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The
Special Abilities of The Evil Empire
The Evil
Empire possess two racial advantages that help to increase
their power. These two advantages are very beneficial to the
Evil Empire and are useful when it comes time to conqueror
the Echo Cluster. These abilities are free fighters at their
starbase(s) and the dreaded Dark Sense.
Free
Fighters
Evil
Empire starbases produce “X” number of fighters
per turn. The “X” amount is determined in the
HCONFIG.EXE program settings. The usual default setting
is between 5 and 10 fighters. For the starbase to be able
to produce these “free” fighters the planet
the starbase is built over must have enough minerals present
to support the construction of “X” number of
fighter, but this process requires no supplies or megacredits.
(i.e., If the empire is set to produce 5 fighter per starbase
per turn the planets under these starbases need 15 Tritanium
and 10 molybdenum each to support this “free”
construction). The starbase also must have room for the
fighters or it will not build them. Remember that a starbase
only has room for 60 fighters.
The
Dark Sense
This
ability is derived from the psionic abilities of all Evil
Empire starship captains. This ability is selected as a
special mission. When selected the starships captain stretches
out with his mind to search deep space in a radius that
is set in the HCONFIG.EXE program. The suggested setting
is 200 to 300 light years.
With
his senses extended the captain can determine the type of
enemy colonist life is present on any planet with in range
of his senses. It will also tell him the number of colonists,
the amount of minerals on/in the planet, the amount of megacredits
on the planet, and whether or not the planet has a starbase
in orbit. There is nothing that can hide a planet from the
Dark Sense.
How
to Initiate a Dark Sense
To
select the Dark Sense you need to be at the starship menu
screen. To get to this screen press the [ F1 ] key from
anywhere in the game and then up or down arrow through the
list of starships until you find the starship for which
you wish to select a mission. When the starship is in the
selection box you press the [ENTER] key.
At the
main starship screen you press the [M] key to bring up the
primary mission menu. From here, press the key that corresponds
with the Dark Sense mission, ([9]). Now the Dark Sense mission
is selected. Remember that cloaking starships will not remain
cloaked while doing the Dark Sense mission, if the Evil
Empire have somehow stolen or captured a cloaking starship.
The
Evil Empire’s Fleet
The
Evil Empire depends very heavily on fighters when attacking
their enemies. Their fleet has only one starship type capable
of launching torpedoes. Most of the Evil Empire’s
starships are large and expensive. The Battlecarrier of
the Evil Empire is the largest and most heavily armored
starship in the universe. It not only has ten launch bays
but it also has 10 beam weapon banks. This is very impressive
for a carrier.
Other
Special Abilities of The Evil Empire
Raceplus
The
Evil Empire has a fearsome new race specific mission for
the Gorbie Class Battlecarrier. This new ability is called
a Gravity Well Generator. The new Gorbies under RacePlus
can perform this mission if they meet specific criteria.
The
Gravity Well Generator (GWG) is only installed on Gorbies
equipped with Transwarp Drives and Heavy Phasers. These
Gorbies are the only ships with stable enough power conduits
to handle the massive amounts of energy that get channeled
through the ship when the GWG is activated.
The
GWG mission has three configurable parts to it. These are
the range of the GWG, the fuel cost of the GWG and the length
of time that the GWG disables the Gorbies engines and beam
weapons. The range is between 25-100 LY. The fuel cost can
be configured to be 300 to 500 KT of fuel. The "recharge"
period of the Gorbie is between 2-4 turns.
To
activate the GWG the Gorbie sets its friendly code to 'SUK'
and has to have fuel enough to start the GWG process. The
Gorbie can not be over a planet. If it is, it will destroy
the Gorbie and any ships in orbit with the Gorbie. This
destruction happens as a direct result of the conflicting
gravity spheres of the planet and Gorbie. These conflicts
cause the ships to be torn apart. Starbases receive damage
from stress waves. Starbases will receive 50% damage to
its current state. (if the base was 50% damaged it would
become 75% damaged). The starbase defense rating is reduced
by 50% and 50% of the fighters are lost.
When
the mission is activated it will cause all ships (including
your own), that have a base hull mass of 200 KT or less
to be drawn to the Gorbie. There is no way to escape this
gravity field. Ships pulled to the Gorbie in this manner
have their warp set to zero. Once the mission is activated
the engines of the Gorbie will become non-operational and
the beam weapons will be inactive and unable to fire. This
disability lasts for a number of turns equal to the configuration
setting.
Gryphon
& Jupiter
ComBots.
The
Empire can build ComBots to defend their planets. See the
Universal Abilities section on ComBots for details.
Hyper-Moscow.
Moscow
class Star Escort has had a hyperdrive installed. Just like
default hyperdrive-capable ships, the Moscow will burn 50
units of fuel and jump (350) light years in the direction
of the waypoint. Just set the "HYP" FC and warp
factor to greater than 0. NOTE: Because of the size of the
ship (it is much larger than the probes) there MIGHT be
a small inaccuracy in targeting (1-3 ly, at random) so do
not count on exact results every time.
Imperial Pacification mission.
The
Super Star Carrier with 100 or more fighters in its bays
can instantly improve morale of any Imperial planet's natives
or colonists to 69% if it drops below 69. The ship has to
be at warp 0, have FC "PAC" and not be towed.
Mig
detection of Birdman beacons.
The
Mig class scouts will automatically detect and destroy all
Birdman minefield beacons that are (20) ly from the ship's
position at the start of the turn.
Nemesis
& Jupiter
Imperial
Probe Droids.
Any
Imperial ship with more than 100 crewmen will be able to
send out Imperial Probe Droids to planets by setting FC
"IPD". It uses 20 fuel, 1 of each mineral, 1 supply
unit and 1 MC. Set the Warp to 0 and waypoint to a target
planet less than 100 ly away, and next turn you will receive
a message telling you the number of colonists, population,
type and government of natives, number of factories, defenses
and mines, minerals, money and supplies on planet and the
number of ships orbiting the planet. The probes will even
penetrate Planetary Cloaking Shields! However, they can
be shut down by defenses; a planet with 100 defenses will
shoot down a probe 50% of the time, and 200 defenses will
almost guarantee safety since a great number of planet's
fighters can be assigned to patrol around the planet.
Of course,
you can launch the droids toward unowned planets, serving
as advance recon units.
Due
to space limitations, the following numbers represent the
type of natives: 0 none, 1 humans, 2 bovines, 3 reptians,
4 avians, 5 amorphs, 6 insects, 7 amphibians, 8 ghipsoids,
9 silicons. The following numbers represent the gov't of
natives: 0 none, 1 anarchy, 2 pre-tribal, 3 early tribal,
4 tribal, 5 feudal, 6 monarchy, 7 participatory, 8 representative,
9 unity.
Gorbie
Capture Beam.
The
Gorbie Class Battlecarrier, being the biggest ship in the
universe, has a non-standard method of capturing enemies.
Instead of lowering the shields and beaming enemy crew out,
this ship pulls an enemy into its huge hangar and captures
the ship with stormtroopers. This way, the Gorbie can capture
any ship of tech 7 and below with the loss of some crew
using its capture beam (FC "CPB"). The amount
of crew lost is a half of the enemy ship's crew due to superior
training of Imperial stormtroopers.
In addition,
the Rebel crews fight even less vigorously than average,
and when capturing Rebels the Gorbie loses only a quarter
of enemy ship's crew. For example, capturing a 322-crewman
Birdman Valiant Wind would cost a Gorbie 161 crewmen, and
a Rebel 172-crewman Patriot will only cost 43 troopers.
The captured ship will have 10% damage as a result of fighting
in its interior.
To use
the Capture Beam, set the Gorbie's FC to "CPB",
warp factor 0, and mission intercept. The Gorbie has to
be undamaged and have Transwarp drives.
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