2/29/2024 0 Comments Endless space drop ship![]() ![]() A more detailed table can be viewed on the respective Ship-pages of this wiki. Dreadnoughts often have special bonuses such as Construction effects. Most Ships give a bonus to the Tonnage cost of one particular type of Module (like shields) or a group of Modules (like Support modules). ![]() On basic Dreadnought that means 80 space, or about 10 weapons less for each module.Įvery faction also gets unique Ship bonuses (and Maluses). This makes some modules non-attractive, e.g. Many support modules now weight in percentage of the ship tonnage. In Disharmony there are many changes to ship design. Ship Specifications in Disharmony by Faction All ships have a capacity which limits what they can fit. Support modules have a variety of functions, like increased weapon damage, repairing, armour increases, or engine bonuses. Defences mitigate damage taken in by interfering with weapon projectiles. There are three main types - weapons, defense modules, and support modules. The Ship Classes in size order are as follows:Įach faction has their own unique cosmetics for each ship class.Īll ships can equip certain parts or modules to give them capabilities. Transports and Corvettes are unlocked at the beginning of the game, whereas the other Ship Classes are unlocked through the Exploration & Expansion (bottom) Branch of the Technology Tree. Each Class has a reduction in the tonnage of certain modules, making them slightly more or less suited to different roles. Logistical properties include command points, which affect the amount of ships in a fleet, and tonnage , which affects the amount of modules that can be loaded onto it.Įach Faction in Endless Space has 6 Ship Classes, mainly increasing in capacity, cost, and cost. When a ship's is reduced to zero in combat, it explodes. Stats that directly affect its combat performance are: health, move, military power , and siege power. ![]() 4 Ship Specifications in Disharmony by FactionĪ ship's stats determine its properties.Overriding the normal pathing algorithm like this is useful for surprise attacks, avoiding enemy chokepoints, protecting vulnerable ships (NOTHING can harm a fleet while traveling), and several other shenanigans. *Very useful, topical hint* While waypoints don't exist in ES2 as such, you can force a ship to travel directly from point A to point B - assuming you have off-starlane travel, that is ^^' - by holding down the Control key while right-clicking. Remember, however, that since ships gain experience, upgrading instead of dismantling is often a better idea. For that, you'll want the little "skull" icon =). If you can see the destination system, however, you can simply right-click that system.īy the way, "Disband" merely sends all selected ships/fleets to the hangar at a given location as individual ships, removing all fleet associations, it does not actually dismantle units. Next probable sticking point: If a given hyperlane is too long for you to be able to detect a system on the other side, a likely occurrence at the start of the game, right-click the hyperlane itself to travel along it. Shift-click and Control-click operate exactly as you might expect ("select all up to this point, from the last click" and "toggle this item", respectively). All highlighted ships (up to your max fleet cap at that time) will be sent into orbit at that system. Make sure the ship is highlighted in the right-hand pane (click it a few times to see the difference), then click the little "Ship" in the bar above it (looks a lot like an arrow pointing up at a diagonal, as well).
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