Complete unit list

Алан-э-Дейл       27.02.2023 г.

General


A Diagram Showing All interactions of the Adjacency Bonus

To have and adjacency bonus, there must be two structures placed next to each other; one giving the bonus and one receiving it.

  • Any structure which produces a resource is a bonus giver.
  • Any structure consuming a resource is a bonus receiver, including other bonus givers (upgrading mass extractors)
  • Additionally, Storages are bonus givers to resource producing buildings.
  • Doubling the number of adjacent bonus givers next to a structure doubles the adjacency bonus on that structure.

The Bonus amount is dependent on the number of bonus givers which can fit around a bonus receiver. (minimum:4 maximum:16)
This means that the larger a bonus receiver the more bonus givers must be next to it to give the same bonus.
Examples:

  • A factory surrounded by 16 T1 power generators receives the same discount as a radar surrounded by 4 T1 power generators.
  • A mass extractor surrounded by 4 storages receives the same percentage production bonus as a T3 mass fabricator surrounded by 12 mass storages.

Supreme Commander: Forged Alliance выдает ошибку об отсутствии DLL-файла. Решение

Как правило, проблемы, связанные с отсутствием DLL-библиотек, возникают при запуске Supreme Commander: Forged Alliance, однако иногда игра может обращаться к определенным DLL в процессе и, не найдя их, вылетать самым наглым образом.

Чтобы исправить эту ошибку, нужно найти необходимую библиотеку DLL и установить ее в систему. Проще всего сделать это с помощью программы DLL-fixer, которая сканирует систему и помогает быстро найти недостающие библиотеки.

Если ваша проблема оказалась более специфической или же способ, изложенный в данной статье, не помог, то вы можете спросить у других пользователей в нашей рубрике «Вопросы и ответы». Они оперативно помогут вам!

Благодарим за внимание!

Violations and Penalties:

If, for any reason, you are in violation of any of the rules of FAF then your privileges to use FAF services will be reviewed by the moderation team. The penalties range from being given a severe warning as to future conduct, a timed ban (for a specified time), a total forum/lobby ban (you may still play on FAF) or a total FAF ban (you will not be able to play on FAF).
If the matter warrants it then you might also be reported to your ISP/appropriate authorities.

The moderation team has the final say over what constitutes a violation of these Community Rules, and reserve the right to apply penalties at their discretion.

  • Warnings and notices from community staff will be sent via private message. It is your responsibility to check your private messages for any notices that may occur.

  • All situations will be dealt with on a case by case basis.

  • Testing the boundaries of the rules will often result in more severe penalties, and the boundaries of the rules are reserved for the moderation team to define. Attempts to incite action from and harrass the moderation team will result in penalties, just as they would for other members of the FAF community.

  • Minor infractions that do not justify a penalty alone will be nonetheless recorded and when a sufficient number is reached, penalties can be applied.

  • Repeat offenses are taken seriously. If you do not apply effort in changing your behaviour for the better, penalties that are more severe will be applied, and could escalate into a total FAF ban from a series of minor infractions.

Debugging

This section is to help you debug your mods and scripts. If you’re creating a mod, and run into some errors, hopefully this will help you find a workaround.

Handling LazyVars

This is quite a common issue with FA. Usually, LazyVars are related to the User Interface of FA. This sub-section will help you find out how to debug LazyVars and
what’s causing issues with your User Interface code.

The first thing you need to do is find out what’s causing your error. LazyVars don’t provide any helpful error exceptions by default, but this can be changed.

Navigate to: C:\Program Files (x86)\Steam\steamapps\common\Supreme Commander Forged Alliance\gamedata and open mohodata.scd with either 7zip or WinRAR.

Once you have opened the SCD file, find a file called ‘lazyvar.lua’ and open it with any text editor (Recommended: Notepad++ or Sublime Text 3) Be sure to make
a back-up of this file before you make any changes as this may cause you to desync in public games when playing FAF.

With the file open, locate the variable «ExtendedErrorMessages = false» and change it to «ExtendedErrorMessages = true».

Click yes and close the archive.

Now, when you open up your game again, you will find that your console (F9) will provide error exceptions related to «LazyVars».

Геймплей

Геймплей в Forged Alliance во многом такой же, как и в оригинальном Supreme Commander . Игрок использует гигантского двуногого меха, называемого бронированным командным отрядом (или ACU), чтобы построить армию, с помощью которой он сможет победить своих противников. Forged Alliance расширяет оригинальную игровую механику, добавляя новые юниты, изменяя старые и вводя другие улучшения в пользовательский интерфейс. Самым заметным дополнением к этому расширению является добавление новой фракции, Серафимов. Кроме того, три исходные фракции — United Earth Federation (UEF), Cybran Nation и Aeon Illuminate — также получат ряд новых юнитов. Другой новый контент включает новые карты. Также были внесены некоторые улучшения в элементы управления и закулисную механику. Обновлен интерфейс, улучшена навигация по траектории и динамика полета самолета.

Первоначальный Supreme Commander позволял игроку использовать все четыре традиционных боевых пространства — воздух , информацию , сушу и море . Forged Alliance добавляет возможность фракции UEF создавать орбитальное оружие, которым может управлять игрок. Этим спутникам невозможно нанести прямой вред, вынуждая противников находить и уничтожать поддерживающие их центры управления.

Звук в Supreme Commander: Forged Alliance отсутствует или пропадает в заставках

  • В трее нажмите ПКМ по значку динамика;
  • В открывшемся меню необходимо выбрать пункт

    «Звуки»

    ;
  • Следом необходимо выбрать устройство (это могут быть либо динамики, либо наушники) и
    нажать на

    «Свойства»

    ;
  • Перейти на соседнюю вкладку

    «Дополнительно»

    ;
  • Отыщите меню под названием

    «Формат по умолчанию»

    , чтобы задать значение, но
    оно должно быть ниже текущего;
  • Нажмите

    «Применить»

    , откройте Supreme Commander: Forged Alliance и проверьте результат проделанной
    работы.
  • Вновь в трее ПКМ по значку динамика;
  • В меню отыщите функцию под названием

    «Пространственный звук»

    , чтобы
    отключить;
  • Остаётся лишь перезапустить Supreme Commander: Forged Alliance и проверить результат.

UEF[]

UEF units typically have more health and tend towards being jack-of-all-trades style units. UEF units tend towards weapons mounted on turrets, which can be both a hindrance and a boon, as they often move more slowly traversing smaller angles, leading to UEF units being slower in their initial salvo.

A good example of this mentality would be in the UEF T1 Frigate, «Thunderhead Class», which not only has AA but also a radar jammer, making tracking nearby units almost impossible with either radar or sonar, as well as having good DPS and great health compared to other factions Frigates.

Other good examples of the UEF philosophy are: UEF Percival and the UEF Fatboy.

The UEF additionally focus on overall defensive capability: Notice the ‘Ravager’ T3 heavy point defense tower, capable of falling even mighty experimentals in numbers. The UEF Fatboy also is useful for base defense with long range turret ballistae and a factory capability (which allows for engineers to be built, which in turn build defensive structures).

Aeon Illuminate[]

Aeon units are the most effective in an even fight between equivalent units. Their HP, construction costs, speed and abilities are average, but their weapons are particularly effective. For instance, their tech 2 tanks do more DPS, their tech 3 bombers drop smartbombs that track their targets, and their tech 3 artillery does not stop to deploy stabilizers in order to fire, but also lets them have very good accuracy. The trajectories of their weapons often give them the best effective DPS and initial shot damage.

The Aeon also have the best shields after the Seraphim but the highest shield density as the seraphim shields have a very large radius. Their T2 mobile shield generators have the highest shield points. This allows for a task force to be protected whilst engaging the enemy.

The Aeon is widely considered to have the best navy. Aeon T1 Light Tanks: Auroras are amphibious giving the Aeon an early naval advantage, Aeon mobile shield generators are also amphibious to support the navy, and Aeon naval units are nearly all more hardy and powerful than the other factions’ naval units. They also have the only submersible battleship.

Weapons

The Aeon tend to utilize weapons with long range, high DPS, low firing randomness, and extremely high initial shot damage. Most of them have a small damage radius and low ROF. Examples of weapons technologies the Aeon Illuminate employs are the Oblivion Cannon, the Fizz Launcher, and the Quantum Cannon.

Unique units

The Aeon navy is the only one that has a T1 Attack Boat: Shard, though this is considered a disadvantage, because it only makes up for the notable lack of anti-air capabilities of the Aeon frigate. However, it does allow for quicker deployment of anti-air when needed. The Aeon use a lot of hover units which make them faster, such as the Aurora, their T1 tank. It is very different from the other factions’ main combat units at T1. It has a far lower health and is slower, but it also hovers over terrain, and has longer weapon range and damage. Overall, Aeon should be handled very differently to the other factions at T1. Their hover units are impossible to hit with torpedoes, and can move across the map freely, traversing both land and sea easily. Their T2 mobile shield generator: Asylum can rush into units, stopping them from firing, but leaving friendly units open to attack. It can also support naval units.

Their unique units are the T2 Guided Missile: Mercy, T3 Shield Disruptor: Absolver, T3 Torpedo Bomber: Solace, T3 AA Gunship: Restorer, T1 Attack Boat: Shard, T3 Missile Ship: Torrent Class, T3 Rapid-Fire Artillery Installation: Salvation, T3 Quantum Optics Facility: Eye of Rhianne and their experimental units: the sacred assault bot Galactic Colossus, the flying fortress: CZAR, the submersible battleship Tempest, and the resource generator Paragon.

Repositories

  • downlords-faf-client

    Public

    Official client for Forged Alliance Forever

    java

    client

    opensource

    spring

    spring-boot

    gaming

    gradle

    Java

    MIT

    100

    135

    103

    (2 issues need help)

    12

    Updated Oct 14, 2021

  • website

    Public

    New FAForever main website

    JavaScript

    28

    14

    15

    3

    Updated Oct 13, 2021

  • faf-qai

    Public

    QAI reloaded

    bot

    irc

    discord

    faforever

    qai

    C#

    MIT

    1

    2

    4

    2

    Updated Oct 13, 2021

  • server

    Public

    The servercode for the Forged Alliance Forever lobby

    game

    game-server

    rts

    hacktoberfest

    Python

    57

    55

    58

    (2 issues need help)

    14

    Updated Oct 13, 2021

  • faf-stack

    Public

    Aggregate project that allows to set up and manage a complete FAF environment within minutes

    docker

    docker-compose

    hacktoberfest

    server-configuration

    faforever

    Shell

    16

    10

    7

    6

    Updated Oct 13, 2021

  • wiki-pages

    Public

    Updated Oct 13, 2021

  • Neroxis-Map-Generator

    Public

    hacktoberfest

    hacktoberfest2020

    Java

    MIT

    6

    13

    8

    Updated Oct 13, 2021

  • fa

    Public

    Lua code for FAF

    Lua

    143

    126

    344

    42

    Updated Oct 12, 2021

  • faf-moderator-client

    Public

    FAF Moderator Client

    spring-boot

    gradle

    javafx

    hacktoberfest

    javafx-desktop-apps

    faf

    Java

    MIT

    7

    3

    4

    (1 issue needs help)

    1

    Updated Oct 10, 2021

  • faf-java-api

    Public

    The FAForever REST api

    hacktoberfest

    Java

    MIT

    23

    20

    16

    (1 issue needs help)

    5

    Updated Oct 10, 2021

  • FA-Binary-Patches

    Public

    Forked from

    kyx0r/FA-Binary-Patches

    C++

    3

    1

    1

    Updated Oct 8, 2021

  • nomads

    Public

    This project is about bringing Nomads back as playable faction via featured mod and make a serious attempt to integrate them into the main game.

    Lua

    23

    9

    39

    (6 issues need help)

    Updated Oct 6, 2021

  • client

    Public

    FAF Python Client

    Python

    GPL-3.0

    90

    69

    96

    (12 issues need help)

    3

    Updated Oct 5, 2021

  • faf-user-service

    Public

    kotlin

    oauth2

    spring-boot

    spring-security

    hacktoberfest

    project-reactor

    spring-data-r2dbc

    Kotlin

    MIT

    1

    1

    1

    2

    Updated Oct 4, 2021

  • db

    Public

    FAForever database

    Shell

    GPL-3.0

    17

    10

    11

    Updated Oct 4, 2021

  • faf-league-service

    Public

    Python

    GPL-3.0

    1

    Updated Sep 30, 2021

  • java-ice-adapter

    Public

    A P2P connection proxy for Supreme Commander: Forged Alliance using ICE

    Java

    6

    3

    5

    3

    Updated Sep 30, 2021

  • faf-java-commons

    Public

    Shared code for FAF Java projects.

    Java

    MIT

    7

    1

    2

    Updated Sep 29, 2021

  • FA_Patcher

    Public

    Forked from

    kyx0r/FA_Patcher

    A tool for binary patching (.exe) binary files

    C++

    MIT

    2

    1

    Updated Sep 29, 2021

  • faf-voting

    Public

    Voting front end for FAF

    HTML

    3

    1

    1

    Updated Sep 24, 2021

  • spooky-db

    Public

    Forged Alliance Forever unit database remake

    faforever

    supcom

    unitdb

    JavaScript

    11

    11

    6

    Updated Sep 22, 2021

  • lua-lang

    Public

    The Lua language modified to behave like it does in Supreme Commander Forged Alliance

    C

    3

    Updated Sep 21, 2021

  • faf-aio-replayserver

    Public

    FAF python asyncio replay server

    Python

    GPL-3.0

    3

    1

    9

    (1 issue needs help)

    Updated Sep 18, 2021

  • FAFProfiler

    Public

    Lua and Engine sim profiler

    Lua

    Updated Sep 7, 2021

  • nixos-configuration

    Public

    NixOS configuration for all things FAF

    nixos

    server-configuration

    faforever

    Nix

    2

    Updated Sep 3, 2021

  • Dostya

    Public

    Vodka in the trunk

    bot

    discord-js

    JavaScript

    4

    2

    12

    7

    Updated Aug 31, 2021

  • faf-status

    Public

    Deployment configuration for status.faforever.com

    Python

    GPL-3.0

    Updated Aug 26, 2021

  • fa-coop

    Public

    Lua

    11

    2

    4

    (1 issue needs help)

    3

    Updated Aug 14, 2021

  • organigramme

    Public

    1

    1

    Updated Jul 4, 2021

  • faf-rust-replayserver

    Public

Previous 1 Next

Previous Next

Новинки Aeon

Blaze (T2 assault tank) — штурмовая модификация танка: чуть быстрее и дешевле, но отсутствует силовой щит. Пушки слабее, чем у Obsidian, но способны быстро менять цели, что полезно против мелких целей

Призван отвлекать на себя внимание. Sprite Stalker (T3 sniper bot) — необычный отряд, что-то вроде артиллерии оперативного реагирования

Особенно полезен при атаке экспериментальных отрядов противника: способен издали атаковать движущегося врага. Недостатков также немало: высокая цена и легкая броня.

Swift Wind (T2 combat fighter) — истребитель промежуточного класса, задуман как средство доминирования в воздухе в середине игры. Излишне дорог и потому неэффективен.

Restorer (T3 antiair gunship) — тяжелый вертолет (gunship), призванный заполнить пробел в этой области у Aeon. По сравнению с аналогами других рас слабее вооружен, но лучше бронирован.

Solace (T3 torpedo bomber) — улучшенное средство борьбы против флота противника. Дорог в производстве.

Vesper (T2 submarine hunter) — значительно улучшенная подлодка, крайне полезная на морских картах.

Torrent Class (T3 missile ship) — фактически морская дальнобойная артиллерия, полезная при атаке баз с моря. Способна значительно изменить стратегию борьбы на воде. Крайне высокая цена превращает этот отряд в наполовину экспериментальный.

Salvation (здание) — крайне дорогая и мощная артиллерия, последнее средство в затяжном конфликте.

Eye of Rhianne (здание) — средство разведки, позволяет наблюдать за заданной областью карты. Потребляет 5000 единиц энергии.

Paragon (экспериментальное здание) — мощнейший генератор, позволяющий добиться подавляющего преимущества в экономике. Более чем недешев — по стоимости соотносим с десятью «колоссами»! Кроме того, требует тщательной охраны: при уничтожении способен унести с собой все прилегающие районы в едином взрыве.

FAF Moderators

These people are the moderators who are responsible for rules in-game, in the chat, and in the forum. They’re also very willing to help you with anything, so if you have questions you can PM (private message) them. You can identify the mods by their white names, they can also be found at the top of the user list or by using !mods to be given a list of online moderators.

Current moderators:

  • Giebmasse
  • Gorton (VoR_GoR, Tyr)
  • Voodoo (Scruffy)
  • Resistance
  • Swkoll
  • Deribus
  • Legion Darrath
  • Tex
  • archsimkat
  • angelofd347h
  • nemir

Important: QAI and AeonCommander are !

IRC moderators (These are irc-only moderators)

  • Medicraze
  • SiwaonaDaphnewen
  • NarNerdPower
  • Viking
Past Moderators
  • Exotic_Retard (RetardedIRC)
  • PhilipJFry
  • Com (VoRCom)
  • Deering (Deering_,kangarooing)
  • Jackherer (Pollos_Hermanos)
  • lextoc
  • Nombringer (BringerofNoms)
  • SiNs
  • speed2 (speed2_IRC)
  • TAG_UBER (TAG_UBER_)
  • ToejamS
  • Viking
  • VioletAnia
  • Upcast
  • Laticlave

Seraphim[]

Seraphim units are often very similar to their Aeon counterparts — for example, they have a hovering T1 Light Artillery unit, whereas the Aeon have a hovering T1 Light Tank. Their main trait, like the Aeon, is that their units are very good at what they do — they typically have the best unit in each category, but you pay a premium for this. Given a choice, they opt for single-shot damage rather than damage over time and are typically either best or second best in every category (DPS, health, range, speed).

A good example of this philosophy would be the Seraphim T2 Fighter Bomber, «Notha». It releases its payload in a single bomb, making it far more effective at taking down large units and less effective at taking down groups of units, however it out-damages by far its UEF rival, which spreads its payload out, typically causing lower damage to any one unit.

Other good examples of the Seraphim philosophy are: the Ilshavoh and the Ythotha.

Additional Tips[]

1. Each of the Fatboy’s Gauss Cannon can engage different targets at once, thus it is usually best to not issue attack commands with the Fatboy, but rather leave it to its own accord as a single Fatboy can usually engage up to 3 different fronts.

2. The Fatboy’s Riot Guns are very powerful and has very high DPS and rate of fire (it has higher DPS than Monkeylord’s bolters), however their range is quite short and they have slow projectiles, thus they’re excellent against T3 units that wander too close to the Fatboy, but can be slow to handle a large army of weaker units. Also, it is usually best to keep Fatboys away from direct combat since even though it has powerful close range weapons, it does not have the HP to withstand too much damage. 

3. A good tactic when using Fatboys offensively is to pair each of them with an sACU, upgraded with shield generator field and enhanced sensors. Since Fatboys do not have onboard radar, the sACU’s extended radar can help reveal enemy units, and the 52k shield and sACU’s repair capability can greatly extend the Fatboy’s lifetime. 

Using the Fatboy as a Mobile Factory

Most players, especially on FAF, use this not as a Mobile Factory, but as more of a mobile artillery, raining down gauss fire on enemy positions. But the Fatboy is also EXTREMELY useful as a base deployment unit. 

In 2v2 games, if your team-mate is playing Cybran, grab a Deceiver and a few T2 mobile flak (try to get both Cybran and UEF flak as the UEF guns point backwards and the Cybran forward which means that they fill each others weaknesses out) and move the Fatboy to an opposing corner of the map. Then, start pumping out T3 engineers from the Fatboy and order them to build a Mavor. 

This is especially useful if your opponents have too much defence (Ravagers beware!) for the Fatboy to cope. This is also one of the best tactics in the 2nd Forged Alliance mission, where you can micro your Fatboy through the Order base, take control of that little nook, build a Mavor and T3 omni, and start shelling QAI!

This strategy, however, clearly relies on massive amounts of resources and is just a very situational manuever. Simpler and more sensible approaches to the Fatboy’s mobile factory capabilities can be devised based on its very adaptative nature, at the player’s discretion, such as using it to produce T1 Engineers, which can assist it, repairing the unit and recharging its shield. The Experimental can mass produce them very quickly due to its high build rate and said Engineers can also be repurposed as needed, including to build anti-air defenses, for example.

Factories attached to units[]

The experimental units, the Fatboy, the Tempest, the Atlantis, the CZAR and to some degree, the Megalith are able to function as factories, as well as act as powerful fighting units. Except for the Megalith, all of these units must be stationary in order to construct units. During the construction, their weapons are also disabled (the Megalith is again an exception to this rule, along with CZAR, which can use it’s beam and AAs while constructing (though it can’t move)). The Tempest and the Fatboy must also be surfaced or on land, respectively.

All types of Carriers are also capable of constructing units, including the T3 sea ones for Cybran and Aeon, and the Experimental versions for UEF and Aeon. They generally have a mostly complete catalogue of T3 air units. However, the units these can construct are on their unit page.

Aeon

Hardest faction to play. Require lot of micro. Good choice for playing on air spot due to versatility.

Description

  • ACU — Decent HP, has two gun upgrades and better range that other faction’s gun upgrade, double shield upgrade. Chrono upgrade that stuns units. Double RAS.
  • SACU

    RAS upgrade, teleport, sacrificial system.

    — Bad in combat since only one gun upgrade available. Double shield upgrade or nano repair.

Tech 1

  • Land:
    • Scout — Hover, can go over water.
    • Light Assault Bot — Can shoot from transports.
    • Aurora Tank — Longer range than other tanks, but low HP and slower speed. Hover, can go over water.
    • Artillety — Most accurate from T1 artillery, no splash.
  • Air:

    Bomber — Slightly worse than Seraphim, stuns units.

  • Naval:
    • Frigate — Has torpedo defence, no AA.
    • AA boat — Very fast boat with good AA.

Tech 2

  • Buildings:
    • Point Defense – Strong PD that is not blocked by terrain, slow rate of fire, splash damage. Best dps.
    • Static Shield — Strong shield but small radius. Can’t be upgraded to T3.
    • TMD — Deflect missiles, can counter infinite number of missiles at once, weak against rapid fire missiles. Can’t stop missile aiming for way further.
    • Aeon had no Engineering Station
  • Land:
    • Obsidian Tank — Strong shielded tank with slow fire rate but high damage.
    • Blaze Tank — Fast hover tank, can go on water.
    • Mobile Flak AA — Hover, can go over water.
    • Mobile Missile Launcher — Worst from all factions. Slow fire rate.
    • Mobile Shield — Hover, can go over water.
  • Air:
    • Swiftwind Combat Figher — Dedicated AA fighter. Best T2 AA.
    • Gunship — High accuracy.
    • Mercy — Suicide aircraft with low HP that deals lot of damage. Used for sniping ACU and other high value targets.
    • Torpedo Bomber — Drops depth charge. Can’t be used in shallow water.
    • Transport — Slightly better than Cybran, can carry up to 2T3 + 4T1 or 1T3+4T2 units.
  • Naval:
    • Submarine Hunter — Good torpedos and torpedo defence.
    • Destroyer — Big range, slow fire rate, high damage. It’s shots are easy to dodge. Torpedos, torpedo defence and depth charges (ignore torpedo defense).
    • Cruiser — Good AA, can shoot at naval and land targets with a weak gun.

Tech 3

  • Buildings:
    • Static Shield — Strong shield, small radius.
    • Rapid Fire Artillery — Very expensive, basically breaks through any shielding. Aeon game ender.
    • Quantum Optics Facility — Provides small vision radius anywhere on map.
    • Sonar — Has torpedo defence.
  • Land:
    • Harbinger Bot — Fast shielded bot with good damage and average range. Can reclaim and repair.
    • Mobile Artillery — High accuracy. Deals damage over time. Does not need to deploy to fire.
    • Shield Disruptor — Large range, great weapon against shields. Hover, can go over water.
    • Sniper Bot — Large range, good damage, slow fire rate, low HP. Inaccurate while moving.
  • Air:
    • Strategic Bomber — Deals most damage from all T3 bombers, low splash.
    • AA Gunship — Good AA and decent anti ground damage.
    • Torpedo Bomber — Only Aeon has T3 torpedo bomber. Drops multiple torpedos that deal a lot of damage.
  • Naval:
    • Battleship — Small range but good damage.
    • Aircraft Carrier — Can carry, build and repair aircraft.
    • Strategic Submarine — Can build nukes. Has cruise missiles.
    • Missile Ship — Long ranged rapid firing cruise missiles. Almost impossible to stop with TMD.

Tech 4 – Experimental

  • Galactic Colossus — Strong experimental bot with lots of HP. Long range laser. 2 tractor claws. Has omni and decent vision radius.
  • CZAR — Experimental aircraft carrier. Anti ground beam that deals a lot of damage. Decent AA. Can carry, build and repair aircraft.
  • Tempest — Experimental battleship. Long range, slow rate of fire with huge damage and splash. Has good long ranged torpedos, torpedo defence. Can build T1 and T2 ships. Can be submerged.
  • Paragon — Experimental resource generator. Very expensive. Produces up to 1 million energy and 10,000 mass

Новинки кибранов (Cybran)

Fire Beetle (T2 mobile bomb) — передвижная бомба, действующая по понятному принципу: взрываться при приближении к врагу. Дорогое оружие, полезное при массовой атаке.

The Brick (T3 armored assault bot) — усиленный втрое тяжелый робот (цена увеличилась пропорционально), способный к тому же передвигаться по воде.

Megalith (экспериментальный) — усиленный «паук», получивший функции передвижной базы. Функционально похож на аналоги, но забавно задуман: при создании новой техники делает вид, что откладывает яйца. Впрочем, полезен он в первую очередь при штурме баз.

Jester (T1 light gunship) — легкий вертолет (gunship), позволяющий быстрее других сторон атаковать шахты противника.

Wailer (T3 heavy gunship) — тяжелый вертолет с мощным оружием, блокирующий работу радаров.

Barracuda (T2 sub killer) — подводная лодка среднего класса, способная прятаться от гидролокаторов.

CI:18 Mermaid (T2 counterintelligence boat) — судно, закрывающая флот от гидролокаторов и радаров врага. Расходует 100 единиц энергии. Оружия нет.

HARMS (подводное здание) — мощные защитные пушки, предназначенные для защиты базы с моря. Впрочем, без сопутствующего флота это сооружение легко уязвимо.

Hive (здание) — неподвижный объект, берущий на себя рутинные обязанности инженеров.

Soothsayer (здание) — средство дополнительного обзора.

Artillery[]

Generators will only increase the Rate of Fire for T2 Artillery Installations and T3 Heavy Artillery Installations .

An interesting note about T3 Heavy Artillery Installations is that their Rate of Fire Bonus is indicated by an increased Energy Usage which occurs when an odd number of Generators are built next to them. The Energy Usage returns to normal if there are an even number of Generators.

UEF T2 Artillery Installation

T1 Generator Consumption/Reload Time T2 Generator Consumption/Reload Time T3 Generator Consumption/Reload Time
-100/20s
1 -100 1 1
2 -100 2 2
3 -100 3 3
4 -100 4 -100 4

Cybran T2 Artillery Installation

T1 Generator Consumption/Reload Time T2 Generator Consumption/Reload Time T3 Generator Consumption/Reload Time
-115/20s
1 -115 1 -115 1 -115/18s
2 -115 2 -115 2 -115
3 -115 3 -115 3 -115
4 -115 4 -115 4 -115

Aeon T2 Artillery Installation

T1 Generator Consumption/Reload Time T2 Generator Consumption/Reload Time T3 Generator Consumption/Reload Time
-145
1 -145 1 -145 1 -145
2 -145 2 -145 2 -145
3 -145 3 -145 3 -145
4 -145 4 -145 4 -145

Seraphim T2 Artillery Installation

T1 Generator Consumption/Reload Time T2 Generator Consumption/Reload Time T3 Generator Consumption/Reload Time
1 1 1
2 2 2
3 3 3
4 4 4

UEF T3 Heavy Artillery Installation

T1 Generator Consumption/Reload Time T2 Generator Consumption/Reload Time T3 Generator Consumption/Reload Time
-4000/10s
1 1 1 -4111
2 2 2 -4000
3 3 3 -4133
4 4 4 -4000
5
6
7
8
9
10
11
12
13
14
15
16

Cybran T3 Heavy Artillery Installation

T1 Generator Consumption/Reload Time T2 Generator Consumption/Reload Time T3 Generator Consumption/Reload Time
-3500/10s
1 -3661 1 -3500 1 -3597
2 -3638 2 -3500 2 -3500
3 -3615 3 -3500 3 -3616
4 -3592 4 -3500 4 -3500
5 -3569
6 -3546
7 -3523
8 -3500
9 -3670
10 -3645
11 -3621
12 -3597
13 -3572
14 -3548
15 -3524
16 -3500

Aeon T3 Heavy Artillery Installation

T1 Generator Consumption/Reload Time T2 Generator Consumption/Reload Time T3 Generator Consumption/Reload Time
-4250/20s
1 -4445 1 -4250 1 -4368
2 -4417 2 -4250 2 -4250
3 -4389 3 -4250 3 -4391
4 -4361 4 -4250 4 -4250
5 -4333
6 -4305
7 -4277
8 -4250
9 -4456
10 -4427
11 -4397
12 -4368
13 -4338
14 -4309
15 -4279
16 -4250

Aeon T3 Rapid-Fire Artillery Installation

T1 Generator Consumption/Reload Time T2 Generator Consumption/Reload Time T3 Generator Consumption/Reload Time
-7500/3.1s
1 -7697 1 -7500 1 -7708
2 -7500 2 -7500 2 -7500
3 -7708 3 -7500 3 -7750
4 -7500 4 -7500 4 -7500
5 -7720
6 -7500
7 -7734
8 -7500
9 -7750
10 -7500
11 -7767
12 -7500
13 -7788
14 -7500
15 -7812
16 -7500
17 -7840
18 -8249
19 -7874
20 -7500

Seraphim T3 Heavy Artillery Installation

T1 Generator Consumption/Reload Time T2 Generator Consumption/Reload Time T3 Generator Consumption/Reload Time
-3750/10s
1 1 1
2 2 2
3 3 3
4 4 4
5
6
7
8
9
10
11
12
13
14
15
16

UEF Experimental Artillery

T1 Generator Consumption/Reload Time T2 Generator Consumption/Reload Time T3 Generator Consumption/Reload Time
-7500/8s
1 1 1 -7500
2 2 2 -7500
3 3 3 -7500
4 4 4 -7500
5
6
7
8
9
10
11
12
13
14
15
16
Гость форума
От: admin

Эта тема закрыта для публикации ответов.