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Stardrive 2 guide
Stardrive 2 guide




stardrive 2 guide

Above all, the player has to conduct diplomatic, as well as espionage-related actions appropriately, apart from making alliances with other races that have possessed the knowledge and resources the player needs. Making this happen is based here on the pillars of 4X strategies: exploration, expansion, exploitation and extermination. The player leads their race through unknown parts of the galaxy and their goal is to establish a true interstellar empire over a short period of time. Based on the universe that had been being developed for 5 years, as well as two decades of being fascinated with classic strategies, such as Master of Orion, the creators developed the concepts the original game had its roots in. The sequel emerged as an effect of combining the efforts of the American developer and Iceberg Interactive (the publisher) together once again.

#Stardrive 2 guide Pc#

The design will now be available for production on the colony overview screen of any colony with a Space Port.StarDrive 2 for PC brings a continuation to StarDrive - a strategy set in space and created by the independent Zero Sum Games. When you are ready, click "Save As." in the lower right corner of the Shipyard. To save a ship design, first make sure there are no empty slots, and that the ship has a bridge or cockpit module to be piloted from. The listed power consumption is with energy weapons not firing. The power consumption of a ship while in warp is x2. The sublight and FTL speed multipliers (base of 1 and 35 respectively) are listed in the Diplomacy screen. This can be offset by adding more or larger engines, or, later on, by adding power-hungry Inertial Damper modules. This will show you all current weapon firing arcs as well as shield coverage.Įach module added to a ship increases also the ship's mass, making a ship heavier and slower, reducing its sublight, FTL, and turn speed. The arcs setup can be displayed by pressing TAB. Larger, fixed-mount weapons have an icon indicating they can be rotated - before installing the weapon, use the arrow keys to mount as front, side, or rear-facing. Smaller turret-mounted weapons have a firing arc that can be adjusted 360` by clicking the installed weapon and dragging the displayed firing arc with the mouse.

stardrive 2 guide

Weapon modules come in two different mounting styles. All modules together create the final, total production cost of the ship. In addition, each module has a production cost. Placing power plants also increases the speed at which your ship recharges power both while still and while warping, while adding other modules decreases this.Įach module added to a ship increases the ship's hitpoints, up to a final total. Placing power plants such as an Anti-Matter Reactor powers modules within a certain radius around the reactor (signified by a lit-up area of squares). Most modules in a ship (excluding armor and fuel cells) must be powered in order to function. To add them to the ship, modules must be dragged into the appropriate slot (I, O, IO or E) on the ship from the module list on the left. Power consumption (excluding armor and fuel cells).DPS - damage per second (for weapons only).IO slots can be used for either.Įach component of a ship is called a module and has several statistics such as: O slots are usually for weapons and armor, while I slots are for internal components such as the bridge, shield generators and power reactors. In the center of the Shipyard will be an image of the hull/design you have selected overlayed with many squares marked I, O, IO or E. The list of these stats are stated in Module Statistics. The stats are for each individual module selected and will be totaled on the right side of the screen. It will list certain stats that the selected module outputs. After clicking on a selected module a window will open on the bottom called Active Module. New modules can be unlocked via the research screen. On the left hand side is a list of modules currently unlocked. Presense of a command module (Cockpit, Bridge, or CIC) (Yes/No).Mass: The more mass, the slower the ship for a given amount of thrust.

stardrive 2 guide

This will cause it to perform multiple warp "jumps" instead of warping continuously. If the power recharge at warp is negative, the ship will drop out of warp when its power reaches zero. Power recharge at warp: Modules consume double power at warp (FTL travel).Power recharge (without power require to fire).To the right shows an example of the shipyard screen with a Ralyeh missionary fighter hull selected.Īlso on the right hand side is a list of statistics for your ship which include: New hulls can be unlocked via researching technologies in the research screen. On the right hand side of the Shipyard is a list of hulls for your race that are currently unlocked in this game.






Stardrive 2 guide