To be fowarned of such an invation guilds try to keep scouts near WH junctions. Dropping 100+ million ships into the enemy galaxy is a great way to shake things up. Guilds frequently use wormholes to "invade" their enemies strongholds. Unlike a jumpgate, a fleet cannot use the worm hole indefinitely, the wormhole will eventually close and any fleet at the wormhole after it closes is essentially stuck (very bad for death stars). One difficult task with Worm Holes is using them when needed. But landing at a base with 12 million enemy ships is a bit risky. Unlike Jump Gates you DO NOT have to be a member of the base owner's guild, or any guild for that matter, to use the WH. They will know you are coming and probably will kill your arriving fleet in seconds. If you WH jump to an enemy controlled junction you better move out smartly. Guilds usually fleet blob around any WH base they control, or any astro WH they find in an area they control. If the astro is a base the owner and his guild will soon see what they have. Wormholes do not always open on "empty" astros. You are stuck using normal JG travel to get to the new WH location, if you know where that is. If you are traveling TO a WH that disappears you will arrive on time, but there is now no wormhole at your new location. You will, however be able to move on to the new location if you wish, or any of the other four WHs. If you are in the 12 hour travel FROM a WH that relocates you will still reach your destination WH, but you cannot return where you came from. They kind of "wink" out of existence, and pop up in their new home. Any of 10 galaxies, any of the 100 Regions, any system and any moon or planet could be the next WH home. There is no way to know where they will move, nor any predetermined area they favor. Worm Holes appear on a single planet or moon in each galactic cluster. When you find one you can examine the listing provided to determine how long until each will relocate. While there is always a single WH in each cluster they can be anywhere within it. Each WH keeps its own schedule, and though two might move at roughly the same time, there is no connection. Wormholes remain in place for about 60 - 90 days. So if you find one you can determine the location for all of them, There is no outward indication that it exists, but each WH can provide a listing of the other five. This is the same grouping that controls Jump Gate movements.įinding a Worm Hole requires scouting the astro where it is located. One hole per galactic cluster, each cluster being 10 galaxies. There are six Worm Holes scattered about in the AE universes. Anyway, it is unusual for the WH junctions to be located in the closest galaxies of each cluster. Remember that using a JG means that only two galaxies in the cluster are 2000LY apart, all others are more distant. There are cases where a Scout might move faster using a level 6 or higher JG, but it is rare. Because any Cluster to Cluster gate jump must be at least 2000LY, and could be as far as 5,600LY, it is usually faster to travel by WH than by JG. Each "jump" is exactly 12 hours, so distance plays no part. So when you find one you are presented with five possible destinations. If you do use it as a strategy, be sure to queue as much as possible first and to send any fleet into flight before going into vacation mode.Unlike a Jumpgate Wormholes ONLY let you move to other Wormholes. Build up your economy conquer your neighbors and claim a chunk of the universe on your own of for your guild in this epic browser based game. It is not a good strategy for short term defense as it reduces your income significantly. Game Introduction: Astro Empires can be a real-time strategy MMO where players can build their particular empire in space. Some players frown upon this, but it can be an effective strategy in a long term defense plan - for example, if an enemy blob has invaded your galaxy and is planning to sit there a while. In times of war it is not uncommon to hear of players going into Vacation Mode so the enemy cannot pillage their bases. Using Vacation Mode as a Defensive Strategy #Astro empires cheats upgradeIf your upgrade runs out while in Vacation mode it will not stop.once ended you have to wait 5 days before reactivating vacation mode.Once activated you can only leave Vacation mode after 48 hours or within the first hour it was set.You cannot attack for 4 hours after vacation mode is cancelled.You are limited to 35 days vacation mode a year.Once set protection in Vacation mode does not take affect for 12 hours.You are unable to add to construction, production or research queues.Your jumpgates and logistic commanders do not function when in vacation mode.You are still allowed limited control over your account if you login.All production, construction and research is 1/2 what it normally is.In the simplest of terms it makes your bases unattackable. It is only available for upgraded players. Vacation mode is a feature in Astro Empires that allows you to make your account safe if you will not be able to access a computer for several days.
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