Deploy modules - Build modules

Tips, tactics, and general discussion for Evochron Legacy.
XenonSurf
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Deploy modules - Build modules

Post by XenonSurf »

I'm at the stage where i can deploy modules with the constructor.

what I know so far is:
The mining probe is useful so you can get busy elsewhere while staying in the sector.
The Sensor station is prime to detect object and ships

What I don't know:
Do all the deploy modues vanish if you leave sector? Also the Hangar station?

What I would like to do is building a Hangar in order to store the mining items from my probe in order not to increase my Cargo bays (which would also necessitate a much bigger and expensive frame).

What about the "Build modules"? Are they permanent? What does the Storage? Should I chose this one to store permanently my items?

Thanks,
XenonS

P.S
Where can I find guides of EL apart from the Steam docs`?
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Marvin
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Deploy modules - Build modules

Post by Marvin »

All deploy modules are scuttled when you (and all other players if in MP) leave the sector (same as with items you jettison). Build modules are permanent, unless you or another player (in MP) destroy them. For storage, you'll need to build a command module ... 'though you can deploy a hangar station if you just want to swap gear in and out between equipment slots and cargo bays. To do that, you might need to jettison some items and then tractor them back into empty cargo bays.
XenonSurf
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Deploy modules - Build modules

Post by XenonSurf »

Hi Marvin,
thanks for the info. I missed to say that I read the Instructions before but still didn't exactly figured out what the different modules exaclty do in the game. Some are obvious in their usage, but others not. I saved my progress and then have deployed a hangar. You can actually go inside, but you don't dock (or I miss something). As for the manual, this is only to store the game progress !?

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DaveK
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Deploy modules - Build modules

Post by DaveK »

Anyone think being able to refuel in a deploy hangar (using a refuelling widget or not) is a good idea ... or is it just 'deep space' 'ole me :D
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Marvin
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Deploy modules - Build modules

Post by Marvin »

When in space, you can save at any time ... but, if not docked, you need to be fully stopped (gravity can't be pulling on you). It won't be an auto-save ... Alt F9 is the quickest way.
XenonSurf
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Deploy modules - Build modules

Post by XenonSurf »

I know you can Quicksave at full stop, this will kill any items, probes or missions you may be on, but that's ok.
I wonder if there is a Quick Load for the last saving point. If you get killed the game takes just a few seconds to reload your last save, but can you do it without being killed before? If you quit and reload it takes much longer.

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Marvin
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Post by Marvin »

You can self-destruct. Check the keyboard diagram for which F-key initiates the sequence (you need to hold the key ... if you release it, the sequence terminates).
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Post by XenonSurf »

oh, oh, THAT'S why this key is useful :D:D:D

Thanks,
XenonS
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DeathTech
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Deploy modules - Build modules

Post by DeathTech »

From post: 187494, Topic: tid=12619, author=XenonSurf wrote:Do all the deploy modues vanish if you leave sector? Also the Hangar station?
Yes
From post: 187494, Topic: tid=12619, author=XenonSurf wrote:What I would like to do is building a Hangar in order to store the mining items from my probe in order not to increase my Cargo bays (which would also necessitate a much bigger and expensive frame).
Hangar only reduces time and removes fuel cost for saving, alternatively on the unlucky moments your cargo bay is totally full and you want to swap tools/equipment, then it allows you to.

It does nothing else.
From post: 187494, Topic: tid=12619, author=XenonSurf wrote:What about the "Build modules"? Are they permanent? What does the Storage? Should I chose this one to store permanently my items?
Build module stuff is permanent and no you can't get anything usefull from them unless you count building a new station usefull.
Everything except station module itself and the turret lack a direct useful function.
From post: 187494, Topic: tid=12619, author=XenonSurf wrote:Where can I find guides of EL apart from the Steam docs`?
My signature with my tutorials.
SeeJay's website (in his signature)
Maybe DaveK's thread when he finally does make it?
Don't know anywhere else.



Edit by Vice, 04-14-2016

I wanted to provide a direct response to several of the statements made in this post as they need some clarification and appear pretty subjective in their interpretation. I'll also include more information on each specific module's role and function.

Hangar only reduces time and removes fuel cost for saving, alternatively on the unlucky moments your cargo bay is totally full and you want to swap tools/equipment, then it allows you to.

It does nothing else.


I'll try to correct a few things here for clarity. The deployable hangar allows you to save in environments where it may not otherwise be possible. For example, if you are in a gas giant, or near a star, a moon, or black hole, the deployable hangar will allow you to save in that environment where you otherwise wouldn't be able to due to movement. It does also eliminate the fuel penalty for saving in open space as well as provide a way to swap items on your ships without having to dock at a station.

From post: 187494, Topic: tid=12619, author=XenonSurf wrote:What about the "Build modules"? Are they permanent? What does the Storage? Should I chose this one to store permanently my items?


Build module stuff is permanent and no you can't get anything usefull from them unless you count building a new station usefull.
Everything except station module itself and the turret lack a direct useful function.


To answer the initial question, yes, they are permanent. No, you do not need to build a storage module to store items. And you can get something useful from several of them beyond just building a new station.

Here are the various build modules and their functions (including what most might consider 'useful'):

Power Supply - As the name implies, it provides energy to modules in range. More of these are required when building multiple shield modules to power them.

Crew/Living - Provides living space and resources for crew. More of these are required when building multiple power modules.

Production - Provides production capability for more advanced technology, increases in-sector technology rating by about 3.3% per module above the base regional value. The useful result here for what you can get from it/them is the items made available in the local inventory increase in class and capability. They can also result in new items being made available that were previously not offered in the area.

Storage - Provides storage capacity for market inventory, production resources, and weapon systems. These modules also increase the in-sector technology rating by about 3.3% per module above the base regional value. More of these are required when building multiple weapon turrets.

Command - Central location for trade, supplies, shipyard, weapon lab, engineering lab, and hangar storage. Storage for ships is done with this module.

Shield - Generates shield arrays for other modules in range.

Weapon Turret - Provides missile and cannon protection against hostile ships.

Horizontal - Horizontal structural piece for spacing and/or shape.

Vertical - Vertical structural piece for spacing and/or shape.


So in terms of what you can get from them, you'll want to consider storage and production modules as they can provide you with much more advanced technology for your ship.

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Post by DaveK »

Getting closer; Players keep asking Vice to change things - which he does and so I have to keep going bacl and double checking and changing things - but I'm closing the gap! :P
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Marvin
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Post by Marvin »

From post: 187567, Topic: tid=12619, author=DaveK wrote:Players keep asking Vice to change things - which he does ....
Including graphics ... which then requires an update in screen shots to keep the picture-type documentation accurate.
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DeathTech
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Deploy modules - Build modules

Post by DeathTech »

From post: 187567, Topic: tid=12619, author=DaveK wrote:Getting closer; Players keep asking Vice to change things - which he does and so I have to keep going bacl and double checking and changing things - but I'm closing the gap! :P
Yeah, but at least you'll know we all appreciate you for it.