Re: Kohr-Ah and Ur-quan war...
« Reply #44 on: August 11, 2004, 07:20:27 am »

Quote
I dont get it.

I prefer the skiffs by a LONG shot due to the surgical precision inherent in their inertia-less drives. Much easier to avoid the Plasmoids.


Skiffs *are* better for plasmoid-dodging, but Pkunk are better for the Starbase-less pilot since 1) you can actually get them without a starbase, and 2) even if you have the starbase, if you're strapped for resources, the Pkunk are cheaper in the long run, thanks to resurrection and the fact that you can get four free Furies from the homeworld every year.

For those who are using Starbases, the point of getting Furies, Stingers, Skiffs and other ships that they might not use for free is that those ships can be converted back into free RU (and crew). Or, in the early game, you can keep the ships instead of scrapping them and use them as a convenient way to hold extra crew so you don't have to keep running back to Sol to replenish crewmen after a tough battle or nasty lander accident. ZFP Stingers are especially cheap crew cows since you can get them for free, though I prefer to make extra Eluders.
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