Quote:
Originally posted by Icewolf@Apr 3 2006, 07:25 AM
What does it depend on to find that pirate-ship?
I found it the first time when I moved into the second solar system there is.
The game before I didn't find it at all.
Now I have a another game running and didn't find it yet.
So? :blink:
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I think you need to invent the radio first. To do so, land on Jade after the Morgruls kill off the Jaanosians. And you will find the radio in the destroyed Jaanosian base.
You also need the tractor beam, but I think this is invented by your developper no matter what you do really. So that'll be no trouble.
Eventually you get a distress signal, and if you sent ships there you'll pick up the Morgrul Pirate Ship. Tell them the Kalls will attack them and let them go. The Morgruls will no longer trust the Kalls, so the Kalls cannot ally with them, and instead ally with you.
(Kalls are basically a bunch of traders who'll ally with whomever they think will win at the time.)
The important steps in dealing with the Morgruls are to make sure you get everything you can from the Jaanosians (Sent them your scientist, buy their artifact, help the defend them.)
Exploring Jade (for the radio)
Talking to your informer once you get access to Phoenix and find the Phelonians, and trade energon for the battletank. Don't accept the money, ask for techonology.
Making sure that before you do that you have one colony that produces alot of energon, since you do not want the shortage. You also want to put lots nad lots of derricks on your homeworld and maybe on another world with detoxin. And you will want a world that is rich in raenium as well. You will also need some texon. (But you seem to need less of this.) You will need to colonize Penelope and Mir at least (both in your homesystem) and you want to do this ASAP in the game (Start with Mir, its a desert so you can build windtraps for cheap energy there.)
Finding Explorer 2 (I think its in the Mirach system. You will need to land on one of the planets. Could be at Phoenix, but I'm 90% sure its at Mirach.) this gives you extra technology you'll need. (Destroyers I think are gained this way.)
Doing the whole pirate-ship thing and telling the Morgruls that the Kalls will attack them before letting them go. (They can't send a message if you kill 'em!
And throughout it all keep building both spaceships and tanks! You will not need troopers, so don't bother with those. But you WILL need hunters, starfighters and destroyers. Focus on starfighters but build lots and lots of hunters as well. (They do make a difference.) You won't need many destroyers. But I'd advice building more then one still. (You'll need one at least to get your army out of the system!) For money, make sure taxes on your homeworld are as high as possible. (But to keep them from revolting do make sure you buy them stuff like a stadium and all.)
When you got a reasonable sized fleet, kill the Morgruls and go straight for their homeworld. Anything else won't even faze them. (In fact consider all alien colonies irrelevant. Only their homeworlds matter.)
Once the Morgruls are dead, the game won't be nearly so hard.

Just don't kill the Erans. Build a colony with an observatory in their system instead.
And when you meet the league be sure to immidiately ask your barman about them. (He is the one that tells you to break up the league. And if he doesn't tell you, you can't actually break them up I found! And if you don't ask early on you can't ask anymore, stupidly enough.)
But anyway, if you do all that you'll be able to rescue the Erans when their sun goes nova and befriend them. And then you can send them to bring the Undorlings to your side. (Which gives you aircraft.)