Online multiplayer strategy game

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Topic Title: Everything you need to know about SL (Sticky Topic)

Topic starter: Professor

Topic started: 07:41:03 5th Dec 2005

Posts: 2 Last post: 15:58:08 5th Oct 2006 by Filas

ProfessorPosted: 07:41:03 5th Dec 2005

Posts: 5830

Topics: 405

Location: China

Gender: Male

ISP: MSN



Since people say I write too much, I will keep this brief:

1. Rules - Don't swear and don't have more than one account per computer, per player, or per internet connection.

2. Warp. You have 33% chance of finding a planet via the warp, and 20% chance of losing your ship. Warp is within +/- 15 spaces on first two dimensions (x,y,0) from center of galaxy. Only fighters can go through the warp.

3. Battle zone. The center of the galaxy. Don't go there. It is dangerous. If you insist on going there, get out fast, probably via the warp. If you want to lose your ship, hang arround and try to kill someone else's ship. You will die.

4. Probes. They probe for planets only, with 160 spaces basic range and 400 spaces in all directions with full upgrades. Upgrades are important for probing as range increases as the CUBE of distance, so 400 spaces cubed is 15.6 times more space volume probed than 160 spaces cubed.

5. Market. You can sell resources on the market to get credits to be able to upgrade your probing technology or increase your planet limit from 25 planets (normal) to maximum 50 planets, at a cost of 50 credits per extra planet capacity.

6. Nearby. Allows you to find planets within +/- 1000 spaces of planet from which you are using nearby (a button on the left of planets screen). If you have a nearby, that player can see you as well, so take it or risk losing your planet.

7. Double nearby upgrade. Probably not worth it. Mostly finds two planets in same system, but can sometimes be useful in seeing past solo HW planets that you would not be able to take or see past.

8. Buildings. Good for increasing shield points and making additional resources on planet. Pays back cost of building them in about 4-6 days of owning the planet with a building. Need 15 million defense for each level you want to build (45 million defense for level 3) for normal buildings, and 1 million defense per turret to build them. Buildings are lost if planet is captured or if you leave planet, but planet with buildings can be GIVEN to another player.

9. Attack/defense. Attack formula = Troops x (1+experience/100). Defense formula = (Troops + Energy) x (1 + (shields / 8). Defense lost from attack = Attacker strength. Ship to ship attack = defending defense loss.

10. Resource limits. 15 Million for all resources gathering and holding limits, but interest paid of 1% per day can result in more than 15M on planet, but not more than 16,777,215. Gathering points increase one point per month for all planets up to 20 points maximum.




__________________________
"Of all the things I have lost, I miss my mind the most."

ProfessorPosted: 08:32:55 8th Dec 2005

Posts: 5830

Topics: 405

Location: China

Gender: Male

ISP: MSN



Turrets - they are weak. You need at least 15 of them to do much good against a fighter attack, and even then, fighters that are untrained will take out about 1 turret for every three fighters you kill. Trained fighters are much more deadly, but also cost a lot more to build.

Turrets and fighters get points but not experience for killing each other.

INTEREST - You receive 1% interest for all resources held on planets to reward you for taking risk, but only for resources on a planet in excess of 10,000 units of each resource.

POINTS - You receive points for killing ships and for capturing planets with more than 10,000 defense (minimal for SP confed planets, with most points in the game coming from capturing players' planets with signficant defenses).

EXPERIENCE - Ships earn experience for successful attacks. Ships can be "trained" with low risk planned attacks used to gain experience for later attacks where high experience ships are needed or useful.

LEAVING PLANETS - When you LEAVE a planet, all buildings are destroyed (which also happens when a planet is captured), and defense resources on planet now owned by SP Confederation (non-player, independent planets) goes to 50k with shields raised fully, so 150k defense for 10 production point planet.

CREDITS FOR ROUND WINNERS
1000 for first place
300 for second place
150 for third place
100 for fourth
50 for fifth place
100 each for B, C, D, and E class winners. Class A leader not given extra points.

Top clan by points (with three or more members) receives 500 credits
Top clan by points per member (with three or more members) receives 500 credits.

Clan awards may be distributed among clan members in any way the clan leader requests.

Note: I may include myself in rankings when calculating awards. Not sure what system is programmed to do right now, so if it includes me, no problem. If not, I will be okay with that as well. I am not sure what it is set up to do now, but I am fine with getting credit awards if I do win a round.




__________________________
"Of all the things I have lost, I miss my mind the most."

FilasPosted: 15:58:08 5th Oct 2006

Posts: 2042

Topics: 148

Location: Lithuania



FAQ

Why do I get Logged out and have to Log In again?

There are two primary reasons:

1. At midnight server time (which is USA Arizona time), everyone is automatically logged out for a minute or so while cron jobs at midnight are running.

2. When Systems Administrator or Professor work on the system, sometimes the game cache needs to be flushed and all players are logged out. If this happens a few times within 15 minutes, it means that we are intensively working on something (which hopefully will make the game better or fix some bug), and to test the code, game cached files have to be flushed and everyone has to log in again.




__________________________
Country music, whiskey and OK

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