********************* ****HOMEWORLD FAQ**** ********************* -Date:12/15/01 -Written by David, Nick: SteelixD. -Version 1.3 David_m2000@hotmail.com David_m2002us@yahoo.com ****************** Table Of Contents: *Updates and Info. *Section I: Misc. -Area 1.1:Contacting me -Area 1.2:What you canīt do with this FAQ *Sention II: The Story. *Section III: The Walkthrough. *Section IV: The Fleet. -Area 4.1:Fighters -Area 4.2:Corvettes -Area 4.3:Capital Ships -Area 4.4:Super Capital Ships -Area 4.5:Non-Combat Class Ships -Area 4.6:Mothership *Section V: Technologies. -Area 5.1:Technologies -Area 5.2:Research Trees *Section VI: Battle Tactics. -Area 6.1:Vs Computers -Area 6.2:Formations -Area 6.3:Tactics *Section VII: Legal INFO. *********************************************************************** *Updates and Info. -V1.4:12/15/01. I added one more level Chapel Perilous. Final Version will soon be finished. Spanish version delayed. -V1.2:11/4/01. Thanks to neoseeker.com for posting this document in their site. Spanish Version Coming Soon!. The mail david_m2002us@yahoo.com is for questions and errors about the FAQ. The walkthrough is in itīs last fase, I added two more levels, The Karos Graveyard: The Shining Hiterlands and Bridge Of Sights. -V1.0:10/4/01. It was the first version. *********************************************************************** *Section I: Misc -Area 1.1: Contacting me. You can contact me only if there are mistakes in the FAQ or if you find a website that doesnīt have my permission to use this FAQ. -Websites with this FAQ: www.neoseeker.com. Maybe DLH.net. Please donīt send computer viruses. Thanks. The autor. -Area 1.2: What you canīt do with this FAQ. You canīt take credit for it, post it on a website without my permission, charge a fee to showing it to people. *Section II: The Story. There are people living on the desert world of Kharak. They all think one of two things: Their home planet is Kharak, or their home planet is not Kharak, that the gods exiled them there. After some time, a paper is presented to the rulers of this world. It states: "Our helix proteins bear little similarity to most of the life on Kharak." So, the faction that thought they were exiled grew. Over time, space flight was developed. Pilots or those flights reported encounters with strange debris. They brought some back to Kharak, and found they were containing isotope combinations unknown to Kharak - or the whole stellar system. No fragments larger then hands were found. Then a powerful radar satellite was launched in hopes of locating more debris rings, possibly bearing larger pieces. But a malfunction in a rocket caused it to do an about-face and scan the surface. About 75 feet below the surface of the harshest desert on the planet, a strong return showed where there was supposed to be none. After repeated radar scans, enough high-ranking people were convinced that they pooled resources to take a team out to investigate. Through the harshest conditions on the planet, they excavated it. It turned out to be the first city on Kharak. It was named Khar-Toba. While people were tracing power lines, they burrowed farther underneath and found a power plant - much more advanced then their own at the time. And attached to it was a complete hyperdrive module - which catapulted their technology a thousand years ahead. With the hyperdrive and power plant, the so-called treasures of Khar- Toba, carted away, only a few archaeologists were left to excavate the rest. When they opened up the doors to what was an observatory, they found a stone. It depicted the galaxy, with a line crossing from what was Kharak's position to the central hub. And on it was a single word, ancient and common to all dialects: Hiigara, home. The archaeologists brought the stone back, and a project was started to get them back home. First the Scaffold was constructed. It would be the construction yard needed to build the Mothership. Then the Mothership was built. The 600,000 occupants that would travel to Hiigara would be cryogenically frozen inside its hull. Then, they encountered a problem. There would be so many functions to perform the staff grew into hundreds. With command added, it became clear that in any sort of crisis, the Mothership would suffer from communication paralysis. Then a neurologist stepped forward with a plan. She was working on biological circuits. When she heard about the program, she demanded that her system be used on her - to transform her into Fleet Command, capable of doing hundreds of responses per second. They built it. Now, the testing begins. And you head to the walkthrough from now on. *Section III: The Walkthrough. ********* 01-Kharak. *Objectives: -Construct Research ship -Harvest the asteroids -Destroy Target drones with a formation -Destroy Target Drones using Tactics -Salvage The Target Drone using a Salvage Corvette *Secundary Objectives: -Research Fighter Chassis This stage is basically training mode in the single player. First, it gives you a cut scene showing basically what's talked about in the first few pages of the manual. Then it goes through the Mothership disembarking from the Scaffold. After that, you finally get control of the game. Start by commanding the Resource Collector to Harvest the asteroids. While it's doing that, build a Research Ship, and get your Scouts in a formation. When Fleet Intelligence pops up again and tells you to destroy the Target Drones using a formation, go out there and get them. By now, your Research Ship should be done building. Research the Fighter Chassis, and then when it's finished, research the Corvette Drive. Sometime in there, Fleet Intelligence will order you to use tactics to destroy Target Drones using tactics. Give them Evasive so they don't run into the Drones (it's happened to me before) and destroy the Drones. While the Scouts are out making scrap metal, build a Salvage Corvette. Now, hopefully you've at least finished researching the Fighter Chassis. Research the Corvette Drive now to save time later, then use the Salvage Corvette you built to capture the last Target Drone. After that, you'll be allowed to Hyperspace to the next level. Make sure the Corvette Drive Research is complete, and then click the button. ********************** 02-Outskirts Of Kharak System. *Objectives: -Send Probe to the Khar-Selim -Protect the Mothership -Salvage the Khar-Selim -Defend salvage team -Destroy the attacking forces *Secundary Objectives: -Investigate the large power signature. Tell your Resource Collector to Harvest. Retire all your Scouts, and build 15 Interceptors. Group the Interceptors, put them in Sphere formation, and give them the Aggressive tactics. Research the Corvette Chassis. Now, wait for the Resource Collector to get to the Khar-Selim as your probe. It'll trigger a cut scene, which leaves you with an alien force attacking the Mothership. Order your Interceptors to attack them, and the attackers will get crushed easily. When the enemies retreat, dock all your fighters and wait for the Resource Collector to return. By now, the Corvette Chassis research should be complete or close to it, so research the Heavy Corvette Upgrade when it's done. Launch your Fighters and your Salvage Corvette. Make sure the Interceptors have been ordered to guard the Salvage Corvette in Sphere formation, and then put the Interceptors in Aggressive. Fly the Salvage Corvette over to the Khar-Selim, and have it Salvage the biggest piece of wreckage. Now, some more enemy Fighters and Corvettes will attack your Salvage Corvette. When it's done salvaging the Khar-Selim, tell the Salvage Corvette to dock with the Mothership. While it's going there, the Interceptors will fire on the enemy attackers, destroying them before they can attack the Salvage Corvette. Once your Salvage Corvette begins to dock with the Mothership, have your Interceptors abandon the Salvage Corvette and attack the pursuing fighters and corvettes. When the Salvage Corvette docks, another cut scene will play, showing the sound of the destruction of the Khar- Selim. The video will just be the wreckage you've already seen. Continue whacking the Fighters around close to the Mothership. After a while, Fleet Intelligence will enter the scene with his obnoxious attitude, informing you that he has detected a large power signature nearby. You don't need to do much to investigate it. Just whack the enemies as fast as you can the second you see them, and you'll end up fighting further away from the Mothership... And further... You'll see a Carrier, the source of the large power signature, if you've been whacking enemies fast enough and headed straight for them the second you saw them. Don't even try to attack it; it'll cut you to pieces. It's got two ion cannons and a few accurate turrets. Stay a fair distance away, and keep destroying Fighters. Anyway, after a while, they'll get tired of being killed and they'll retreat. Dock your Fighters to repair and refuel, and build Salvage Corvettes until you have 8 total. You'll use them. Make sure all the research is completed, and make sure your launch bays AREN'T set to 'Stay Docked'. You need the Fighters to scramble as soon as they can. When you're ready, click the Hyperspace button to return to Kharak. ******************* 03-Return to Kharak. *Objectives: -Defend cryo trays -Capture enemy ship using 2 Salvage Corvettes -Salvage cryo trays Hopefully, your Fighters will exit the Mothership as soon as it's finished exiting Hyperspace. You'll immediately notice Kharak is a cinder. Only this time, Fleet Command blurts out the obvious. As soon as the cut scene starts, exit it by pressing the space bar, then get back out of the sensors manager and Alt focus on a cryo tray. Now, some enemy ships will start firing on a cryo tray. Move your 8 Salvage Corvettes halfway between the enemies and the Mothership. Order your Interceptors to attack the enemy Assault Frigates as a group, and let the fun begin (Note: The number of ships you face is based on your fleet size. If you have a small fleet, you face 3. If you have a large fleet for that point in the game, you face 4. If you only have 1 Scout, 15 Interceptors, and 8 Salvage Corvettes, you should only face 3). If your Interceptors are attacking all of the Assault Frigates, they should spread out trying to hit your Fighters. When they are all trying to get your Fighters, group select all of your Salvage Corvettes and tell them to Salvage all of the enemy Assault Frigates. A couple may get destroyed, but you should capture all of the enemy Assault Frigates. Then you have all the time in the world. Harvest, research the Capital Ship Chassis, and get the cryo trays loaded. Repair your fleet. Hyperspace. *************************** 04-Great Wastelands: Part 1 *Objectives: -Begin Collection of resources -Protect the fleet -Destroy retreating Turanic Raider Carrier During the intermission cut scene, Fleet Intelligence actually tells you something you don't already know. "However, we have determined that, in our current state, they can still easily defeat us." Or something like that. He's talking about the fleet that burned Kharak to a cinder. He proposes to hide out in an asteroid field and build a bigger and better fleet-and of course; you have to go there. And, then the mission starts. First, build a Resource Controller if you haven't already. Assign it to guard your Resource Collector. Now, go harvest the asteroids in the middle of the map. After one or so loads of RUs, the Bentusi Mothership comes and decides to take control of the ambassador's ship that was sent out to meet it. Alas, all the control freaks in the game... Anyway, using some sort of technology I know next to nothing about besides the fact that it's there and works, they guide you into their ship. Now, they start talking. "We are the Bentusi. We welcome you to the space-faring cultures. The Unbound. The Outer Limb Trade Routes were established in the First Time by our ancestors. The resources you collect are of value to the Bentusi Exchange. They will serve as an acceptable medium for trade. It has been our custom to equip trading partners with an exchange unit. It has therefore been provided to your ambassador as a gesture of good will." I think that's how it goes. Anyway, you get taken to the exchange screen next. If you click ACCEPT OFFER, you have traded. If you click done, you exit the screen. WITHOUT clicking Accept Offer, click done. Now, you have a lot of time to harvest before they leave and the Turanic Raiders appear. When they start talking again, THEN you click the ship to get back to the Exchange screen, and quickly trade. You should be able to harvest most of the asteroids before they leave if you have a Resource Controller guarding the Collector you're using. Right after you trade, retreat your Resource Collector back to the Mothership, and the Controller will follow. Unload your Fighters. You see, a Turanic Raider patrol will go through the area you were just harvesting and your Resource ships would have gotten caught, and more will attack the Mothership, where your Fighters are needed most. Splitting them up and sending half to the Collector while leaving half at the Mothership is a bad idea. When the attack comes, set your Fighters to Evasive and your Mothership to Aggressive. The attack comes in what seem like downgraded Interceptors (or Scouts without the speed) and Corvettes that have a capability I want-to carry missiles. Anyway, go after the missile Corvettes first, then quash the Fighters. After a few squadrons attack, a few Ion Array Frigates will Hyperspace in and start attacking the Mothership. First, kill all Strike Craft in the area, then unload your Salvage Corvettes and capture all of them. They don't even try to resist, so there's no excuse. Now, quickly dock your Salvage Corvettes and Interceptors. After you capture or destroy all the enemy forces, something new hyperspaces in. Remember that Carrier from Mission 2 (Outskirts of Kharak System)? It's back, and now you can deal with it. First, let the two Ion Array Frigates escorting it start firing on the Mothership so they ignore the Salvage Corvettes when you unload them. Unload them once they start firing, and then capture the 2 escorts. In the meanwhile, set everything besides the Mothership to Evasive so the Carrier has less of a chance of ramming them and killing them. Now, bring in your captured Ion Array Frigates, and the Assault Frigates, you should be able to take care of it. When you decrease it to about half health, it'll realize the futility of killing your Mothership. It'll start to retreat. You have to kill it. If you have 6-7 Ion Array Frigates and a couple of Assault Frigates, you should be able to take care of it. We're not done yet. Remember when I said a Turanic Raider patrol was Patrolling the area where you harvested? It's time to take them out. There are two squadrons of those inferior Fighters; so 15 Interceptors set on Evasive should be able to take them out with minimal losses. Now, go in and finish harvesting whatever's left. Repair your fleet, and then go on through Hyperspace. *************************** 05-Great Wastelands: Part 2. *Objectives: -Investigate the asteroid belt -Eradicate all enemy ships *Secondary Objectives: -Destroy enemy Resource Collectors -Research Defender Sub-Systems This will be the longest battle. Here you should have 3 Assault Frigates and 8 Ion Array Frigates. First take your Resource Collector and Controller to the Mothershipīs upper-left side to harvest the resources. Take 2 or 3 loads and head back to the Mothership. Set the Launch Bays on "Stay Docked" and build your Interceptor squadron up to 20 if it isnīt there already and set them to Evasive and build about 10 Heavy Corvettes. Then move 4-6 Salvage Corvettes to the resource trail to the Mothershipīs right and a little down. Then move your Interceptors to the same place, but put them about a screen ahead, where you cannot see the Salvage Corvettes any longer. Research the Plasma Bomb Technology; wait until it becomes available if you can't yet. Shouldn't be that long if you did everything above first. Now, build a Probe and send it like Fleet Intelligence wants you to. 6 or 7 patrols will start patrolling. Let the Interceptors engage the first patrols they see. They should go after the Fighters first if there are any. Hopefully, the Salvage Corvettes are out of sight. Enemy Resource Collectors will come through that area. Let the pass, and when there are out of sight of the battling squadron, the Assault Frigates will show where the Interceptors are fighting. Use your Salvage Corvettes and capture the two Resource Collectors when there are out of sight. Now, itīs time to get rid of the Assault Frigates. Let your Interceptors dock with the Mothership and replace loses. When you have 15 Interceptors, launch the 10 Heavy Corvettes and put them on evasive and in sphere formation. Do the same with the Interceptors, put your Assault Frigates and Ion Array Frigates in Wall formation and with evasive tactics and head where the patrols are patrolling. Now put all the strike force in Aggressive Tactics and use your Assault and Ion Array Frigates to destroy the Enemy Assault Frigates (Note: It is better to destroy the Assault Frigates, because you will lose many Salvage Corvettes trying to capture them and is better to save them to capture the Carrier.) Let the enemy Interceptors focus in the Frigates, and use your Heavy Corvettes to destroy the enemy interceptors, move your Interceptor Squad and help destroying the Fighters and Frigates. Now wait the enemy Ion Cannon Frigates and destroy them too. By now the enemy Carrier will start moving to destroy the Mothership, and use 5 Salvage Corvettes to capture it, but wait! the Carrier starts to unload Defenders! Destroy them with your Heavy Corvettes and Interceptors. If you fight enough you can research a similar ship. Try to capture the Carrier and if you wait a little you could capture the two destroyers and the Support Frigate. Now dock all your fighters and corvettes, harvest, repair the fleet and Hyperspace. ***************** 06-Diamond Shoals. *Objectives: -Protect the Mothership "Protect the Mothership..." OK, some enemy's going to attack, same as last level. Uhhh. No, it isn't. You see, you've just jumped into an asteroid field, and you're heading through it, into asteroids... And they do much more than any enemy weapon in this game, you see (Besides the occasional ramming by a carrier) so, you have to make sure they don't hit you. And they can't hit you if they don't exist anymore... Any questions? OK, blow up any asteroids that look like they're headed into the Mothership, which is tough to determine from the 3D pictures that you have. Any thing that has a weapon (Besides a Support Frigate or Carrier you may have captured), scramble it and have them attack the asteroids. It helps if you've captured a Destroyer. Park everything else behind the Mothership. Have the Support Frigate set to Heal the Mothership when it takes damage, and have your Collectors Harvest; when you blast an asteroid and it breaks apart, the Collectors can harvest those pieces that fly around. Also, MAKE SURE YOUR SHIPS ARE SET ON EVASIVE SO THEY DON'T LET THE ASTEROIDS MASH THEM. OK, when you're finished with getting through the asteroid field, the Bentusi will decide to show up. Accept their offer for the Super Heavy Chassis. Fleet Command will then ask about the nebula they (you) plan to venture through, and you'll get a basic "You'll die if you enter," answer. They'll Hyperspace out. Now, harvest everything you can. And, make sure you have at least 20 Interceptors and 20 Attack Bombers by the end of this mission, with more Interceptors recommended. Now, make sure everything you can research has been researched, and click on the Hyperspace button. ************************ 07-The Gardens Of Kadesh. *Objectives: -Harvest Nebula -Defend fleet -Destroy Hyperspace Inhibitor *Secondary Objectives: -Protect Resourcers When you jump in, group your Cap Ships into the Wall formation and have them guard your Collectors. Make sure you have at least 20 Interceptors and 20 Attack Bombers, each in different Control Groups, make sure they're on Evasive, also guarding the Collectors. Have it harvest... On a side note, your Sensors Manager is gone for the mission. It keeps showing red dots where there aren't any due to 'Large amounts of radiation'... Fleet Intelligence said he'd try to recalibrate the sensors, but the guy never gets it done. Once you've started Harvesting, some weird radar-dish shaped alien Mothership-thingy will approach. The Ambassador's stripped-down ship flies out of your bay. They also dispatch one. The two come together in between the two Motherships. The small defender-like craft circles yours, giving you a choice. Join us or die. If only we actually got to decide on what to do here... Well, Fleet Command picks choice B, 'Don't join', and the craft speeds back to its Mothership. One thing, why didn't they cream the Ambassador before they left? OK, small Fighters will exit their Mothership and head for yours. They'll also concentrate on your Collectors. Leave your Frigates guarding the Resourcers, have your Interceptors intercept Fighters, preferably those who are trying to blast your Resourcers, and have your Attack Bombers bomb the small Fuel Pod things that will appear. Those refuel their Fighters and they'll be slowed down if destroyed, although more will always come... OK, after 8 minutes of defending, you'll be able to Hyperspace. Try to, use Auto-Docking so you actually have ships left when you Hyperspace, and blast out... Guess what? They have some sort of Hyperspace Inhibitor technology, and they're stopping you from Hyperspacing so they can blast you to bits before leaving. Their Mothership is using it, so guess what you do? That's right. Leave your Interceptors guarding the Resourcers, and take all your battle-worthy Frigates and Attack Bombers and crunch the poor thing. Once they're finally gone, you are free from attack, so Harvest anything left, rebuild your fleet and launch out. On a side note, there's no way you can try to kill the Nebula's Mothership before you try to Hyperspace and bypass being stopped from Hyperspacing, a new one will just Hyperspace in and you've probably lost ships to it. Wonder how many they have... If there's a limit, it's probably so high you'd spend a couple days trying to blast them all. ************************** 08-The Cathedral Of Kadesh. *Objectives: -Destroy Hyperspace Inhibitors -Destroy attackers I hope you've rebuilt your fleet... You'll need to. Basically the same thing as last mission. Defend. Only this time they've got 3 Hyperspace Inhibitors. Don't go after them; just keep using your Attack Bombers to blast the Fuel Pods and Interceptors to blast the Swarmers themselves. Eventually, they'll start sending Multi-Beam Frigates, small frigates with 4 ion cannons. Do NOT destroy these; grab them yourself by capturing them. They'll send about 9 against you, grab as many as you can. Once you have at least 6 Multi-Beam Frigates, you can go take out a Hyperspace Inhibitor. Send them in Evasive tactics and have them fire on it. Evasive makes it so it's a lot harder for them to be rammed. Three-four volleys should kill one. But keep supervising your Mothership. You don't want to miss any frigates for capture. Repeat the procedure on another. Once you've destroyed 2 Hyperspace Inhibitors, the last one will retreat to a set point. Fleet Intelligence will inform you of a thing in space which has a 'friendly signature but it's not one of ours.' By now, you should have 9 Multi-Beam Frigates, but don't worry if you don't. Finish off the last of the attackers. Put your Multi-Beams in wall, set on Evasive and guarding your Carrier. Load your Salvage Corvettes into your Carrier, and set that to Evasive, also. Move the Carrier about halfway there. If you don't encounter Multi-Beam Frigates (theirs) when you get halfway there, move closer by about half of the remaining distance. You should find them by now. They've got about 7 Multi-Beam Frigates in Broad formation. And make sure they find the Carrier first. When they start circling the Carrier, launch your Salvage Corvettes and tell them to capture the frigates. While they try, the Multi-Beam Frigates will probably get off a volley against your Carrier, sending it down into low yellow-high red. Your Salvagers should capture them before they get another one off, if you set them on the frigates early enough. If they do get off another volley... watch the fireworks, I guess. Once all those are captured, group all of your Multi-Beam Frigates into a Wall formation, and Evasive. Set them to take out the last Hyperspace Inhibitor. Wait, there's Fleet Intel... "Look! It's the exact same ships as the wreckage from Khar-Toba! Our origins are the same." (Or something to that extent) Don't let that stop you from blasting them. Wipe out the Inhibitor and the two groups of two Fuel Pods nearby, and start harvesting. Now go do something else for a few hours. When you're done Harvesting, build two Destroyers while you have the chance. Up your Interceptors to 40. Save your remaining Attack Bombers for Kamikaze tactics. Hyperspace. ******************************** 09-Deep Space: The Sea Of Lost Souls. *Objectives: -Investigate anomaly -Destroy alien vessel -Salvage the unknown vessel You drop out of hyperspace at what looks a good deal away from the vessel, but really isn't. You're supposed to send a Probe toward it. First, start harvesting. Then, send the probe. Send the probe under the vessel. Well there are some ships floating around it and are operational. They will neutralize the probe. Move your Multi-Beam and Support Frigates far enough away that you canīt see the vessel but you are close in the Sensors Manager. Move your Multi-Beam Frigates toward the vessel, close, but not on the top of it, and a little ways above. Do not move your ships very close to the vessel or they will be controled by the alien vessel like the other ships. Destroy their Multi-Beam Frigates and the Missile Destroyer. Now move your Multi-Beam Frigates backward and launch the Attack Bombers and Interceptors. Send The Interceptors in Evasive and The Attack Bombers on Aggressive, make sure the Interceptors arrive first to attack so the other enemy ships will start firing on the Interceptors and they will not notice your Attack Bombers. The strategy is this: you use your Interceptors as a distraction for the enemy Frigates and your Attack Bombers will neutralize the Alien Vessel. Once the vessel is neutralized you will recover the ships that where attacking you. Now Fleet Intelligence says to salvage the unknown vessel, salvage it and you will have to research the Gravity Well Tech that you find inside the vessel. The Bentusi appears and says that they want to trade your info. Well trade the info for the Super-Heavy Chassis. Then Fleet Command will ask for their help in defeating the enemy. The Bentusi say something about combat not being their way and they'll bring your case to the Galactic Council. Then they go try to do just that. Your harvesters should close to finish, or done, by now. Wait for them and Hyperspace. You should have by now 4 Destroyers but donīt worry if you donīt. ****************************** 10-Super Nova Research Station. *Objectives: -Destroy Research Outpost -Destroy Enemy Carrier When you drop out of hyperspace, Fleet tells you that you have to destroy the Taiidan Research Station. But there is an Active Super Nova just 215,000 Light Years Away and the radiation that emits affects low armored ships like Fighters. The best choices here are Capital Ships and Corvettes. The space dust may have shielding properties, and if you move your ships out of the veins the radiation will start affecting the ships. Now move your 4 Destroyers and Multi-Beam Frigates with 2 Support Frigates and the Multi-Gun Corvettes squad. Kill The Interceptors with your Multi-Gun Corvettes and destroy the Minelayer Corvettes with the Destroyers, to destroy the mines use Force Fire on them and the Destroyers will blast them. Keep advancing to where the station is and donīt forget to research the Proximity Sensor tech and the Minelaying Tech. Keep advancing and destroying Minelayer Corvettes and you will Find 2 Enemy Destroyers and a Heavy Cruiser. Leave your Multi-Beam frigates where you destroyed the Heavy Cruiser and move your Carrier to where the Multi-Beam Frigates are and build a probe. Move your probe to the Research Station and Fleet Intelligence says that no vessels should Hyperspace and advice the enemy. An enemy Carrier will pass where the Multi-Beam Frigates are and use them to blast it, watch out the enemy Carrier will start to unload Multi-Gun Corvettes but there are no mach for your Multi-Beam Frigates. Keep advancing and donīt get out of the space dust veins, and advance to the Research Station. Use your Multi-Beam Frigates to Destroy the Station, meanwhile use your Destroyers to blast the enemy Frigates and then destroy the Defenders. Here harvesting was very difficult for the Radiation and I only harvest the upper-right side of the map. Trigger the Hyperspace button and click Quick Docking. ***************** 11-Tenhauser Gate. *Objectives: -Destroy Taiidan Fleet When you drop out of Hyperspace Fleet Command says that The Bentusi are here but they're in Distress. Then will trigger a cut scene showing a Taiidan Force trying to destroy them. Use your Destroyers and Multi- Beam Frigates and blast the Taiidan fleet. When you are over the Bentusi will tell you what happened. They will start telling you about that their Ancient Empire lost a great war and the remaining survivors where exilated and putted on Prison ships with imperfect technology. Once their stop talking they leave. Harvest and Hyperspace. **************** 12-Galactic Core. *Objectives: -Protect the Fleet -Destroy Source of Gravity Field When you drop out of hyperspace, you will encounter 2 Gravity Wells that stoped the Quantum Wavefront (Hyperspace). Use the Destroyers to blast the enemy Support Frigates and the Multi-Beam Frigates to destroy the Gravity Wells, destroy the Assault Frigates and the Missile Destroyer, Fleet tells you that you can research a similar ship. Once you have destroyed everything, some Attack Bombers and Interceptors will attack your Support Frigates, just use your Multi-Gun Corvettes and blast them. Wait for the Heavy Cruiser that will come from under the Mothership. When the Heavy Cruiser starts firing, launch Your Salvage Corvettes and capture it, it will not try to resist. Use your Multi-Gun Corvettes to destroy the Defenders and Heavy Corvettes. Now move your Destroyers and Multi-Beam Frigates to where the enemies Carriers are. Destroy all the Frigates and if you want Capture the Carriers and Retire them, it will give you some extra RUīs. Ok an Enemy Destroyer says that is from the Taiidan Elite Guard or something like that and is telling that he can help us. Move your Destroyers and blast the enemy Frigates and use your Multi-Gun Corvettes to Destroy the Interceptors. Repair the Fleet, harvest and Hyperspace. ********************************************** 13-The Karos Graveyard: The Shining Hiterlands. *Objectives: -Dock With Communications Relay Now you have a partner from the Elite Guards and his name is Elson.You will have to spend some time here in this level because is large and its full of Autoguns that could destroy a Fighter with one shot and donīt forget to Research The Heavy Guns Tech. Use your Destroyers to blast the Autoguns and Taiidan Proximity Sensors, but you will encounter a problem here, there is a Junkyard Dog that will steal your ships and you canīt destroy it, for the moment. Try to destroy the Hyperspace Gates that will open and the Junkyard Dog will stop stealing your ships so this is the time you kill it, recover your ships and lets head to the Junkyard Office (Communications Relay) and destroy the Autoguns surrounding it and move your Carrier and your Multi-Beam Frigates to the Office, make sure that the Multi-Beam Frigates guard your Carrier because could be some Autoguns operating and could seriously damage your Carrier. Dock any Strike Craft or Corvette with the Communications Relay and Elson says that the Taiidan know where he is or something like that and he shows you the Best entrance to the Homeworld. Well time to go fellas! Harvest, Repair your ships and Hyperspace. ******************* 14-Bridge Of Sights. *Objectives: -Destroy The Field Generator *Secondary Objectives: -Destroy Hyperspace Gates. This was a very hard level there are 3 Hyperspace Gates and a huge Orb of Taiidan Elite Guard Ion Cannon Frigates! They do much more damage than the conventional Ion Cannon Frigate!. The Best Strategy here is destroying one ship by one. Research The Sensors Array Tech when is avaliable. When you finish build Two Proximity Sensors and put them guarding a Destroyer because three Enemy Destroyers and a Heavy Cruiser will cloak, well you know what to do destroy the Field Generator with your Multi-Beam Frigates and Capture the Enemy Carrier and if you want retire it and earn some extra Ruīs. Harvest and Hyperspace. ****************** 15-Chapel Perilous. *Objectives: -Destroy the object. This ultra hard level is very difficult because there is a Headshot Asteroid coming right in front of your Mothership and there is a garrison protecting it. I suggest that destroying the asteroid first will be a good idea and blasting the rest of the enemy ships later. I repeated this level like about five times. Well I think that there are no resources in this level but harvest if you want and Hyperspace. *********************************************************************** *Section IV: The Fleet. -Area 4.1: Fighters. *Scout -Mass: 40 tons. -Maneuverability: Very High. -Firepower: 10. -Max Velocity: 1000 M/S. -Armor: 110. -Special Fuction: Speed Burst (PRESS Z TO ACTIVE). -Coverage: 8%. -Build Time: 12 seconds -Cost: 35 RUīs. True to its name, the Scout is a fast, cheap ship that is useful for scouting enemy locations. Because of its high maneuverability, the Scout is excellent for creating diversions and light harassment while avoiding enemy fire. *Interceptor -Mass: 60 tons. -Maneuverability: High. -Firepower: 18. -Max Velocity: 875 M/S. -Armor: 160. -Build Time: 18 seconds. -Coverage: 10%. -Cost: 55 RUīs. While less maneuverable than the Scout, the Interceptor easily Compensates with its much heavier weaponry. The Interceptor is a good Fighter killer and stacks up favorably against Capital Ships when used in greater numbers. *Defender -Mass: 60 tons. -Maneuverability: High. -Firepower: 30. -Max Velocity: 385 M/S. -Armor: 280. -Build Time: 9 seconds. -Coverage: 90%. -Cost: 65 RUīs. Although its slow speed keeps the Defender from being a primary attack force, its gimbaled guns and high power rotational thrusters allow it the greatest coverage of all Fighters. *Cloaked Fighter -Mass: 40 tons. -Maneuverability: High. -Firepower: 10. -Max Velocity: 775 M/S. -Armor: 150. -Special Fuction: Cloaking (PRESS Z TO ACTIVE). -Coverage: 10%. -Build Time: 45 seconds -Cost: 85 RUīs. With cloaking sails active, the Cloaked Fighter is the stealthiest Ship around. Highly useful for simple surveillance, the Cloaked Fighter is also a good attack craft. It must, however, de-cloak to fire, making it vulnerable for a short period of time. *Attack Bomber -Mass: 90 tons. -Maneuverability: Medium. -Firepower: 45. -Max Velocity: 700 M/S. -Armor: 300. -Build Time: 20 seconds. -Coverage: 5%. -Cost: 85 RUīs. A technological advance created plasma bomb technology small enough to Fit in a Fighter-sized craft. The Attack Bomber was born. While its Slow-moving plasma bombs can be outrun by Fighters; they make short work of Frigates and other Capital Ships. *Defense Fighter -Mass: 75 tons. -Maneuverability: High. -Firepower: **. -Max Velocity: 875 M/S. -Armor: 300. -Build Time: 20 seconds. -Coverage: 80%. -Cost: 85 RUīs. The Defense Fighter has no attack weaponry to speak of; instead it Fires beams from its emitter dome to shoot down oncoming enemy fire. This makes the Defense Fighter an excellent mobile protective force, especially when used with other Fighter craft. *********************************************************************** -Area 4.2: Corvettes. *Light Corvette -Mass: 400 tons. -Maneuverability: Medium. -Firepower: 100. -Max Velocity: 575 M/S. -Armor: 900. -Build Time: 22 seconds -Coverage: 40%. -Cost: 135 RUīs It's heavy-duty engine, chassis, and armor make the Light Corvette Significantly slower than any of the Fighter-class ships (besides the Defender). Its salvation comes in a powerful turreted gun which is fast enough to hit Fighters flying at full speed. *Heavy Corvette -Mass: 750 tons. -Maneuverability: Medium. -Firepower: 200. -Max Velocity: 350 M/S. -Armor: 1700. -Special Function: Charged Burst Attack. -Coverage: 50%. -Build Time: 25 seconds -Cost: 240 RUīs. More armored than its light cousin, the Heavy Corvette adds a second High powered turret to an already powerful craft. Its turrets allow the Heavy Corvette to track two fighters at once and also make it a moderate threat to Capital Ships. *Repair Corvette -Mass: 750 tons. -Maneuverability: Medium. -Firepower: 65. -Max Velocity: 500 M/S. -Armor: 1200. -Special Function: Repair+Refuel Strike Craft. -Coverage: 10%. -Build Time: 20 seconds. -Cost: 150 RUīs. The Repair Corvette is capable of repairing and refueling Fighters "in the field." While equipped with only a small gun, the Repair Corvette has heavy armor to protect itself and the craft it's repairing. Timely support from a Repair Corvette can be quite useful in a long battle. *Salvage Corvette -Mass: 1200 tons. -Maneuverability: Medium -Firepower: **. -Max Velocity: 425 M/S. -Armor: 1200. -Special Function: Capture Enemy Ships. -Coverage: **. -Build Time: 30 seconds. -Cost: 220 RUīs. This beefy Corvette was once used exclusively for towing junk and salvaging derelicts. After being adapted for combat, the Salvage Corvette gained the ability to capture enemy ships that are heavily damaged. Once captured, these ships are towed back to a Carrier or the Mothership for refitting. *Multi-Gun Corvette -Mass: 750 tons. -Maneuverability: Medium. -Firepower: 180. -Max Velocity: 695 M/S. -Armor: 1400. -Build Time: 28 seconds. -Coverage: 78%. -Cost: 225 RUīs. Following advances in turrets and auto-targeting, the Multi-Gun Corvette was conceived. It sports a full six articulating turrets. This allows it to track numerous fast-moving targets at once, making it especially deadly against large groups of Fighters. *Minelayer Corvette -Mass: 900 tons. -Maneuverability: Medium. -Firepower: 300. -Max Velocity: 425 M/S. -Armor: 1800. -Special Funtion: Creation of Minefields. -Coverage: **. -Build Time: 40 seconds. -Cost: 275 RUīs. While the Minelayer has normal attack capability (dropping mines that float slowly towards the target), it can also perform a force mine drop, a where walls of mines are laid at the current location. Running into a minefield with a fleet of Capital Ships is sure to ruin anyone's day. *********************************************************************** -Area 4.3: Capital Ships. *Assault Frigate -Mass: 45000 tons. -Maneuverability: Low. -Firepower: 2400. -Max Velocity: 325 M/S. -Armor: 16000. -Build Time: 1 minute. -Coverage: 75%. -Cost: 575 RUīs. The Assault Frigate is the most general purpose combat ship of the capital ships. It has four large turrets, which afford it excellent coverage, as well as two fixed plasma bomb launchers. While its turrets are too slow to track fast-moving fighters, they can take out the slower Corvettes with ease. *Ion Cannon Frigate -Mass: 57000 tons. -Maneuverability: Low. -Firepower: 4000. -Max Velocity: 300 M/S. -Armor: 15000. -Build Time: 1 minute. -Coverage: 2%. -Cost: 650 RUīs. When ion beam power was harnessed, the scale necessary to produce a severely damaging beam meant that an entire Frigate could only hold one cannon. The acceleration ladder alone runs the entire length of the ship. What results is a devastatingly powerful, focused ion beam. *Support Frigate -Mass: 45000 tons. -Maneuverability: Low. -Firepower: 760. -Max Velocity: 450 M/S. -Armor: 12000. -Special Function: Repair+Refuel Strike Craft. -Coverage: 15%. -Build Time: 1 minute 5 seconds. -Cost: 425 RUīs. Giving support to Strike Craft in combat is the Support Frigate's main role. It has ten Fighter docking pads and four Corvette docking arms for repairing and refueling. Although it is well armored, the Support Frigate has only one large turret for defense and is best left alone. *Drone Frigate -Mass: 60000 tons. -Maneuverability: Low. -Firepower: 4900. -Max Velocity: 325 M/S. -Armor: 16000. -Special Function: Drone Lauching/Retraction. -Coverage: 100%. -Build Time: 1 minute 15 seconds. -Cost: 800 RUīs. The Drone Frigate is essentially a holding and control system for the 24 drones it houses. These highly maneuverable drones each contain a powerful gun and, when launched, form a protective sphere around the Drone Frigate, giving it superb protection against Fighters. *Defense Field Frigate -Mass: 53000 tons. -Maneuverability: Low -Firepower: **. -Max Velocity: 325 M/S. -Armor: 17600. -Special Function: Defense Field (ALWAYS ACTIVE). -Coverage: 100%. -Build Time: 1 minute 15 seconds. -Cost: 800 RUīs. *********************************************************************** -Area 4.4: Super Capital Ships. *Missile Destroyer -Mass: 200000 tons. -Maneuverability: Low. -Firepower: 8500. -Max Velocity: 295 M/S. -Armor: 42000. -Special Function: Missile Volley Attack. -Coverage: **. -Build Time: 2 minutes. -Cost: 1500 RUīs. Although it's total firepower is significantly less than that of a regular Destroyer, the guided missiles it launches make the Missile Destroyer a formidable foe to Strike Craft and Capital Ship alike. For supply, the Missile Destroyer has a full missile-manufacturing center in its belly. *Carrier -Mass: 600000 tons. -Maneuverability: Very Low. -Firepower: 4100. -Max Velocity: 300 M/S. -Armor: 72000. -Build Time: 4 minutes 50 seconds. -Coverage: 60%. -Cost: 2000 RUīs. A veritable feat of engineering, the Carrier incorporates an entire construction center, capable of building up to Frigate-class ships. In addition, a huge docking array provides space for up to 50 Fighters and 25 Corvettes. Its rapid-fire deck guns give it adequate defense. *Heavy Cruiser -Mass: 800000 tons. -Maneuverability: Very Low. -Firepower: 19000. -Max Velocity: 190 M/S. -Armor: 70000. -Build Time: 8 minutes -Coverage: 80%. -Cost: 3700 RUīs. The goliath of Capital Ships, this bruiser carries four twin-mounted ion cannons and six heavy turrets, each almost half the size of an entire Frigate. When a Heavy Cruiser shows up on the scene, things get really quiet really fast. *Destroyer -Mass: 185000 tons. -Maneuverability: Low. -Firepower: 10500. -Max Velocity: 315 M/S. -Armor: 44000. -Build Time: 2 minutes 40 seconds. -Coverage: 35%. -Cost: 1350 RUīs. When it comes to taking down other Capital Ships, the Destroyer is a first choice. It has twin ion cannons and two modified large turrets. With maneuverability almost equal to a Frigate, the Destroyer is able to move around well in combat and react quickly to changes in battle. *********************************************************************** -Area 4.5: Non-Combat Class Ships. *Resource Collector -Mass: 40000. -Maneuverability: Medium. -Armor: 10800. -Max Velocity: 300 M/S. -Build Time: 1 minute. -Cost: 650 RUīs. Using a modified Phased Disassembler Array, the Resource Collector extracts at a molecular level the base elements in any resource. It then converts these elements into Resource Units, the generic term for base levels of material necessary for construction. *Resource Controller -Mass: 79000. -Maneuverability: Low. -Armor: 13600. -Max Velocity: 300 M/S. -Build Time: 1 minute 5 seconds. -Cost: 680 RUīs. The Resource Controller provides remote drop-off capability to the Resource Collector, minimizing the time spent in transit. Additionally, it supports refueling of six Fighters and two Corvettes at once via it's docking pads. *Probe -Mass: 40 tons. -Maneuverability: Medium. -Armor: 800. -Max Velocity: 4000 M/S. -Build Time: 6 seconds. -Cost: 30 RUīs. The Probe is outfitted with a one-time use engine which provides a huge power output for a short period of time. This results in very fast travel, but once in place the Probe can't be moved again. *Cloak Generator -Mass: 22000 tons -Maneuverability: Low. -Special Function: Cloaking. -Armor: 6000. -Max Velocity: 325 M/S. -Build Time: 1 minute. -Cost: 500 RUīs. The Cloak Generator creates a cloaking field large enough to contain up to two Frigates. Any ship inside the field is completely invisible except when firing. The generator can operate only for a fixed amount of time before recharging must occur. *Gravity Well Generator -Mass: 65000 tons. -Maneuverability: Low. -Armor: 8000. -Max Velocity: 325 M/S. -Special Function: Captures Strike Craft in its Field. -Cost: 800 RUīs The Gravity Well Generator creates a strong field around it which stops all Strike Craft in place. Gravity Well technology is less understood than cloaking and, as a result, the Grav Well's unstable field must be shut down after a certain time and never restarted. *Proximity Sensor -Mass: 40 tons. -Maneuverability: Very High. -Armor: 800. -Max Velocity: 1000 M/S. -Build Time: 6 seconds. -Cost: 50 RUīs. A remote sensor pack with an engine strapped onto it pretty much sums up the Proximity Sensor. Beyond normal watchdogging its ability to detect cloaked vessels can make the lowly Proximity Sensor a handy ship to have around. *Sensors Array -Mass: 2900 tons. -Maneuverability: Low. -Armor: 6000. -Max Velocity: 280 M/S. -Build Time: 1 minute 20 seconds. -Cost: 800 RUīs. Expanding the sensor ability of the Mothership with it's larger-scale design, the Sensors Array provides full data on the local environment, letting you see the position and number of all enemy ships, as well as resource pockets. *Research Ship -Mass: 11000 tons. -Maneuverability: Low. -Armor: 4500. -Max Velocity: 280 M/S. -Build Time: 1 minute. -Cost: 700 RUīs. Each Research Ship is a fully-functioning science facility that develops new technologies for the fleet. Newly built research ships will link up with existing ones, increasing the aggregate armor of the facility. *********************************************************************** -Area 4.6: Mothership. -Mass: 5.000.000 tons. -Firepower: 7500. -Armor: 160000. -Coverage: 60%. -Max Velocity: 50 M/S. -Build Time: 25 to 80 years. The massive mothership contains three main sections: navigation, the fleet foundry, and cryogenics. Navigation analyzes local sensor data, the foundry provides complete construction capability, and cryogenics maintains the 500,000 colonists aboard. *********************************************************************** Section V: Technologies. -Area 5.1: Technologies. *Fighter Drive: -Required Tech: Nothing -Leads to: Fighter Chassis -Needed for: Interceptor, Defender, Cloaked Fighter, Defense Fighter, and Attack Bomber. The first requirement for more powerful Strike Craft is a better engine. Fighter Drive Technology allows us to modify the plasma ducting and reaction efficiency of our smallest reactors and create a whole new generation of high-performance Strike Craft that can carry heavier armor and payloads. *Fighter Chassis: -Required Tech: Fighter Drive -Leads to: Defender Sub-Systems, Plasma Bomb Launcher, and Cloaked Fighter, Defense Fighter -Needed for: Interceptor, *Defender, Cloaked Fighter, Defense Fighter, and Attack Bomber. Once the full capabilities of the new Fighter drives are documented, scientists quickly will begin designing new frames that translate this power into better armor, longer range and heavier payloads. The Fighter Chassis is the blueprint for a new generation of heavy Fighters and Interceptors. *=In single-player, yes. In Multi-player, you can build it right after researching the Fighter Drives, no Fighter Chassis is needed. *Plasma Bomb Launcher: -Required Tech: Fighter Chassis -Leads to: Nothing -Needed for: Attack Bomber One of the benefits of a larger Fighter frame is the ability to modify a Strike Craft to carry powerful directed energy payloads. The plasma bomb system draws high-energy plasma from the Fighter's fusion torch drive and vents it into a small magnetic containment sphere mounted aboard a direct fire missile. The plasma venting occurs in the split second between the pilot firing the bomb and the bomb actually leaving its cradle. Upon impact with the target, the bomb's containment sphere ruptures and releases the neat-fusion plasma in a single massive burst. While the missile is unable to accurately target fast-moving Strike Craft, it can be devastating to slower-moving Capital Ships. This ornate and powerful weapon system leaves a Strike Craft without any room to mount other weapons. *Defender Sub-Systems: -Required Tech: Fighter Chassis (single-player only) -Leads to: Nothing -Needed for: Defender With the need for better space superiority systems, engineers have developed a whole new generation of targeting computer and sensor suites and combined them into specialized Fire Control systems. These new control systems can be adhered to gimbals mounted weapons to enable them to track and fire upon small, fast Strike Craft. *Cloaked Fighter (Kushan Only): -Required Tech: Fighter Chassis. -Leads to: Nothing. -Needed for: Cloaked Fighter (Kushan Only). While researching electromagnetic ram-scoops, a Kushan scientist stumbled across a process by which intense fields could wrap photons around an object and render it invisible. Because the ration between the size of the field and the mass of the generator kept the effect minimal, it was considered nothing more than a scientific curiosity. This was until a research team discovered that a generator large enough to emit electromagnetic fields just strong enough to render a Fighter invisible could be mounted on a Fighter chassis. *Defense Fighter (Taiidan Only): -Required Tech: Fighter Chassis. -Leads to: Nothing. -Needed for: Defense Fighter. Exploiting the Fighter frame even further, Taiidan scientists were able to produce a design capable of supporting the large dome Array mounting which makes the Defense Laser possible. *Corvette Drive: -Required Tech: Nothing. -Leads to: Corvette Chassis. -Needed for: Light Corvette, Salvage Corvette, Multi-Gun Corvette, Heavy Corvette, Minelayer Corvette. This improvement to the Fighter Drive trades mass for power. While far to big to wrap a Fighter around, this new drive is perfect for the Corvette class of ships. The higher power output allows for heavier weapon systems and powered turrets. Unfortunately, despite a higher degree of fusion efficiency, these drives still require reaction mass to be injected into the fusion torch and must be refueled regularly. *Corvette Chassis: -Required Tech: Corvette Drive -Leads to: Heavy Corvette Upgrade, Fast Tracking Turrets, Minelaying Tech. -Needed for: Light Corvette, Salvage Corvette, Heavy Corvette, Multi- Gun Corvette, Minelayer Corvette. With an improved engine, engineers were quickly able to expand their initial large utility hulls into a full-fledged combat chassis. This new generation of Strike Craft had large crew areas with multiple control stations which would open the door for heavy, multi-role Strike Craft with full turret capabilities and superior composite armor plating. *Heavy Corvette Upgrade: -Required Tech: Corvette Chassis. -Leads to: Nothing. -Needed for: Heavy Corvette. This breakthrough represents the pinnacle of corvette class design and technology. The achievement here is beefing up the structural strength of the Corvette hull with advanced components and EM field couplers so it can handle the stress of carrying a second heavy turret. Advancements in ablative armor techniques are the final part of an upgrade package that creates the most powerful Strike Craft in existence. *Fast-Tracking Turrets: -Required Tech: Corvette Chassis. -Leads to: Nothing. -Needed for: Multi-Gun Corvette. IN an attempt to further increase fleet defense against high-speed Fighter attacks, breakthroughs were made in both computerized and high- speed magnetic couplings. Engineers combined these into a new series of fast-tracking turrets that can be mounted in multiple configurations on hulls as small as Corvettes. This ability to track multiple targets and engage them with separate turrets has allowed the creation of small gunships that can serve effectively in the anti-Fighter role. *Minelaying Tech: -Required Tech: Corvette Chassis. -Leads to: Nothing. -Needed for: Minelayer Corvette. When scientists tried applying plasma bomb launcher technology to the larger Corvette hulls, they accessed a more powerful fusion drive that allowed them to experiment with the size of the plasma bomb containment field and new deployment methods. The development of super-dense plasma injectors made it possible to create a mine dispenser that would fir inside a Corvette hull and still be able to produce dozens of small plasma warheads designed to detonate on or near contact with enemy hulls. With this technology, it's possible to create minefields around the Mothership at a moment's notice. *Capital Ship Drive Drive: -Required Tech: Nothing. -Leads to: Capital Ship Chassis. -Needed for: Assault Frigate, Ion Cannon Frigate, Drone Frigate, Defense Field Frigate, Support Frigate, Gravwell Generator, Cloak Generator, and Resource Controller. The advances in Strike Craft drives soon made it obvious that the next step in ship engineering should be drives large enough to achieve self- sustaining fusion torches while accelerating high mass vessels to combat speeds. The capital ship drive finally allows for vessels that do not require refueling. *Capital Ship Chassis: -Required Tech: Capital Ship Drive. -Leads to: Ion Cannons, Super capital Ship Drive, Super Heavy Chassis, Gravity Generator, Cloak Generator. -Needed for: Ion Cannon Frigate, Drone Frigate, and Defense Field Frigate. The new heavy drives require a whole new hull technology based on heavily reinforced alloy skeleton that can bear the stress of multi- level decking and heavy weapon mounts. The groundwork had been laid to design the ship's spine to incorporate theoretically very heavy beam weapons. This breakthrough can be adapted to several special purpose designs as well as the creation of Frigate class warships. Scientists believe that this chassis could lead to even more massive ship designs. *********************************************************************** -Area 5.2: Research Trees. *Kushan Research Tree: ^=Ship Produced Plasma Bomb Launcher / ^Attack Bomber^ Defender Sub-Systems / / ^Defender^ / / /-Cloaked Fighter Fighter Drive -/- Fighter Chassis ------/ ^Cloaked Fighter ^Interceptor^ ----------------------------------------------------------------------- Fast Tracking Turrets / ^Multi-Gun Corvette^ / /-Heavy Corvette Upgrade / ^Heavy Corvette Corvette Drive - - - - - Corvette Chassis - /-\ ^Light Corvette^ ^*Salvage Corvette^ - Minelaying Tech ^Minelayer Corvette^ ----------------------------------------------------------------------- /-Gravity Generator - Ion Cannons / ^Grav Well Generator^ /^Ion Cannon Frigate^ / / /-Cloak Generator /-Drone Tech / ^Cloak Generator^ / ^Drone Frigate^ Capital Ship Drive /-\ / ^Support Frigate^ Capital Ship Chassis--/ ^Resource Controller^ ----------------------------------------------------------------------- -Super Capital Ship Drive -Guided Missiles / ^**Destroyer^ ^Missile Destroyer^ / Capital Ship Chassis /-\ -Super Capital Ship Chassis -Heavy Guns ^****Carrier^ ^***Heavy Cruiser^ ----------------------------------------------------------------------- Proximity Detector -Sensors Array ^Proximity Sensor^ ^Sensors Array^ *=In single player, you can build it right off the bat. In Multiplayer, you need to research to build it. **=Also needs Ion Cannons. ***=Also needs Ion Cannons and Super Capital Ship Drive. ****=Also needs Super Capital Ship Drive. ----------------------------------------------------------------------- *********************************************************************** *Taiidan Research Trees: ^=Ship Produced Plasma Bomb Launcher / ^Attack Bomber^ Defender Sub-Systems / / ^Defender^ / / /-Defense Fighter Fighter Drive -/-Fighter Chassis------/ ^Defense Fighter^ ^Interceptor^ ----------------------------------------------------------------------- Fast Tracking Turrets / ^Multi-Gun Corvette^ / /-Heavy Corvette Upgrade / ^Heavy Corvette Corvette Drive ----- Corvette Chassis -----/-\ ^Light Corvette^ ^*Salvage Corvette^ -Minelaying Tech ^Minelayer Corvette^ ----------------------------------------------------------------------- /-Gravity Generator - Ion Cannons / ^Grav Well Generator^ /^Ion CannonFrigate^ / / /-Cloak Generator /-Drone Tech / ^Cloak Generator^ / ^Drone Frigate^ Capital Ship Drive /---\ / ^Support Frigate^ Capital Ship Chassis -/ ^Resource Controller^ ----------------------------------------------------------------------- -Super Capital Ship Drive - Guided Missiles / ^**Destroyer^ ^MissileDestroyer^ / Capital Ship Chassis /-\ -Super Capital Ship Chassis - Heavy Guns ^****Carrier^ ^***Heavy Cruiser^ ----------------------------------------------------------------------- Proximity Detector - Sensors Array ^Proximity Sensor^ ^Sensors Array^ *=In single player, you can build it right off the bat. In Multiplayer, you need to research to build it. **=Also needs Ion Cannons. ***=Also needs Ion Cannons and Super Capital Ship Drive. ****=Also needs Super Capital Ship Drive. ----------------------------------------------------------------------- *********************************************************************** *Section VI: Battle Tactics. -Area 6.1: VS Computer. One of the reasons I like this game so much is because of the Skirmish mode. Here are some tips for beating the computer. *Enemy Resource Collectors: If anybody who reads this has played Command And Conquer, you have good practice with managing harvesters. And, it's a LOT easier do destroy the enemy's Resource Collectors here, since the AI doesn't do anything about it. At least on Easy... But, instead of destroying them, capture them instead. Still, make sure you can fend off an attack if you go after them, because the computer does sometimes attack when you do that. *Scouting the Enemy: The Computer AI attacks anything besides itself within a set distance of it, I believe. And there is a flaw, or the set distance should at least be bigger. You see, you can position a ship far enough above the enemy mothership so that you can Alt focus in on the mothership and see all the ships they're building, etc., and have the enemy not attack you. Also, this could work in real-life multiplayer if the human opponent is stupid, but don't count on it. I only tested it on the Easy setting, so the radius may vary from difficulty to difficulty. It's worth a shot, though. *Easy Computer Kills: There's a really easy way to kill the enemies Capital Ships, and in theory, Strike Craft, also. Send a Probe or something and take a look at the computer's forces. Do they have a lot of capital ships just sitting there, say over 10? You can take out some without getting a shot fired back in return. OK, Hyperspace a small fleet of capital ships (say, 5 Assault Frigates and 3-5 Ion Cannons) to the end of that line of capitals, away from the Mothership. Now, attack the last one. Sure, it'll be knocked backward, but you should still be able to kill it. Now, keep doing this until they start firing at you. It's OK if the computer builds more ships, it's just wasted resources on their part and more bounty on yours if you have that option on. Even after they start firing back, you can kill a few. Hyperspace back away when your fleet ends up in bad condition. Also, I've only done this once, and on the Easy difficulty, too. It may not work on hard. *********************************************************************** -Area 6.2: Formations. -Delta: The standard flat triangle formation is an excellent way of organizing groups of Strike Craft into effective squadrons, but it lacks the flexibility and firepower concentration available to the more three- dimensional formations. -Broad: This flattened line is not effective for Strike Craft as it disperses their firepower. It is more useful for squadrons of Capital Ships, where unit quick identification and selection are as important as firepower. It is a useful formation to approach in if you are planning to break ships off to strike at specific targets once the battle is joined. *X: The flying X formation is an excellent Strike Craft formation, concentrating a large number of vessels into a relatively small three-dimensional space. Its only drawback is that the dense formation makes individual ships vulnerable to slow turret fire they might otherwise have avoided if they were dispersed. *Claw: Like its natural namesake, this formation is deadly when striking out at an individual target. The Claw is a superb formation for Strike Craft when they are targeting a Capital Ship. The four curving lines of Fighters make concentrating firepower and envelopment deadly efficient. The only drawback is identifying and selecting single ships inside this complex formation: *Wall: Most effective for Capital Ships, the Wall formation allows larger vessels to concentrate firepower without dangerously crowding each other. The Wall is not a subtle formation but does give large groups of big ships an effective attack mode. *Sphere: This is the deadliest of all formations in terms of continuous firepower. Ships in this formation lose their ability to perform complex flight maneuvers but gain the ability to constantly fire at targets from every angle. This is also an effective guarding formation as it puts the vessel to be protected in the center of the sphere. *********************************************************************** Section VII: Legal INFO. *The International Copyright Law protects this Document. HOMEWORLD Copyright 1997-1999 Sierra ON-LINE Inc. Copyright 1997-1999 Relic Entertainment Inc. MMCXVII Copyright David Murillo 2001.