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My in-game Questions Mini Guild.

Post Last Edited by makemap at 2012-8-9 20:45

Note: What is the best Ship setup? Many have asked that in game. That depends on the faction you are in and who you fight.

1. Choosing Faction

Description: Same thing happen to me and everyone else in this game. There are 3 faction only(You cannot unlock any new faction to play).

Questions: I don't know what Faction to choose, which one is easier to play and which is harder? Which one is more fun to play?

Answers: Fun depends on your taste.

i) Seekers are the fastest and easiest for base building and expansion. They get to research all the aircrafts right away. They also have the  weakest range compare to the other two. Seekers also have easy access to Colonial Shielding which blocks obliterating damage and allow you to research "Shields Alignment"(which increases the resistance of Shields "Projectile" or "Energy" damage).

Note: If you want to expand fast and use aircrafts a lot be on Seekers side.

ii) Altair is more in between, but uses less iron ore that the other factions which allows Altair to build more ships faster than other factions(This might Change), they get to upgrade Power Plant and Lance base earlier as they can mine "Crystals". Altair to me is the 2nd easiest to use after Seeker.

Note: If you want more resources and be in between play Altair.

iii) UEO is the hardest to play due to large amount of Iron ore requirements. The drawback is UEO have the most range out of all 3 factions as their weapon is based on Range. They get to research "Battle Ship" which is the strongest ship in the game you can build. UEO is very slow compare to Seeker or Altair when it comes to base expansion and resource collecting. However, they get to access Torpedoes(as seen below) easier due to "Heavy Metal" requirements.

Note: If you want a challenging base expansion and have easier battles play UEO.


2. Active Weapons or Modules in Battle only.

Description: These Weapons or Module are not Passive. They require you to "Enter Battle" and active them like using battle items in battle. Unlike battle items you don't have to keep buying them. However, they can only be used once per battle. Team battle is also 1 time only use.

A) EMP Bomb, and EMP Wave
Questions: Does EMP work for one round or all the time when used? Can I used EMP twice if I build multiple EMP modules in my ship?

Answers: EMP only works for one round only disabling Shield and Projectile Weapons(Best used against Missiles). You cannot use EMP twice a round if you had built two or more(if a third one is added) EMP modules in your ship. However they should stack %(Percentage) once used. This means both EMP are used at the same time(This is probably for in game balance because it disables Shields). Note: EMP disables Shields for 1 round only(so 2nd round shield is back up).

B) Torpedo, Heavy Torpedo, and Nuclear Torpedo
Questions: Is Torpedo a Passive Weapon? Are Torpedoes a 1 time use weapon? Does building multiple Torpedoes allow you to fire twice?

Answers: Torpedoes are not Passive. Like the EMP it is also a 1 time Use Weapon. Same thing as EMP, multiple torpedo weapons only allow you to activate once. However, they do stack damage.

3. Research Upgrades vs Modules

A) Scramblers vs Weapon Range
Questions: Do Scramblers reduces Weapons original range? Do Scramblers affect Weapons research Range?

Answers: No, Scramblers doesn't reduce weapons original range nor their research range. Scramblers only affects Targeters range boost(Basically a counter to Targeters).


4. Opening New Spots in My Colony

Description: I saw this many times on the forum and asked myself that until, I found out how to open more spots.

A) Colony Hub
Questions: How come every time I level up my Colony Hub it stops opening new spots?

Answers: Colony Hub only Opens Up 5 Spots from level 5-10. If you want to open up the last 10 Spots in your Colony, you need to build Commercial Centre(as seen below).

B) Unstable Spots
Questions: What is "Unstable Spots"? How Do I Open "Unstable Spots"? Does "Unstable Spots" cost B-cred to Open?

Answers: "Unstable Spots" are there to prevent B-cred item (Liquid Foundation) users from fast base building. There is a chance of getting an "Unstable Spot", "Resource Spot" or "Rough Spot". In order to Open "Unstable Spots" you must research and build Seismic Stabilizer(See below).
But, Beware, every level turns an "Unstable Spot" into "Rough Spot" or a "Rough Spot" into "Open Spot"(That is if you don't have any "Unstable Spots" left). The more "Unstable Spots" the less likely you'll get "Open Spots". So, it is highly suggested to get as much "Open Spots" before you build "Commercial Centre"(Unless you have to build one due to lack of space).
You cannot Open Unstable Spots with B-cred.

5. Maximum Building and Research Levels

A)What are the Maximum Building Levels?

i) Maximum Building level 20

Important Buildings: "Colony Hub", "Colony Quarters", "Shipyard", "Solar Panel", "Store", and "Atmospheric Generator"(require to level up Colony Quarters on low atmosphere planets).

Resource Buildings: "Mine", "Drill", "Farm", "Aeroponics"(Food), "Hydroponic"(Food), "Factory"(Goods), "Industrial Plant", "Fuel Synthesizer"

ii) Maximum Building Level 10

Most Important Buildings: "Research Facility", "Base Control",  "Space Port", and "Seismic Stabilizer"(require to Open unstable Spots).

Important Buildings:   "Engineering Facility", "Weapon Facility", "High Energy Facility", "Trade Platform", and "Power Plant"(Costs around 30k Crystals to fully upgrade)

Least Important Buildings: "Commercial Centre"(Require to Open more spots)

Defensive Buildings: "Detector", "Lance Base"(Require Crystals to level up), "Missile Base"(Requires Iron ore usage to build missiles), "Colony Shielding"(require Gas to level up)

Special Resource Buildings: "Heavy Metal Mine"(UEO only, mines Heavy metal), "Gas Refinery"(Seekers only, mines Gas),  "Crystal Mine"(Altair only, mines Crystal)

B)What are the Maximum Research Levels?

The Maximum Research Level is 10 for all research that has a "Lv." on it.

6. Increase Credits Rate(not B-Cred)

A) Expansion and Research("Financial System")
Questions: How do I increase my credits rate per hour like those top ranking players have?

Answers: Every time you Expand and make a new Colony, always build a Space Port. Space Port allows you to garrison 1 leader at a time. It is a level 10 Trade Post giving you 100 credits/hr. "The More Colonies you have the more you can garrison the Space Port from each Colony".
Also, increasing the level of your Space Port boost the credits income by a huge percentage(not sure how much, probably 5% each building level). You can also try to fully research "Financial System" as it increase your credits/hr by 10% each level. Capturing higher level "Trade Posts" would also boost your credit income.

7. Increase Research Speed

A) Research Facility
Questions: What is Speed on the research tab?

Answers: "Speed" is your research rate. The higher it is, the more research time decreases. To increase "Speed" you need to build "Research Facilities" in every Colonies. Each Research facility increase your research rate by 10% maximum. There is also a skill in the Alliance to increase your research rate by 25% for 24 hours.

B) Alliance
Questions: What is the Alliance Bonus on the Research Tab?

Answers: Alliance Bonus are the percentage of players who have already researched those certain research topics. Every time an alliance player had already gotten the same research topic you are going to research, it increases the research topic "Alliance Bonus."

8. Moving Leaders

A) Moving Leaders from One Colony to Another
Questions: How do I move a leaders back without losing my Colony? How come I cannot move my leaders to my new Colony?

Answers: To move Leaders back without losing your Colony, you have to go to planet view. Click on the Colony you want to move to and Click "Transfer". Be sure to Click on "Choose a Colony" list and select the Colony that has the leader you want to "Transfer".
You cannot move your leaders to your new Colony because you need a "Base Control" on every Colony. Maximum Leaders you can hold is 10, as every building level allows you to hold 1 leader.

B) New Colony
Questions: What Happens if I send a set of leaders to make a new Colony? Will they stay as a set? If i need Base Control to hold more Leaders, will the other leaders come back to my old Colony if I send more that 1 leader to make a New Colony?

Answers: When making a new Colony you can send as much Leaders as you want as making a New Colony have no leader cap. No, they will no stay as a set. You do not require Base Control when sending a "Set of Leaders" at a time just to make a New Colony.

C) Space Fortresses
Questions: How come I can't attack or garrison the Space Fortresses?

Answers: After the Team Update. You require to be in an "Alliance" and form a "Team" in order to attack or garrison a Space Fortress. Space Fortresses are done by Team battle only.

Post Last Edited by makemap at 2012-9-12 19:06

9. Colony Defending from Assault and Obliteration

A) Ships in Shipyards
Questions: What happens when someone assault/obliterate me when I have Ships in my Shipyard?

Answers: The Ships in the Shipyard will do nothing when be Assaulted and Obliterated.

B) Protect my Colony
Questions: How do I protect my Colony from being raided by Assault and Obliterate?

Answers: Supposedly, when you connect Space Ports sending a leader from Colony1 to Colony2. Colony2 is Garrisoned as being protected by that leader. If the enemy breaks through, that leader goes back to Colony1.

To fully Protect your Colony from being Assaulted or Obliterated you have to go to planet view. Click "Garrison" on your "Colony" and place as many leaders as you want from the same Colony. Your Colony will be protected by a leader or a set of leaders. You can Also build Lance and Missile Base and Colony Shielding.

10. Fleeing Colony

A) Abandoning Colony
Questions: How do I abandon my colony? Do I need to demolish every building in order to abandon my Colony? What will happen to all my ship in the Shipyard when I abandon my colony?

Answers: In order to abandon your colony you must move all the leaders out of the colony first, even the ones garrisoning trade posts or spaceports for the colony you want to abandon. No, you do not have to demolish all the building in order to abandon the colony. In order to abandon you must go to "Planet mode". Click on the "Colony" you want to abandon and click "Flee". All the ships in your shipyard will disappear with your colony. So, if you want to keep your ships that you built, try to stack them up on all your leaders before abandoning.

B) Cannot Abandon Colony
Questions: I did everything and I can't seem to Abandon my Colony, why is happening?

Answers: First make sure no one is garrisoning your Colony. There can be bugs in the game where your leader is somewhere else. Make sure you have no leaders in the colony. First click "leader image". If there is still leaders garrisoning something for the colony, but you cannot find where the leader is garrisoning at, go to "Fleets" panel and find the leader's name. Click the "X" button, and make sure to get him to come back. If that doesn't work post in the "Bug Report Forum" with some screenshots that your leader is stuck somewhere else.

11. Assault and Obliterate Others

A) Assault
Questions: What will happen if I Assault someone? Do I get anything like Equipments?

Answers: When you Assault someone you first have to destroy their defending fleets. You do not loot items, credits, B-creds, nor Equipements from Assaulting another players base like NPC players. However, you loot randomly a certain amount of resources based on how much you can hold which is the max cargo capacity your fleet can hold. Resources like Iron, Food, Fuel and Goods. Even Special Resources if the base has it.

B) Obliterate
Questions: What happen when I try to Obliterate someone? Do I still steal some resources when I try to Obliterate someone? Can Obliterate fail? Can I use Torpedoes on the Fleet and Base when I am Obliterating? Does your leader loses energy when Obliterating? What happens if there is a defending fleet and I try to Obliterate will they continue Obliterating?

Answers: When you Obliterate someone you also have to fight through the defending fleets of the base if there is one garrisoned. Once you use Torpedoes on the defending fleets your Obliterate count as a fail because you can only use torpedoes once either the defending fleets or base. If you destroy the defending fleets without using torpedoes it will continue the Obliteration. No, you do not steal resource when Obliterating unlike "Assault". Obliterating only downgrades building levels of the player's base, and it may even destroy the base. Obliterate can also fail depending on the your Strength Level.
Leaders do not lose Energy when Obliterating.

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Preserved for future use(possible)

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Preserved for future use(possible)

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woah  big post...
To win Star Supremacy, you have to be EPIC

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Reply 5# TheEpicKid


All worth reading if you are a Newb.

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Not a newb, im a chief warrant officer on gemini, dont play others.
To win Star Supremacy, you have to be EPIC

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yes good for n00bs but im not a newb!
to like star supremacy you have to be SUPREME

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