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Post by whitegauntlet on Oct 9, 2015 13:39:34 GMT -5
Whenever I try to build something besides a Hab Unit or Mine, I get that notification. What does it mean?
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Post by elwoodps on Oct 9, 2015 14:02:50 GMT -5
When you're playing on the higher levels, those are the only upgrades that you start-out with the techs required to build.
To build other upgrades, you have to complete the research of the techs that make them available. For example, when you finish researching PLANETARY CONSTRUCTION 1, the FACTORY 1 upgrade will become available.
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Post by whitegauntlet on Oct 9, 2015 15:49:07 GMT -5
Thanks. And, how do I destroy enemy colonies?
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Post by elwoodps on Oct 9, 2015 16:36:16 GMT -5
Research PLANETARY INVASION 1, which unlocks Low Orbit Drop Pods. Once you have that you can build Invasion Transports, which you'll use to attack the Xeno colonies.
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Post by whitegauntlet on Oct 9, 2015 17:23:01 GMT -5
Ah...alright. Thanks a ton, man.
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Post by whitegauntlet on Oct 9, 2015 17:28:12 GMT -5
One more question: what's the best ship in the game?
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Post by elwoodps on Oct 9, 2015 22:44:12 GMT -5
One more question: what's the best ship in the game? There's no one answer to that. It's kind of like pointing to a big set of woodworking tools and asking which one is best for building a table; it takes more than one. No one ship can accomplish all of the tasks necessary to win the game. And each of the various ships has a unique combination of qualitatively different capabilities and characteristics. There are even different answers to to the question of which ship is best for a particular task, which vary depending on the player's strategy, preferred play-style, and the stage of the game. For example, in ship-to-ship combat I prefer to fight asymmetrically, attacking the Xeno's Missile ships with Gun-equipped Fighters and his Mass Driver (gun) ships with Torpedo-equipped Heavy Cruisers. And I equip my Torpedo Cruisers with very little or no Armor, relying on their Fighter-Escorts to keep the Xeno's Mass Driver ships out of range while the Cruisers torp them to bits. This works for me and makes me happy. En1gma on the other hand seems to derive great satisfaction from one-shotting all types of Xeno's with powerfully armed and heavily Armored Gun-Cruisers, which works equally well for him. Different strokes for different folks.
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Post by En1gma on Oct 9, 2015 23:12:22 GMT -5
/drools over one-shotting with Railgun Cruisers...
Agreed that there is no one best ship, however, there are best builds for each of the ship classes. I'm not going to go into all of them, but I can surely give my take on a few.
Fighters - 1AP build, high mobility, best armor reactor can hold. Boost evasion and counter attack, durability around 10. This is my go-to ship for all types of engagements. They are expert counter attackers, and can hold their own insecurely with Carrier support. 2AP reasons are very effective as well, but 1AP gives 2 chances to hit, instead of only one.
Cruisers 1: Baddest, meanest Railgun you can afford. Whatever armor will fit after. Points into durability and to-hit/counter. These form the backbone of my fleet, and are rarely if ever killed, simply because with clever positioning, they obliterate everything in their paths. 2: Torp Cruiser. Again, Baddest, nastiest toro you can afford. Light armor, light durability. Because they don't need armor, they can use the best auxiliary systems, and can provide ample cover. 2a: Unsurpassed in this slot are 100% Thulun Cutters. Forget the Grav Drivers, go full torps and put the best crit% crew you have inside them. Instant Xeno slaughterhouses.
I might come back tomorrow and do more, but these are my all-time favorites, until you unlock the Battlecruiser. OK, I'll be back tomorrow. With screenshots.
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Post by Cory Trese on Oct 11, 2015 13:17:44 GMT -5
This is caused by the game wanting to Upgrade a particular Colony Upgrade, but finding the valid upgrade locked by the research tree.
Can you think of a snappier one liner to describe this?
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Post by Brutus Aurelius on Oct 11, 2015 13:35:14 GMT -5
This is caused by the game wanting to Upgrade a particular Colony Upgrade, but finding the valid upgrade locked by the research tree. Can you think of a snappier one liner to describe this? Perhaps: We do not yet know how to build this Or We need to do more Research first to build this
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Post by En1gma on Oct 11, 2015 13:43:43 GMT -5
Further Research Needed
Is there any way to have the game recognize what tech you currently have, and give these notifications ONLY for those tech upgrades you currently have available?
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Post by Cory Trese on Oct 11, 2015 13:45:02 GMT -5
That is good feedback
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