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Ascendancy hints

Someone asked for some ideas and ship designs for Ascendency.

Here are some of mine.


Planets:

Planets are useful for a couple of things.
Research
Production
defense
Build them accordingly.

Early in the game it might be usefull to have a couple of general purpose
planets. Get away from this as early as you can since it is highly inefficent.
Early in the game you would be better off with more research. And in fact how
you should determine the mix is how much production do I need? And not build
more then that.

Other considerations.
Choke points. These should have a defense station and a production planet
with a orbital dock for rapid refits. Terminal points for red-jump-lanes both
ends should have orbital docks. Every odd numbered system should have a orbital
dock. Defense stations should be the smaller planets, since all they need are
tractor beams and perhaps a little production to repair damaged screens. When
you build one of these start by filling the little rock with factories/mega-
factories. Don't bother to leave room for other things. Since what you need
is for this system to have 2-3 screens and 7-8 whoppers.

Once that is done remove the factories one at a time to make room for tractor
beams (and an observation station if you have room, usefull for target
selection). You want more then one tractor beam since you will use them first.
And keep any intruder ships from causing mischief or from escaping. Since you
have several of them and they can fire 3 times a piece, you can easily fill
even a small world up with enough to trap an entire fleet (once they run out of
fuel, you can turn your guns on them). Other planets should all have planetary
and surface shields to aid the defense stations keep the faster foes from
getting to the surface. They can have whoppers/missles as well, but you should
consider that a luxury item and only use it if your defense tech is low and your
defense planets are unable to keep them at bay.

Research Planets: I mainly use campus' since they give the highest research
points, and for this planet type, that's all I care about. Remember the quicker
you get this type of planet going, the quicker you'll get to play with the fun
high-tech toys.

Production planets: on Blue squares I put Engineer's since while they make use
of the research bonus, they also provide some of the needed production.

All planets: remove all housing and properity items as soon as you get
automation (robotic control). This allows some staggeringly powerful planets.


Ships: with the right technology you can do some interesting things.
My current favorite tech items are the Brunswick Device, the Lane Destabalizer
and the accutron. I think they'll soon be yours as well.

Ship types I use.

Battle Ship
Troop Carrier
Fuel Depot/Portable Space Dock
Fast Scout
Long Scout
RailRoad / Transporter
System Defense Boats (good use for obsolete hull sizes)
Colonizers

First a few things I noticed on ships, if you've got a better idea please post
them, and e-mail me if you get the chance. There is no point in exceding the
maximum energy in a ship. Once the yellow bar stops moving, adding more power
plants (nanotwhirlers, etc) is pointless. Don't put too many "impulse" engines
in either. I find 2 is all I need once I have the faster engines and 1 engine
will do for support ships. This is enough to go from corner to corner quickly.
Remember to use the 'circle-arrow' gadget on the top of the screen to get the
slower ships into the jump lanes with the faster ones so they will all show up
at the same time. When you go to build a ship, ask yourself this question: What
is this vessel supposed to do? That will make it much easier to design it.
                               
TRANSPORTER SHIP:
The Lane-Destabalizer is a wonderful gadget. Once you get it, no ship except
for scouts need anything more then 1 jump engine. Before I get this device, I
typically put 4-5 jump engines in most of the HUGE ships, except for System-
Defense-Boats which don't need any at all.

The TRANSPORTER (dubbed StarWays RailRoad by a friend who I showed it to).
You take a HUGE hull fill it with Lane-Destablizers (with maybe 1 screen,
1 jump engine (more when you first get this tech), 1 gun, and enough energy
(typically 2-3 nanotwhirlers depending on how far apart the star lanes are).
You place them on every 3rd system, and be sure you build a orbital dock in the
system you place them in, since they will require frequent refitting). The
advantage? take the following example a-b-c-d-e You wish to move a fleet from
system 'a' to system 'e' you have TRANSPORTERS in systems 'b' & 'd' send the
fleet into the jump lane from a to b, fire the lane destabalizer from system 'b'
into that starlane next system the fleet is in system 'b', move the fleet to the
b-c starlane fire a lane destabalizer from 'b' into the b-c starlane. Next turn
the fleet is in system 'c' move them to the c-d starlane, and the TRANSPORT
ship in 'd' takes over. So the entire trip takes only 4 days no matter how long
the jump lanes are, even if they are RED-Lanes. So your other ships can free up
alot of spaces for more interesting devices.

FUEL DEPOT SHIP:
This ship requires the device to beam energy across a distance. The maximum
in powerplants (7 nanotwhirlers). Auto-Repair, the "absorb damage from another
ship" device, lots of hyper-fuels, and possibly scanners. It should only have 1
jump engine and 1 impulse engine. This ship will make your BATTLE SHIPS more
efficent since they won't need to carry as much fuel, or auto-repair or
scanners. In other words it makes other ships do their jobs better.

LONG SCOUT:
This ship is designed to take off on it's own and not see a friend for a very
long time. So it should have auto-repair, the maximum in powerplants, 2+
impulse engines, several scanners, the xray device (greatly enhances your
scanners), and a whole bunch of jump engines. I typically put at least 5 in
there (if the hull is huge). This vessel is to map out the galaxy for you as
quickly as possible and give you feed back as to what the computer ships look
like so you can prepare for them.

FAST SCOUTS:
These are slightly different. They are mainly used for a rapid recon when you
are on the attack and come to several jumplanes and are unsure which one will
lead to more of your foes colonies. For these I bring them to the front via
TRANSPORTERS and then send them off with 'yellow' jump engines. These are
used up one per jump, so have several of them per ship and also include a
conventional jumpe engine so they can 'walk' home. When you are on the attack
speed can make the difference between an easy victory and a long grueling
fight. It is sometimes usefull for these to also carry a lane blocker in case
they stumble across a fleet you don't think you can easily beat, this will buy
you time to build a few new ships.


TROOP CARRIER:
Should be obvious. They exist so your other ships can be more specialized and
not waste precious space with 3-6 ground troops. BTW: don't use the ground
'bombs' on a planet you intend to own, since they really make a mess of it.

BATTLE SHIP:
The most usefull devices here are: Brunswick, replenisher, accutron, and
possibly a tractor beam and/or a gravitational toy. It's generally more usefull
to have only 4-6 guns and plenty of replenishers. Since each replenisher
allows all your guns to fire again, and your FUEL DEPOT is beaming you more
energy. In combat first use the brunswick's on opposing ships. This makes
them dead in the water, so even if they are superior in tech, it does them no
good. Screens that work require energy. If they have fergzt devices (the gun
that requires no energy) be sure you use your accutron to kill him at a
distance. The replenisher also replenishes your brunswick and tractor beams,
so you can use this to first incapacitate all ships and later kill them. This
is best. Since you should have plenty of space to hold replenishers. These
ships are designed to operate with a fleet and on the attack. The BRUNSWICK
also keeps them from using those really annoying special devices.

SYSTEM DEFENSE BOAT:
Same as a battle ship, except they need more energy and should likely have a
few hyperfuels and a auto-repair since they are designed to operate on their
own in defense of your systems. And so they can't rely on a FUEL DEPOT to feed
it energy and absorb it's damage.

COLONIZER:
Typically will follow a fleet around and make empty systems and very choice
planets part of your empire.

Hope you found this interesting or entertaining. Your thoughts and comments
are welcome. If you're putting together a faq and feel like using part of this,
feel free. No credit is needed.




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