Note that if a world is owned by the Wild Hives (DLC3) it counts as hostile for the cost and hacking time of some hacks. Hack Options Not all hacking options are listed here. This means that deepstrike hacks are very rarely a good idea. This is in addition to the fact that AI reserves will be hunting you. IF you are deepstriking into AI territory (entering an AI world a significant number of hops from your planets, which can be viewed using the Deepstrike Danger filter on the world map), then many hacks will take longer and be more expensive. This is NOT done from the hacks tab, but from the fleet menu of the Centerpiece. This applies to transports and combat factories in the basegame, and some golems if The Zenith Onslaught is enabled. Exactly which property can be improved depends on the specific Centerpiece.įinally, some Centerpieces can be transformed into different variants by using hacking points. This can only be done when they are present on your own worlds, and is done via the Hacks tab while the centrepiece is on one of your planets. This can be very effective when stacked with Direct Science upgrades, but is otherwise not generally worth it. You can spend hacking to increase a property of some officer fleet centrepieces, such as damage, shield strength, or hull strength. It is quite situational due to it's cost, however. This is done via the Hacks tab at the planet with the command station you want to boost. You can spend hacking to increase the vision range of your command stations. You can also spend hacking points on upgrading/changing your own units. In addition, actually completing the Hack fully has an extra response at the end as well. Generally, there are both small, frequent "pulses" of units spawned during a Hack, as well as less frequent and larger pulses. Outguard Beacons are an oddity, and will cause an AI response instead. The faction that responds is usually the one that controls the thing you are hacking (i.e an AI Command Station will respond with AI units, but hacking the Nanocaust responds with a very scary response of entirely Nanocaust units). Nearly every Hack causes some form of response against you - groups of units spawned from the target unit to try and stop the Hack. When multiple flagships are present on a planet, the one closest to the target is selected for the hack. The hack can also be aborted by clicking on the notification, but hacking points will not be refunded. ![]() If the hacker is destroyed mid-way, the hack is cancelled and must be restarted. The remaining time left is displayed on the top in a similar fashion to Wave Warnings. While a Hack is in progress, the hacking flagship's speed is greatly reduced and it cannot leave the planet. When viewing a particular planet, the relevant Hacks available will be shown in the Hacking sidebar to the left, with the effect and cost of each Hack is listed. A few units such as Astro Trains and the AI Overlord will also give hacking points when killed. ![]() Each planet has 30 points by default, but planets that are adjacent to other player owned planets yield an extra 5 (Including retrospectively). Build a command station on the planet and it will rapidly gather the Hacking Points there. Hacking consumes Hacking Points, which can only be gathered normally from player-controlled planets.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |