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Auroraphoenix
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Post subject: Missile travel time? Posted: Wed Dec 29, 2010 9:43 am |
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Joined: Wed Dec 15, 2010 1:51 am Posts: 35
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So basically I build a missile silo, and equip it with a missile.
How many ticks does it require to get ready? And if I launch it, does it take the same time to travel as unit or slower?
And how much dmg will it cause? thanks.
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amatic
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Post subject: Re: Missile travel time? Posted: Wed Dec 29, 2010 9:56 am |
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Joined: Thu Jun 04, 2009 7:34 am Posts: 33 Gender: male
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It takes 24 ticks for the missile to arm. The minimum travel time for a missile is 6 ticks, the maximum is 24. The travel time is determined by the distance. Units travel quicker for shorter range targets as their minimum travel time is 3 ticks (or 2 ticks for defending). I hope this was helpful. -Contempt
_________________ Back from retirement. XXX, TK, LoM, D, CRK, KSM, MGH, HINI, WIPE Highest Power: 182 Most Crystals: 105 Career Relic Count: 7 -Contempt of Apocalypse-
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Auroraphoenix
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Post subject: Re: Missile travel time? Posted: Sat Jan 01, 2011 9:59 pm |
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Joined: Wed Dec 15, 2010 1:51 am Posts: 35
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#1 I see thanks a lot.
Also, the only way to stop missile is to stop it with Ion Canon or Fire Spell right?
But if u see a missile coming all u do is move ur army out of the colony, hte missile wont do any harm to ur colony right? Only hte army.
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MmCm6
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Post subject: Re: Missile travel time? Posted: Sat Jan 01, 2011 10:00 pm |
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Joined: Fri Feb 12, 2010 6:02 pm Posts: 1373 Location: Not at liberty to tell. Gender: male
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Your worker population will suffer as well, I forget to what degree though.
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Auroraphoenix
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Post subject: Re: Missile travel time? Posted: Sat Jan 01, 2011 10:09 pm |
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Joined: Wed Dec 15, 2010 1:51 am Posts: 35
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I see, damn, dmg to workers that sucks.
Also can u stop a missile once it's been launched?
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MmCm6
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Post subject: Re: Missile travel time? Posted: Sat Jan 01, 2011 10:13 pm |
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Joined: Fri Feb 12, 2010 6:02 pm Posts: 1373 Location: Not at liberty to tell. Gender: male
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Yeah, you can; click on the missile and select 'Destroy Missile' or the missile icon with an 'X' over it. It destroys your nuke and you have to re-arm your silo.
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[Advice for the New Player Here]
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Ponk
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Post subject: Re: Missile travel time? Posted: Sat Jan 01, 2011 10:30 pm |
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Joined: Fri May 14, 2010 3:56 pm Posts: 2109 Location: ¯\(0_o)/¯ Gender: male
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MmCm6 wrote: Your worker population will suffer as well, I forget to what degree though. I think it's 10% 
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jabujabu
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Post subject: Re: Missile travel time? Posted: Sun Jan 02, 2011 2:37 am |
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Joined: Sat Dec 18, 2010 9:24 pm Posts: 17
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10 percent,
And the minimum missile travel time is 5 ticks, not 6. Just launched a few at angry neighbours :O
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Auroraphoenix
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Post subject: Re: Missile travel time? Posted: Mon Jan 03, 2011 8:53 pm |
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Joined: Wed Dec 15, 2010 1:51 am Posts: 35
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What about your missile and army arrived at teh colony at same tick? Will it dmg ur own troops?
Also, I noticed some uinits aren't dead but were damaged by teh missile, how many uunits are damaged?
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jabujabu
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Post subject: Re: Missile travel time? Posted: Mon Jan 03, 2011 9:05 pm |
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Joined: Sat Dec 18, 2010 9:24 pm Posts: 17
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Auroraphoenix wrote: What about your missile and army arrived at teh colony at same tick? Will it dmg ur own troops?
Also, I noticed some uinits aren't dead but were damaged by teh missile, how many uunits are damaged? According to my friend, everything that enters a nuke is not damaged, And all units go down to 1 HP or half HP. I forget which.
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