03-04-2010, 12:59 PM | #11 | ||
Join Date: Sep 2005
Location: Roma, Italy
Posts: 20
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Very good 4X game
This is a very good 4X game, comparable to Ascendancy. Gameplay becomes quite chaotic after the early turns, so a moves/production queue manager could have taken this game much higher regarding gameplay.
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25-06-2010, 06:50 AM | #12 | ||
Join Date: Mar 2010
Location: Auckland, New Zealand
Posts: 52
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Is there a manual for this game? I'm guessing everything which will probably work but i'd rather have some idea what things are.
Alternatively, would anyone like to explain what various things are or do? What are the first three cargoes you can transport around, for example? The humans and robots are obvious but without roll over details i'm scratching my head. I'll plod on while i wait... Cheers. |
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25-06-2010, 02:31 PM | #13 | ||
Join Date: Feb 2007
Location: Brooklyn, United States
Posts: 667
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Quote:
__________________
"The gadfly has returned! Thou simpering, whining stable dropping. I have defeated thee repeatedly and still thou darest crawl back for more punishment. Chastise thee I shall. Thy stature is insignificant and thy name moronic. Brother to the vole! Offspring of money grubbing know nothings!" ... Spellcraft: Aspects of Valor |
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26-06-2010, 03:28 AM | #14 | ||
Join Date: Mar 2010
Location: Auckland, New Zealand
Posts: 52
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OK, cool.
What's an FTP? Should i write a post of what i have figured out already for other noobs? |
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26-06-2010, 03:55 AM | #15 | ||
Join Date: Jan 2008
Location: Chisinau, Moldova, Republic of
Posts: 3,147
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Expect manual and other extras on Monday.
__________________
Don't think about the probabilities. The smallest chance can take us a long way forward. It's not like we have anything else to lose. |
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26-06-2010, 08:08 AM | #16 | ||
Join Date: Oct 2004
Location: Opole, Poland
Posts: 14,276
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Long, long answer: http://en.wikipedia.org/wiki/File_Transfer_Protocol
The acronym is sometimes used as a shorthand for "FTP Server" (like in this case). Quote:
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27-06-2010, 08:29 AM | #17 | ||
Join Date: Mar 2010
Location: Auckland, New Zealand
Posts: 52
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Quote:
Quote:
Firstly, the icons i was wondering about are, from left to right: Ore (looks like a railcar with stuff in it, if you look at it closely) Energy (yellow lightning bolt) Life Support (a thermometer infront of a blue thing) Humans (mans face) Robots (Robot figure) On the colony screens there is a second row of icons representing: Habitats Factories Power Plants Laboratories As colonies are the focus of the early stages of the game i'll cover them first. I haven't actually got past this stage yet but there is foreshadowing of a battle stage later on. As your advisors will tell you, you should build a Habitat, then a factory and power plant. Habitats are really cheap and allow you to house humans which are required to run other buildings, they also produce Life Support resources. I usually send 5 ore, 5 energy, 5 LS and 15 robots when i'm supplying the colony for the habitat. Once the Hab is built you can then build stuff that requires human crew like the factory. You need to send more resources down from the Calypso for factories too. You should be able to fit all that are needed in one more transport load, 4 ore, 7 energy, 5 life support and 4 humans (leaves room for 10 more of something) Then you can build the power plant. Besides construction costs, buildings have maintenance costs which you can see when you hover the cursor over the building after it has finished building (there is a lag for building time). As well as available resources listed in white next to each icon are gain/lose numbers in green and red, respectively. Your colonies advisor will tell you you can specialise colonies to produce something specific and then transport it around by setting a vehicle on 'pipeline'. Which makes this a good time to discuss vehicles. You start with access to 4 'vehicles', some sort of atmosphere capable system vessel and the Calypso itself. I haven't moved the Calypso yet but it seems to take a lot longer to get places but can reach the outer system, which the vehicles can't do at basic tech levels but might be necessary later. You'll need it for the stock pile in the beginning though. Vehicles can perform a number of missions which need to be selected before you can add cargo in some instances. Transport allows you to move resources to and from colonies and Calypso. Pick the destination and load up the cargo, left click for add, right click to remove, then click Launch and wait. To explore a planet select 'explore' and the destination and then launch. The vehicle will go into orbit of the destination where you can send it into the mercator zone and pick a target square to explore. It's best to wait till you have a specific zone to explore unless you are after some spare resources (you can find ore and power, as well as some research items on the planet surface). Icons on the Mercator screen represent scanners for ore and energy and, after a tech upgrade, suitable colony sites. These scanners chew through a vehicles energy so be careful spamming them. There is also an icon to build colonies. Being able to build a colony with a basic system vehicle is pretty cool. On the actual 3d exploring screen you have a toggle between 3d and top down (for bombing i guess), something which activates a scanner of some kind, a bomb dropping icon (seems to be a nuke) and something which toggles between a radar and cargo mini window on the right. Arrows and 'leave' buttons should be obvious. Prode is another important order for the vehicles. Choose destination and check to see you've got enough energy for a round trip before launching or you might have to wait for the planets to realign, literally, before you can get your vehicle back... Pipeline allows you to set a vehicle on a loop, takings a set cargo to one place and bringing something else back. I'm not sure if there is any downtime between arriving and leaving again. I think Pipelines will become pretty important later in the game but you can get by without them at the beginning. Before going on to Techs i'll say this. I think you should build extra vehicles as you build more colonies. One for each col and a couple of spares seems like a good number. Ok, so of the basics of the game only techs are left. There are seven different technology fields which are researched individually in research labs by right clicking on them. Below each icon is a value which represents the stored up knowledge in that field and above each icon will be a number representing how much of each tech type is required to invent the technology decribed. Cycle through techs witth the arrows or by clicking the picture and click invent on what you want if you have enough of each required research type. Techs take some time to finish and will either roll out immediately or allow upgrades to buildings or new building types. I think that is enough to clear up the confusion a new player will have when they first start up the game so i'll finish up soon. Right after a little parting advice: You don't have to remember averything your advisers tell you, these will all be shown in your PDA. Right click on most screens for the menu which takes you to it. I put a bunch of labs on the Calypso and a bunch of factories on the first colony, you can then transport things around with your vehicles. Also, when building a colony, it doesn't matter where you put new buildings but putting them in groups of the same sort will make it easier to see what each is producing. The buildings which are already on a planet when you build a colony don't seem to do anything either so don't worry about them. Ok, i'm done. Enjoy. Last edited by Palocles; 03-07-2010 at 07:52 AM. |
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03-07-2010, 07:32 AM | #18 | ||
Join Date: Sep 2009
Location: Utica, United States
Posts: 24
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Interesting, sounds a bit like MOO. I'll add this to me list.
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03-07-2010, 08:00 AM | #19 | ||
Join Date: Mar 2010
Location: Auckland, New Zealand
Posts: 52
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It is interesting but it's not really that similar to MOO.
The scope of MOO is much wider, AL is concerned with only one solar system, not the whole galaxy. It is a very detailed solar system though, with several planets, asteroids and moons. MOO also has more action. I've been playing AL for a few hours (4 or 5) and the alien bad guys (Alpha Centaurians) haven't shown yet. They is a sense of foreboding however and i'm wondering how long i can get by without building anti meteor guns. The way technologies work in MOO is quite different too and AL has only one type of smaller ship, to the point i'm at. |
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04-07-2010, 03:31 AM | #20 | ||
Join Date: Mar 2010
Location: Auckland, New Zealand
Posts: 52
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This is a bit more info to add to my previous guide type post.
I have compiled a list of the Ore, Energy etc. costs to build and maintain most of the buildings available on colonies and Calypso. Each building has costs to build as well as a build time, once they are built they must be maintained which is what causes the drains on your resources. Ore, energy and lifesupport are on-going costs and (as far as i can tell) humans and robots are one off costs to maintain (you just need people to work there but they aren't used up). Buildings also produce resources over time. In most cases i think this is 10 turns but in the case of vehicles it is much longer, 35 turns, maybe 40, per vehicle. The resource drain rate seems to be slower, otherwise a factory producing ore would be unable to sustain itself. Habitat level 1_______Maintainence ground/space ore:________2_______o: 2/1 energy:_____1_______e: 3/4 life support:_1_______ls: 1/1 humans:____0_______h: 3/2 robots:_____5_______r: 2/1 build time:___5_______produces 5 life support Factory level 1_______Maintainence ore:________6_______o: 5 energy:_____8_______e: 9 life support:_6_______ls: 8 humans:____4_______h: 10 robots:____10_______r: 7 build time:__10_______produces 5 ore or 1 robot or 1/4 vehicle Factory level 2________Maintainence ore:________10 _______o: 2 energy:_____14_______e: 5 life support:_10_______ls: 4 humans:____15_______h: 15 robots:_____8________r: 8 build time:__24_______produces 10 ore or 2 robots or 1/2(?) vehicle Power Plant level 1____Maintainence ore:________6_______o: 1 energy:_____9_______e: 1 life support:_10______ls: 3 humans:____16______h: 6 robots:_____7_______r: 3 build time:___9_______produces 6 energy Power Plant level 2____Maintainence ore:________12_______o: 3 energy:_____16_______e: 2 life support:_18_______ls: 6 humans:____25_______h: 12 robots:_____10_______r: 5 build time:__19_______produces 9 energy Research Lab level 1__Maintainence ground/space ore:________5_______o: 10/12 energy:_____3_______e: 6/6 life support:_3_______ls: 4/5 humans:____12______h: 8/8 robots:_____5_______r: 4/3 build time:__9_______produces 1 research point in chosen field Research Lab level 2__Maintainence g/s ore:________7_______o: 18/18 energy:_____6_______e: 10/10 life support:_6_______ls: 7/9 humans:____0_______h: 18/18 robots:_____5_______r: 7/6 build time:__5_______produces 2 research points in chosen field Anti Meteor Gun_______Maintainence ore:_________30_______o: 2 energy:______5________e: 11 life support:__25_______ls: 5 humans:_____21_______h: 10 robots:______12_______r: 8 build time:___24_______provides protection from asteriods (and aliens?) Mass Driver___________Maintainence (haven't built one yet) ore:_______25________o: ? energy:____35________e: ? life support:_30_______ls: ? humans:____21_______h: ? robots:_____15_______r: ? build time:__15_______catapults ore to colonies, requires AM gun. You are able to upgrade existing buildings to higher levels once they are available (so don't worry about being stuck with something you have to dismantle), presumable for a cost similar but probably slighly more than the differene in the cost between the two levels. I haven't been able to check this though. I noticed some interesting things in regards to upkeep costs while transcribing this. Factories become much cheaper in materials but require more staff to run at level 2 but Power Plants seem to be less efficient, but probably worth it later when you are running out of space for buildings. Labs are also pretty cheap to build but, whoa, really expensive to run so i'd suggest turning some off when you aren't trying to get specific tech points. I might have even built more than i need and could dismantle some. Researching techs works quite different in AL than most other space games (but similar to Imperialism). Techs become available over time and with certain discoveries on planets (or in the case of Mass Drivers, after you build an A.M. Gun) and you only need research occasionally so having them running non stop is of less benefit than in, say, Master of Orion (where you can win through tech). Another thing worth noting is that a colony with one each of Habitat, Factory producing ore and Power plant will be self sufficient and slowly accumulate ore, energy, lifesupport and humans if there are some spare to reproduce. After some time the factories can be switched to robot production to make the colony fully self sufficient. Labs obviously make a colony hard to balance but it is probably posible to squeeze in an AM Gun or Mass Driver without upsetting the balance too much. That will do for now (i'll go play again) but i'd love to hear other peoples feedback on the game and these 'guides'. Last edited by Palocles; 04-07-2010 at 03:48 AM. |
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